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middleofsomewhere2021-09-11 10:02 am
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Wings of Wonder: Start
"Good Morning Voidtreckers, today is day 6 of the month of Nebula."
The voice echoes through the train as passengers wake up in their beds. Not long afterwards their SCA’s glow with the colour of the void and a holographic image will appear...
[Prep]
The dressing room has been opened as promised. It is mostly equipment rather than clothing. Tents in team colours, bundles of rope as well as harnesses, belay points, carabiners and anchor points and helmets in team colours. Voidtreckers will have about an hour to prepare before they reach their destination.

WINGS OF WONDER: START
A TL;DR notes version of event/prompts: (click to show)
EVENT BASICS: Voidtreckers arrive on the centre island, covered in a high grass and other plants that may have strange effects on them (make them high, give them hayfever, dizziness, etc). Domesticated animals are trapped in here, and some habitats have been busted up. There's no one else immediately around (except for a statue, interact-able only by the spiritually inclined or those who can make such contact), and bridges between floating, smaller islands have been wrecked.
Team Destinations: On their SCAs, the teams will be signalled to the islands as follows:
- Reds: West
Purple: North, South, East
Blue: South, East
Orange: North, South
- NORTH ISLAND: Going by foot, the Oranges and Purples will be led into a large forest, where the tree branches and roots can be climbed along. There are creatures - hostile and not - amongst these, living in them, as the lower ground turns into swamp land. Traps have been set, and it's a long climb and trek, taking about an hour minimum before the Voidtreckers will reach the top.
Up here some kind of craft, and a red fog in the air. There are some dead sali present.
- → This area will need fighters, people willing to investigate, people willing to search for sali. It will need those interested in repair work.
- → This area will need negotiators, those who can win over the sali's trust. Those with evidence of their trustworthiness is recommended.
There are destroyed buildings everywhere, except for one. A large 2 storey building. A Forever One is here.
- → It will need decent fighters, those willing to work with diplomacy. Those who can deal with unsettled livestock and who can help the wounded. Those willing to help clear up.
There is an unknown enclosure here by the mountain base that can be explored. Or people can go into caverns next to it to explore the interior.
- → Strong fighters are needed for this area, and those willing to explore and investigate. Those who can handle strong dangers, but also not exacerbate issues with force.


The female-coded voice of the train speaks as the doors open. Voidtreckers should take heed, with the only way off being with a jump or tumble, landing in a bed of grass below. Very long grass, of greens, yellows, greys and light blues. They'll make a good dent with their drop, but they'll also find more around them, standing as high as twelve feet. Flowers, weeds and more tangle together, their scents strong and threatening to make you dizzy. Get too close to the purple flowers, and they'll offer you a blissful high just by smelling them. Or, are you experiencing hayfever, with constant sneezing and watery eyes?
It'll be a good idea to do something about this mess, just so you don't bump into each other - and the large cylinder containers spread about, meant for rainwater collecting. There are also animals lost in this mix, agitated by the wild growth. They'll need a calming hand to help them behave, and to not go around knocking into people while work is ongoing. There are pegs on the end of the ropes attached to their necks, that can be put back into the ground. ...somewhere.

Outside, a reddish sky over mountains can be seen in the northwest, and over the south skies too. To the north are signs of smoke... and no easy way to reach anywhere. There are pieces of bridges between floating land, remains hanging resiliently, but not capable of being used without some repair. There are small clusters of land around, but none seem to float close enough to jump across - at least, not for anyone of average human mobility.
The Voidtreckers will need to plan how to move, and where. Flight and abilities over gravity will be useful, except those capable of such will find that their powers aren't as realiable as they should be.
Is this the case for everyone?

EAST ISLAND: HOME OF THE SALI

Voidtreckers will need to continue to watch out for the thorns and pollen that persist in the overgrowth that hasn't been dealt with, their SCAs beeping to help keep them away from questionable growth. They should also mind the clusters of clear crystal stone around the terrain. They are magic, that much is clear even to those who can't sense such things. For those that can, given the weirdness that is happening with their abilities these rocks feel almost like their minds are trying to swim in jelly. As if their eyes don't want to focus on the rocks but also cannot help but try and focus. Like hearing a muffled half familiar song and not being able to place it. Focusing too long however, will make them all the more confused, delirious; others on the road will need to help drag them along.
Choose your path. To the south, the long grass obscures what lies ahead. To the north, large dome settlements can be seen at a far distance.

