voidtreckermods: (voidtrain)
VoidTrecker Express Mods ([personal profile] voidtreckermods) wrote in [community profile] middleofsomewhere2021-09-11 10:02 am

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
The four different islands they are to go to are as follow:
    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.
    EAST ISLAND: Blue Team are directed this way, though anyone willing to attempt negotiations here may be interested. The land is overgrown (again), and there's two directions to go in - north or south. To the north leads in direction of the North Island, where some sali are. They can be engaged with. To the south leads towards some buildings, large, the sali settlement. There are crystals in the way, stone monuments, and even the sali themselves. They can be engaged with.
      This area will need negotiators, those who can win over the sali's trust. Those with evidence of their trustworthiness is recommended.
    SOUTH ISLAND: Orange and Blue team are directed this way, as well as Purple. A red shroud hangs over the island, but not too much. Still, this will have various effects on the Voidtreckers; headaches, dizziness, blurry vision, even sickness. It won't start off strong, but they will have to work with this hanging over them while, in tall wheat-like grass, they have to deal with the sali on the attack. There are red-eyed/red-crystal sali, and then sali without this. Both will attack, but the non-red versions may be won over, unlike the other.

    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.
    WEST ISLAND: Reds are sent in this direction. The highest mountain is surrounded in a thick red shroud, birds swarming around it. They also search around the lower grounds too. At the base is a white forest extremely cold but not snow. There are monster-creatures here, and then also stone markers that have repelling effects to the Voidtreckers. Some also drain energy, but too much (and also being attacked) makes them blow 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.


ARRIVAL ISLAND
ARRIVAL. "Please mind your step getting off."

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.



Forever One interactions


TAKE TWO. With enough clearing and shredding, broken dome habitats can be discovered, wrecked by the plant-life. There's decent cooking pots within, utensils, bowls and other tidbits to be found, but no one else.

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
HOME ISLAND. Arriving from the centre island, there's signs of a clean-up job. Large masses of red and yellow grass have been flattened, creating two paths: one north, and one south.

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.



North trail interaction


TO THE SOUTH. The south trail will take explorers longer to reach anywhere. The plains are vastly wider, ascending up hilly land, but there is more wild here than just the plant-life.

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.



South sali interaction







NORTH ISLAND: WEAVED IN GREEN
TANGLING PATHS. Entering the forest is much like agreeing to navigate a labyrinth with layers upon layers. Branches and roots twist and tangle every which way, offering a way up as the ground below becomes more like swamp land. Trees overtake as pathways, limbs wide enough to walk two people side by side, vines hanging like loose threads.

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.



PROWLING FOES. But those who find you may not always be a friend. Green Sprinters move nimbly, jumping from great heights to pounce upon the unsuspecting, leaping across tree paths and jumping against any surface to weave and dodge attacks. Camo Spiders make the webs that catch clumsy prey. Sometimes, they might not be near their webs - but they will always know when one's been triggered.

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.



HANG-UPS, HANG LOW. You start to see a sky, and if you're heading in the right direction, a rock wall. There's still a ways up, and, unfortunately (as is always the luck of a Voidtrecker), getting closer only provides more trouble. None of the creatures save the Green Sprinter appear keen to follow them too high, with the other creatures around disinclined in engaging with the Voidtreckers, there's still issues - ahead, and underfoot.

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...




Mountain Top investigation



FURTHER INVESTIGATIONS. But maybe you don't end up top side. Maybe your investigations take you elsewhere, or the density of the woods has kept you inside. Is it curiosity, a desire to explore? Or just bad luck? But there's more to be found in these wild woods than just creatures. Those traps - they were surely traps, and there's more to be found, the rustling of leaves and vines that attract you deeper inside.

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
A MURDER OF CORN. Arriving on the South Island, Voidtreckers will find the land in a similar state as the one they started on, if with more cause for concern. Great dome buildings are visible from where they land in an obvious state of disarray, and a thin red fog with it. There's no immediate threats, but as they get closer to the settlement, the red substance in the air - while some has dissipated since they first saw it - offers headaches and unsettled stomachs, turning their vision hazy and unclear. And a feeling as if something is trying to probe their mind.

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.


