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middleofsomewhere2021-09-16 05:59 am
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Wings of Wonder: Ongoing

You say you are here to help - then do. We will lend out resources needed, but expect to see results. Help at the farm, help us investigate - help in whatever way your talents provide.
'Give, get back' -- this is the way of our people. Every person has a purpose, a place, a skill. In return, speak to us your cost.
If you truly have the power to help, then you will be respected. We would expect the same rules to be applied to us."
Despite rough beginnings, relations between the Voidtreckers and the sali people are neutral. They do not fully trust the Voidtreckers, will not allow mindless entry into the East village (Nossofh as they call it -- 'Home'), and visits inside the commune building in the South will be limited. However, appointments with the sage can be made for those who have some skill with crystals, magics, and energies. Those who have spoken with the Forever One on the arrival island may also be granted access, if they wish to speak.
They will have tasks for the Voidtreckers to do, jobs that are necessary. Sali will be doing the same, and will be working within the same spaces at them. They will not stop Voidtreckers from setting up camps and give permission for them to settle on the centre island, under Helma's - the Forever One - protection.
While there may be some tensions, the sali will not attack the Voidtreckers. But now, plans must be made how to proceed, as the skies from the south bleed red...
WINGS OF WONDER: ONGOING
A TL;DR notes version of event/prompts: (click to show)
EVENT BASICS:
- Contact with the sali has been made, and relations have come out neutral. The North and East bridges have been fixed by Voidtreckers, with materials sent to the South too by them.
Ongoing runs through N8 to N11, when the finale also starts. The following is a TL;DR for what will be going on at the islands, at the time.
NORTH: Fixing the aircraft found on top of the mountain, finding missing sali in the woods, dead and alive. Helping to transport goods to the aircraft so it can be fixed, and also spruced up/modified. Also still good for fighting characters.
EAST: This is where you send characters who would want to work on designs, magical crafting and so forth. They won't be in close contact with the rest of the Voidtreckers, but is good for nerds. Voidtreckers who help here will be allowed to ride mounts to the central island if they leave, as the sali recognise they will be too exhausted otherwise. And so you guys can still have threads with other people.
SOUTH: Birds will be mainly coming from this direction, so fighters can still do patrols. Mainly needs those willing to do labour, rear animals, skin dead animals and so forth. Characters can also get involved with repairing clothes, washing and cleaning, if they can't last long doing land work.
WEST: The Reds that went this way will have found out that going through the interior or around will not get them far, and more birds showing up makes the area more dangerous. On N8, there is an operation shared with the Voidtreckers that they are doing a mass transport of goods from the West, to take North. Help fighting off the birds they attract is needed. From then on, it's better advised to stick to the other islands. Reds who like to just fight will be good in the South as patrol.

WORK TO DO. There is much to be done. Buildings need to be fixed, places need restored after the storms. But more than that the general needs of life don't stop. Farms need tending, animals need caring for. There are jobs for anyone willing to work.
The different islands need the following:
NORTH ISLAND: Fighters, those willing to labour and repair, and those willing to search are needed.
EAST ISLAND: Those with experience in magic and energy, crafting (making designs, modifying; blueprinting is involved) are needed.
SOUTH ISLAND: Fighters, those willing to help out with farm work, meat skinning, clearing up the surrounding farm area. Also those who can push back the birds.
WEST ISLAND: Fighters, during N8. There is help needed to protect the sali as they transfer materials and the Forever One stationed there, and to rebuild the bridge. Otherwise, the island will be deserted while plans are made by N9.
CENTRAL/ARRIVAL ISLAND: There isn't much that's needed but for birds to be taken down who might hover over, or get attracted by activity. Those who can supply Hemla with energy are appreciated. The sali here will act as communicators to other sali for Voidtreckers who don't want to make long journeys.
Voidtreckers should decide what will be a better use of their skills, and move accordingly. While faster methods may be found over time, initially, using those who can flight and walking are the only options. The North and East bridges have been patched up, and the South Island has materials for the bridge. West's bridge will be fixed by morning of N8.
The different islands need the following:
NORTH ISLAND: Fighters, those willing to labour and repair, and those willing to search are needed.
EAST ISLAND: Those with experience in magic and energy, crafting (making designs, modifying; blueprinting is involved) are needed.
SOUTH ISLAND: Fighters, those willing to help out with farm work, meat skinning, clearing up the surrounding farm area. Also those who can push back the birds.
WEST ISLAND: Fighters, during N8. There is help needed to protect the sali as they transfer materials and the Forever One stationed there, and to rebuild the bridge. Otherwise, the island will be deserted while plans are made by N9.
CENTRAL/ARRIVAL ISLAND: There isn't much that's needed but for birds to be taken down who might hover over, or get attracted by activity. Those who can supply Hemla with energy are appreciated. The sali here will act as communicators to other sali for Voidtreckers who don't want to make long journeys.
Voidtreckers should decide what will be a better use of their skills, and move accordingly. While faster methods may be found over time, initially, using those who can flight and walking are the only options. The North and East bridges have been patched up, and the South Island has materials for the bridge. West's bridge will be fixed by morning of N8.