Sometimes, strange striped creatures can be found - usually, if a person gets too separated from others. It goes in for the grab, fast-moving, having some expertise to expect projectiles and to dodge. It won't stop running once they have someone in their clutches.
But there is something that can stop them, other than a Voidtrecker's attack. The closer they get to their destination, the more stone monuments can be found. Nothing grows wild around them, and they seem to give off a repulsive energy that even the Voidtreckers will sense, be even affected by.
They are multiple on the long road, confusing one's mind if they get too close for long. Making them see nonsensical visions, instilling a great sense of fear that spikes their anxiety.
And the most dangerous are the smaller markers; calming, even giving off a sense of relief to be near... but that in truth, have a draining effect to the Voidtreckers.
...but also, doing so does make them start to vibrate strangely...
...and then explode, if too many people past them by.

NORTH ISLAND: WEAVED IN GREEN

Has your attempt to move forward stranded you from others? Can you reach over to where you see another figure? Or have you fallen, caught in the tangle of the vines, even webs, in need of desperate help? Call - maybe someone can reach you.

And for those who get the most unlucky, they may find a rather spacious opening inside one of tree trunks. Noses will catch a strange odour...an odour of death. They've entered the den of a tree bear, agile despite their bulky size that makes it difficult for blades to penetrate them. They're heavy hitters, as well as having the ability to make the tree branches move to their will.

As slick substances cover surfaces to slide any foot or hand it touches, hard to remove; vines that appear safe to grab show tear marks higher up that will lead to dangerous drops if grabbed; and when they grab along the rock wall, the stone will shift, crumbling underfoot or even trapping feet in gaps narrower than when the foot first stepped on them.
Something - or someone is setting traps...

They don't make themselves known easily until an attack is already on an unsuspecting Voidtrecker. A throwing knife comes close to a head, feet, and then the wood is engulfed in flames that reach out and grab for you, a giant fist or like whips.
They prefer to attack and disappear rather than entering into full on combat. They use the trees as camouflage and try not to stay still enough to be caught or attacked in return. They are fast and if cornered will posture first with their horns, making them look bigger and more ready for a fight.
Talking to them will require time, patience and a good deal of diplomacy. However, those with crystals and eyes coloured red are less willing to listen...

SOUTH ISLAND: BLUE PASTURES

As they wade through the stiff blue stalks of a wheat-like plant, berry bushes and else, shouting can be heard. "Come out!", "Intruders!" It's difficult to figure their location, while above, the squawking of some kind of bird can be heard. The ground underfoot shakes and tremble suddenly, abruptly.
It's not the Voidtreckers those voices are after, but they may soon be, their obscured locations not staying so as the sali that slice through with sickles, with shovels, a red gemstone somewhere on their bodies, eyes the same. With a touch to the ground, they make plants grow wild and whip and grab, thorns as thick as ropes barricading their foes. Reason seems to work little with them, while others in this state - if not detecting an unknown presence - can be heard muttering about, "We're being attacked... have to find them..."
Worse is if they're found by one of the red-winged birds above-head, who fly up out of the way and spew either a red substance from their beaks, or beat their wings to cause winds that blow back even the sturdiest of Voidtreckers. They won't linger for a fight, but their smaller companions will. They use the overgrowth to hide in, speed as a means of knocking into people, to get away before they can be caught.

Inside sheet-covered buildings, there are plants: purple vegetables with the texture of carrots, rising out the ground and merging like lattice screens that block one's way; stringy blue beans that hang from above like weeping willow's, and as annoying to see through; and patches filled with brightly coloured pumpkin-shaped bumby fruits. These, with too much pressure, will burst and let out a gel-like goo that sticks to skin and clothes, making it harder to move if not wiped off.
The roof reaches high, but so do plants, some which can be climbed. It's like an obstacle course, and inside? Sali; some with red eyes, making themselves known by animating the plant-life. They send the hanging blue strings to grab and try to entangle you, or throw the goo-like pumpkins in your direction. But then there are others, some sali hiding, trying to get past people, who'll couragesly hiss "Begone!" to anyone that finds them.