NPC-led encounter


THE FARMING LIFE. Instead of a fight wit the sali, some might find themselves at the structures seen from the distance, as tall as two- or three-storey houses. They have suffered structural damage, from the wild growth piercing them, and from something crushing them from above, leaving openings where they shouldn't be.

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.


SHEEP AND BOAR. In other buildings, it's no less chaotic. One has been flattened in half by some great force from above, but who knows how. There's animal cries that can be heard inside, trapped by beams of wood and some steel; creatures between a sheep and cow, making sounds like ducks. Some have been killed by the structure, and a sali can be found in the wreckage meeting the same fate.

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
WHITE FOREST. For those interested in what the Reds have to do, or just interested in the sight of the mountain surrounded by a mass of red mist, their destination will be the West Island. Greeting those who come here is white: white dirt you might mistake for sand, large white trees with mushroom-tops, made from very fine fibres. Some have been cut down, by the collection of wood bundled for later gathering, with their fluffy tops used as coverings. Meanwhile, birds can be heard in the distance, their destination covered in a shroud of red, the avians visible as they circle the skies.

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.



Enclosure investigation


A SHRILL OMEN. But life doesn't stop at investigating one enclosure. Whatever the outcome of their findings, the Voidtreckers making their way around the enclosure to the east side will be led to what appears to be a mining operation, and a building beside it.

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.



TRAILING STONE. In the face of the mountain are cave entrances, some larger than others. Each of the cave entrances leads into tunnels that work into the mountain. Most are quite large, built and used by Salis but also dark and very steep- the Salis being very sure footed, with stones glowing lights to give visibility.

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.


OOC NOTES

NOTES: OOC info is here, map is here, info about powers/magic here. Ask questions here, submit shenanigans here, submit rewards here.

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.
gathersnomoss: (thumbs up)

Re: hang-ups, hang low

[personal profile] gathersnomoss 2021-09-12 03:23 pm (UTC)(link)
"Can do. I like this boot. Or the general idea of having boots without slices taken out."

He's less worried about his foot. HE's hard to cut.
flatteries: (i turn my head to the crowd)

[personal profile] flatteries 2021-09-12 09:45 pm (UTC)(link)
It's a good thing that he already kind of told Inigo about that last part before, huh. Or he would start to get some wild ideas about Zelgadis here.. Like that he might care more about his boot than his foot.

But with the knowledge in the back of his mind, Inigo instead just sets further to work. It's not going fast, considering he can only try to break off small chunks of rock at a time, but he keeps going at it, even as he speaks up.

"How did you get stuck like this anyway?"
gathersnomoss: (annoyed - fed up)

[personal profile] gathersnomoss 2021-09-12 11:57 pm (UTC)(link)
"There might have been some leaf litter blocking it, but the crack looked too small for my foot. Then it was just the right size for my foot. Then it was too small again."

"I'm starting to suspect the locals don't have a problem with magic."
flatteries: (this was gonna be easy)

[personal profile] flatteries 2021-09-13 09:16 am (UTC)(link)
".. you think it's a magical trap?"

Apparently that idea is surprising enough to Inigo that he stops for a moment in his attempt to get Zelgadis loose - sorry, buddy - and instead looks up at the other's face, frowning with concern. It's not that he thinks it's impossible, it's just.. well, if they're having to face magical traps while some of their powers aren't working right here, it sure is going to be a pain.

And since Zelgadis was looking into magic before, Inigo trusts his opinion on this matter more than anything he could conclude himself from this situation.
gathersnomoss: (serious)

[personal profile] gathersnomoss 2021-09-13 02:14 pm (UTC)(link)
"I'm not excluding it. Though they could just know the land better than we do." Which was a given. "Once we get my foot out, I'll see if I can see how it could be done without magic."
flatteries: (but i'll hum along)

[personal profile] flatteries 2021-09-13 07:02 pm (UTC)(link)
Inigo's head dips into a nod.

"Got it."

He returns to trying to free the other's foot. He's managing to crumble away some of the side of the rock, giving the other a bit more wiggle room - hopefully enough to be able to pull out his foot along with the boot. Or if the boot still sticks in there for another moment, it should be possible to pull it out by hand.