But there are more animals than just them. There are rows of animal barns, some wrecked, a few luckily untouched. And as for their should-be occupants? Around. Not everywhere has been inflicted with the overgrown grass, but you may be in the maze of it, hearing sounds that could be the cow-sheeps (woolies) or even some of the tall antlered creatures that had been on the first island.
And the most unlucky meeting is a boar-like creature that's rampaging around madly, startled, and only knowing to cause a scene until it runs out of energy. Watch out, for they're as speedy as they are bulky, dealing hard-hitting body slams, headbutts that can make people flinch (from being knocked over), and even has the amazing ability to curl up into a ball and start rolling around.
Wear them out, calm them down, or get knocked out!

WEST ISLAND: STEEL TRAIL

While there may be the opportunity to get lost, stone posts dot the environment, leading visitors (hopefully) in the right direction. Yet approaching too closely to these stones have a draining, repulsing effect on the Voidtreckers, that will make them want to stay away. Which isn't a bad idea...
Or, you could try destroying them. Be warned, that most efforts are likely to make them explode in a wide area. But it's good to find out once, right?
Finally, they will reach close to the base of the mountain, with the trail they've been following leading towards a high-fenced enclosure.

Some of the crates are empty, while others are layered with crystals, bits of stone. Inside the building, tools for mining and cleaning the gems that were dug out are inside. There's a few simple weapons along one of the walls, wrapped food rations found in containers; things that will last a decent amount of time. Dried meats and fruits. Also, jugs and flasks near blue and red liquids.
It doesn't seem abandoned completely, rather it is not being used at the moment because of the storms.
Up above the birds swarm, their cries heard. Patrolling avians will catch sight of anyone below if they aren't careful, with the Steel Wings commonly seen, and ready to attack. Their cries will alert more to come to where they are, and be warned: their feathers can be flung around like blades, tearing into tree and rock to try and crush people under the wreckage.