"Is this good enough? Let me know if I need to try and chip more rock away."
gathersnomoss: (Default)

[personal profile] gathersnomoss 2021-09-15 01:59 pm (UTC)(link)
"I think I got it," Zelgadis said.
flatteries: (but now is better than never)

[personal profile] flatteries 2021-09-15 03:08 pm (UTC)(link)
There's a breath of relief coming from Inigo when he hears that, and he moves to sit upright - though still on his knees - and looks up at the other's face.

"Great, try pulling it out then."

Just to make sure. Inigo trusts the other when he says he's got it, but you never know - maybe it will spring some sort of second problem on them.
gathersnomoss: (Default)

[personal profile] gathersnomoss 2021-09-18 05:33 pm (UTC)(link)
Zelgadis carefully lifted his foot, balancing on the other, and set it down on the spot that looked safest.

"So far, so good."
flatteries: (but nobody said that)

[personal profile] flatteries 2021-09-19 08:36 am (UTC)(link)
"At least you're not immediately dropping into a pit," Inigo jokes. But even though it's definitely just a joke, he wouldn't put it past being within the realm of possibilities, considering all the stuff that has been happening to people so far..

"Let's make sure to watch where we're walking from now on. At the very least until we're sure of what's going on here."

Because Inigo doesn't quite trust it now, even though he's got a casual smile on his face to downplay the worries.
gathersnomoss: (serious)

[personal profile] gathersnomoss 2021-09-19 03:15 pm (UTC)(link)
"And if I do fall into another hole, while paying attention, then we know someone is messing with us."
flatteries: (and some just won't)

[personal profile] flatteries 2021-09-19 08:55 pm (UTC)(link)
Inigo pauses at that, glancing around them.

"Should I go together with you for a bit?" He's got something else in mind that means he can't go too far into the forest, but a little bit can't hurt, he figures.. "Just so there's someone around in case something happens again. And then we can also make sure whether all this is just coincidence or not."

It sounds safer than letting Zelgadis wander off by himself, without either of them knowing what might be out there.
gathersnomoss: (Default)

[personal profile] gathersnomoss 2021-09-20 02:12 am (UTC)(link)
Zelgadis agreed. He was fine against predators, but intelligent people meant having a second set of eyes to look for traps (and get help) was only smart.

"Yes, if you don't mind. Also probably should let the others know, at least on the North Island."
flatteries: (and call it consequence)

[personal profile] flatteries 2021-09-20 10:23 am (UTC)(link)
"Right." He nods. After all, there's all sorts of people going up north here, and Inigo doesn't want anyone who's even remotely vulnerable to fall into a trap and end up having to deal with either whoever set these traps, or some dangerous animal.

"Just.. let's make sure these are actual traps first, and not just our paranoia." There's a bit of an awkward expression on his face as he says it. "We don't want to look like a bunch of idiots."

(Though Inigo might already have that reputation at this point.)

"Once we're sure, you can tell everyone over the comms to be careful."
gathersnomoss: (Default)

[personal profile] gathersnomoss 2021-09-21 01:27 am (UTC)(link)
"OR just routine hazards," Zelgadis said. "People are just as capable of breaking a leg to a treacherous path that was created naturally."
flatteries: (but i'll hum along)

[personal profile] flatteries 2021-09-21 05:14 pm (UTC)(link)
"Well, I'd hope people would at least be watching out for those."

.. even though Inigo is aware that some people on the train come from worlds where they didn't exactly have to hike through the wilderness, or anything of the sort.. But he does like to think that they at least are a little more cautious on these missions, knowing that there can be quite some danger involved.

And at least the fact this forest isn't easy to traverse is very visible. The traps aren't. That's what makes them so devious.

"But I suppose we can put up a few markers or something of the sort if we come across a part of the way that's particularly dangerous.." Just in case people aren't looking out as much as they ought to after all. It's not a bad idea necessarily.
gathersnomoss: (Default)

[personal profile] gathersnomoss 2021-09-26 11:38 pm (UTC)(link)
"And remind people to not go through the woods alone if they lack experience in forests," Zelgadis said.
flatteries: (but the red on the rest of)

[personal profile] flatteries 2021-09-27 11:46 am (UTC)(link)
He looks over at the other.

"Do you really think someone would be dumb enough here to go in by themselves while not having experience?" Especially since it's not just a matter of moving through the forest. It's not even just a matter of the traps. After all, anyone knows that dangerous animals live in forests! Inigo has been taught as much ever since he was just a little kid!