Ropes and climbing equipment might be needed for those less used to sharp declines. The good news of course is the caves are free of birds, though unfortunately not free of Steel Weavers, more durable than their Northern brethen, with more than a few bullets needed to annoy them. Most of the tunnels are narrow, though there are larger cave areas, some of which have basic supply caches for the mining operation.
Gems can be found for those who go deep enough. Silver-coloured ones will explode if hit at too hard, and so battling around them can quickly turn deadly. But mostly this tunnel system is a very good way to navigate the West Island without being caught in the storm.
May this be the answer for reaching the birds? Can a path be found? But once the Voidtreckers reach them, what will they do?
Venturing on without figuring out a plan may not be the best idea.
Mission starts Nebula 6 (Sept 11th). This log covers the first 2 days. Ongoing goes up on the 16th.
Remember that it will take time to get around the different islands. Ongoing log will give time for more active planning to deal with the main mission objective (helping the sali get rid of the birds/red storm), while allowing the different teams time to communicate and plan. This log is to help determine relations, and showing what's the state of things.
SALI ATTACKS: Sali attacking on the South Island use more land-based magic, but not all use it. and may be able to enchant people and creatures with music, to attack for them (animals and Voidtreckers) or to confuse (Voidtreckers). Mostly, they have farm equipment, save the non-infected sali. They may have daggers and and bows and arrows. Physique go from muscular to lighter framed. They have basic to decent fighting abilities up close.
Those on the North Island will have a larger variety. Fire, ground magic, and more weapons. They are also stealthy and know how to hide well, and are expert fighters. They also deal with hand-to-hand, and have high strength. However, it is a mix. Some of the same kind can be found in the West Island caves for those who want to find any, infected.
Siebren (Sigma) | Orange | Island TBD
The landing was simple enough, all things considered; everything else had simply gotten more complicated from there, though Siebren is at least trying. Perhaps you run into him in the tall grass, trying to find his way through and see over what patches he can. Perhaps you run across him near one of the structures, exploring the inside.
Or perhaps you find him at the end of a rope, with the other end attached to one of the roaming animals, expression on his face clear that he has the metaphorical tiger by the tail and has absolutely no idea what to do with it.
Regardless of the circumstances: please help.
2. Why they call it falling (Arrival island)
The edge of the island is a bit intimidating, as any edge overlooking a long, dangerous drop can be. Siebren is standing near enough it to work but far enough to not pose an immediate fall risk, looking at the remains of a bridge. He finishes securing a rope to one of his carabiners and lets it hang loosely, uncoiling the rope to allow slack. "This should be simple enough," he says under his breath, focused on the task at hand. He takes hold of the carabiner's gravity and raises a hand, floating the carabiner out across the gap at an even pace, rope trailing behind-
When something goes wrong-
Gravity shudders- and slips from his grasp-
And the carabiner falls-
And it is a very good thing that Siebren both held on to the end of the rope and didn't try floating himself across first.
The carabiner dangles from the rope into the void below as Siebren grasps the rope tightly and attempts to remember how to breathe, visibly shaken. It takes him a few seconds to come back to himself enough to speak, a waver in his voice that he cannot control. "Something is wrong."
3. Wildcard
[Want something else? Go for it or hit me up to plot!]
falling
He's content with this plan until the moment it doesn't work. Seto's face falls, but it's nothing compared to what Siebren must feel. He steps closer, gently pressing a hand to his arm.
"We'll find a plan B," Seto promises. "Even if I have to destroy the power jammers myself."
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Today is not a good day.
The moment has not passed; the feeling of gravity slipping through his fingers, out of his control, has not left his mind; it burrows in, stinging and frightened, alongside the horrifying thought of what could have happened had he been carrying a person; he needs to hold it together; he will not panic in front of his son-
Which is when the logical part of his brain, so often forced into silence when stress and fear and the ever-present melody become too much to bear, manages to speak up. Why not? It isn't as though Seto hasn't seen him at his worst before. They'd shared their traumas, bonded over them - why wouldn't he be able to let his guard down with someone who loves and understands him?
It's that thought that releases the pressure in his chest, slowly letting him breathe again. He puts a hand over Seto's. "Thank you." Another few moments, another few breaths, and he continues. "Do not assume malice when there are...other potential explanations. We do not know if I am the only one affected." This is...better. More in line with the way he thinks. Define the problem, gather data, search for a solution.
"For now, I will settle for other ideas as to how to cross this bridge."
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"Is it possible to lift anything at all? Smaller objects? Something we don't mind losing if it drops, but I don't want to put excess strain on you. I was just thinking....if we could approximately measure the gap, we'd have a better idea how much material is needed. Worry about how to put it in place later."
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Whose other end he is still holding. Ah.
He begins to coil the rope, slowly pulling the carabiner back up from the abyss. "It held for a time, and then it...slipped, in a way my powers have not before." It's not easy to describe, or even think about, but Seto deserves as much information as he can provide. "It was...not unlike attempting to eat jello with a fork, if you have ever attempted that." Slippery, delicate, and frustrating, with no guarantee of success.
"We may be able to ask someone capable of flight to help us measure the gap," and it stings to not be able to currently count himself among their number, "though I would not want to risk them if they are also affected."
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No, they need an ally who can fly. He picks up their ropes.
"We won't let them fall. That's what all this climbing equipment is for. We strap them in a harness, and if their power fails before they cross the gap we reel them back in."
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He looks out across the gap, at the half-broken bridge, and gets an idea. "Perhaps we can ask them to test the bridges, and use both their powers and the climbing equipment as failsafes. If all goes well, we may be able to find safe routes across to other islands."
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Seto stares at the broken bridge once more, and he nods. "That should do it. The next step, then, is convincing someone to trust us...preferably someone who's handled tools before, but I'll take anyone at this point. Any nominations....or should I get someone else to help me anchor while you go?"
If only Xander had remained. His brother would've aced it. But they must carry on.
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Arrival
Bulma isn't going to not explore the abandoned homes. There may be important things to be scavenged - parts, tools... who knows what else she may dig up out of the these places. So far, though, it's been little more than pots and pans and nothing all that terribly interesting. The items give a good perspective in to what the place once was, if nothing else, but nothing particularly worth note.
This one looks much the same as she enters and takes a cursory look around.
"Have you had any luck finding anything?"
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There's a wince, and a moment of silence - the coping mechanisms of a very tall man who has done this more than once in his life and really ought to be used to it by now - before he speaks. "It depends on whether you consider cookware to be an important find."
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"Yeah, that's what I've been mostly finding too.." She sighs, obviously not too happy with that fact. "But I guess I shouldn't have come in expecting to find anything, either, to be fair."
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(He still puts a hand to his head, despite knowing the pressure will not help. Some habits die hard.)
He shrugs at the assessment. "There is no reason not to hope, or to think that we will not find something of interest elsewhere. We have simply been unlucky so far."
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"You want to see if anyone has an ice pack?" Bulma offers, despite the fact she's laughing a little. To be fair, Trunks is the tallest of their family, but she's seen the others have these troubles every once in a while.
"True. But I just.. I wonder if they took all their tech with them if they migrated or something." It's a plausible explanation for why this place is so bare, but she also can't really be sure. She takes another look around, and notes -
"It doesn't look like anyone left in a rush, to me."
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He takes another look around, furrowing his brow in consideration. "It does not seem planned, does it. There are animals left outside, harnessed but not tethered anywhere. If you know you are departing, why not bring the animals with you? Surely they would be of some use." The sticking point, he supposes, is whether the inhabitants knew they would be departing.
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Why Call it Falling
sulksee if anyone else had bright ideas on how to get across. She watches Siebren work from a respectful distance, not wanting to interrupt his concentration. Maybe they'll actually get somewhere.Then the rope falls.
Dairine breathes a sigh, not certain if it was due to disappointment that they couldn't cross or relief that others weren't getting ahead of her. Brushing her own thoughts aside, she walks over to see how he's doing.
"So I've noticed. You got further along than I did, if it makes you feel any better."
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He is spiraling too hard to notice Dairine's approach, and while the jolt out of his thoughts is badly needed, it also means his response is abrupt and brutally honest-
"It does not."
...and probably a bit rude. He stops himself and takes a breath, pivoting focus to the conversation.
"But...thank you." For pulling him out of his thoughts. For attempting to help. The gratitude is genuine, at least.
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"Fair enough." It probably wouldn't make her feel much better either, given the circumstances.
"No need to thank me. It's not like I can do much else in this situation," she replies, scowling a tad on the last bit.
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He's still holding the end of the fallen rope in his hands, and he begins the process of pulling it up and coiling it. "Have your powers been affected too?" Dairine's abilities are very different from his own; if she is also affected, there may well be reason to believe all of them have been.
Sorry for the delay! rl got a bit hectic
"Yup." The confirmation is given with a sour expression. "Nothing works. My power levels took a nose dive on arrival, but not even low powered spells are functioning right."
Wrangling the wildlife
"Having an issue?" Vegeta asks, arms crossed over his chest as he watches this happening.
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"Whatever gave you that idea?" he replies, tone light, as the creature on the other end of the tether turns to give him a markedly disdainful look. It's fine. Nothing has turned violent yet, and his frame is actually big enough to counterbalance much of the creature's mass. It's fine.
(The fact that this situation has the potential to turn markedly not fine very quickly is what worries him.)
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"What were you planning to do with this?" He asks, looking to the animal as it tries to tug free. Whatever was effecting his ki and flight abilities at least wasn't limiting Vegeta's strength.
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He hadn't thought this one through, is what he's saying.
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"If they turn out to be a real issue with no means to control them, we could just add them to our food supply." Who knows, maybe it tastes good.
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He raises an eyebrow at the food supply comment. "Or we could find a place to corral them or tie them up. They do not seem to be violent - simply...headstrong." Says a man who has never physically worked with herd animals before. It's a whole lot of guesswork on his part.
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