There will not be too much activity here over the next few days. Voidtreckers are welcomed to camp here, and sali will also come through here, helping to move the leftover overgrowth, moving through the two areas. The South and West bridges still need fixing (while the East and North bridges have been taken care of).

By the morning of N8, they will have a request. The sali will explain it to any Voidtreckers who come through the island, holding out clear white crystal stones. Hemla is attempting to harmonise their energy and the world's, at least with a middleman in the form of stone. They warn there will be possible side-effects, and ask Voidtreckers to only take one at a time, and to bring it back later.
Through days N8-10, these crystals will have a variety of effects, lessening over time. Those with magical skills/who use energy are asked to take one. They will need to supply Hemla some power, and then after carry it on them. The possible side-effects are:- Dizziness
They don't last more than a day but it might be best they find a buddy to watch over them whilst it does.
- Exhaustion
- Confusion
- Weakness

EAST VILLAGE/NOSSOFH. It is still a treck to reach the East Village, especially for those who don't have any way to fly or cover large distances; and for those that do, they will arrive exhausted.
The village is still very wary of the newcomers, and those that arrive are stopped and questioned. Those with legitimate business are allowed in and as the days go on more individual sali will be willing to exchange information or help. There are sali who will roam out with Voidtreckers to fight the birds, and those wishing to patrol the East Island will be told to help in the North or South - the sali of the island can cover the vital areas.
The two main areas of interest within the village are:
( SAGE'S HOUSE ) The invitation to help the energy weavers comes during the call on the SCAs on the morning of N8. Within the village is the sage's house, the largest building that sits in the centre, legs supporting where it has be built out over the hill. Voidtreckers are welcomed here if they ask, and those wishing to learn means of purifying the infected sali, and to help with their crystal research are best suited to come this way.
Those needed: magical experts, those strong of mind, volunteers with energy.
They will work amongst the sages, the sages in training, and the Forever Ones. In truth, these people are all one and the same, and Voidtreckers that come here will figure out quick. The Forever Ones sit, completely stone, while the sages are in various states, with limbs crystallising. They rarely speak, though the less-formed may do so with the Voidtreckers if inclined. However, those training are the ones that provide the needs of the more experienced, as well as speaking.
Working here will be difficult, exhausting on the mind and body. The sages-in-training will communicate and explain, but much of the work is done through telepathy, and crystal work - tools that will be difficult on the Voidtreckers. But it is good for the Voidtreckers to be here, so that their reactions to the crystals can be documented, as well as a way to keep them safe during their stay, and also their companions.
( CRAFTING SMITHIES ) While the Sage House works on energy and modifying crystals, for those with experience building, designing, modifying, they will find their talents more useful in supporting the creation of prototype weapons that the salis have planned.
A request for help in this will come on the third day (N8), through the hacked SCA channel. Anyone who believes they can help make efficient blueprints - and even make them better - are asked to come on down, and those with experience crafting. The plan is to make an equivalent of air cannons and air megaphones, using a mix of air and power gems. There is sure to be a lot of backfires, especially for the Voidtreckers. The sali will also be taking crystals adjusted by the sages that will hopefully allow the Voidtreckers to use the weapons being made too.
Suggestions from the Voidtreckers will be listened to, and there are other gems around, ones that can be made for specific functions.
The village is still very wary of the newcomers, and those that arrive are stopped and questioned. Those with legitimate business are allowed in and as the days go on more individual sali will be willing to exchange information or help. There are sali who will roam out with Voidtreckers to fight the birds, and those wishing to patrol the East Island will be told to help in the North or South - the sali of the island can cover the vital areas.
The two main areas of interest within the village are:

Those needed: magical experts, those strong of mind, volunteers with energy.
They will work amongst the sages, the sages in training, and the Forever Ones. In truth, these people are all one and the same, and Voidtreckers that come here will figure out quick. The Forever Ones sit, completely stone, while the sages are in various states, with limbs crystallising. They rarely speak, though the less-formed may do so with the Voidtreckers if inclined. However, those training are the ones that provide the needs of the more experienced, as well as speaking.
Working here will be difficult, exhausting on the mind and body. The sages-in-training will communicate and explain, but much of the work is done through telepathy, and crystal work - tools that will be difficult on the Voidtreckers. But it is good for the Voidtreckers to be here, so that their reactions to the crystals can be documented, as well as a way to keep them safe during their stay, and also their companions.

A request for help in this will come on the third day (N8), through the hacked SCA channel. Anyone who believes they can help make efficient blueprints - and even make them better - are asked to come on down, and those with experience crafting. The plan is to make an equivalent of air cannons and air megaphones, using a mix of air and power gems. There is sure to be a lot of backfires, especially for the Voidtreckers. The sali will also be taking crystals adjusted by the sages that will hopefully allow the Voidtreckers to use the weapons being made too.
Suggestions from the Voidtreckers will be listened to, and there are other gems around, ones that can be made for specific functions.
STATE OF THE FARM. The South Island is a mess. There is a large clean-up operation in place and Voidtreckers that can help clean up and haul debris will be welcomed.
As well as the storm damage there are quite a lot of animals that have been killed, even by the storm directly or as a result of them turning and attacking the sali or Voidtreckers. The Sali are not ones to waste resources and so there is a drive to skin the animals and preserve the meat as quickly as possible. Any Voidtreckers who are willing to help will be paid in portions of meat.
FARMING, GARDENING. Here nature seems to have won the war. Many of the buildings look like they have been left to the wild for decades and not just a week or so. Buildings need fixed, plants need cut back and brought under control. Weeds need to be removed so that the plants for food can be allowed to thrive. Gardening at its most extreme, the first step is to identify which plants should be growing here and which ones are results of the Red Storm.
Many of the animals have escaped because plants burst open fences and gates. Rounding them up is one job, making sure there are enclosures to keep them is another. It's going to be a lot of hard work and of course the farm animals are not the only creatures out here, wild creatures will attack both the farm animals and any one else.
It's hard labour, but the sali will give to those that work with them. They will locate drinks safe for them, share the abundance of food, so they can see what agrees with their diets. They will answer questions about their people and their world during world and during breaks; and as the days go on, they will invite them inside to eat, or will join them at their own camp, bringing meals.
UNWANTED VISITORS. The birds still attack. Every day and night patrols are needed to fend off the constant threat of bird attack. The Sali have fighters stationed here too but there aren't enough, they need help.
The Forever One Enshala works to keep the red shroud from getting too close to the farmland but her power is still weak and so there are gaps in her defences. It is easy to get overwhelmed since the birds often flock together, concentrating on weak points and bringing the storm with them.
Keeping the storm away from the farm is vital, the Sali will share food and resources with any who join them in this constant vigilance.
FOREVER ONE: ENSHALA. There is a Forever One here, but unlike central island's welcoming Hemla, they will only speak to Voidtreckers depending on the subject. They will accept donations in energy, but otherwise they work hard to try and keep the island safe, to push back the red storms they return again through the days, birds carrying it on their wings.
As well as the storm damage there are quite a lot of animals that have been killed, even by the storm directly or as a result of them turning and attacking the sali or Voidtreckers. The Sali are not ones to waste resources and so there is a drive to skin the animals and preserve the meat as quickly as possible. Any Voidtreckers who are willing to help will be paid in portions of meat.

Many of the animals have escaped because plants burst open fences and gates. Rounding them up is one job, making sure there are enclosures to keep them is another. It's going to be a lot of hard work and of course the farm animals are not the only creatures out here, wild creatures will attack both the farm animals and any one else.
It's hard labour, but the sali will give to those that work with them. They will locate drinks safe for them, share the abundance of food, so they can see what agrees with their diets. They will answer questions about their people and their world during world and during breaks; and as the days go on, they will invite them inside to eat, or will join them at their own camp, bringing meals.

The Forever One Enshala works to keep the red shroud from getting too close to the farmland but her power is still weak and so there are gaps in her defences. It is easy to get overwhelmed since the birds often flock together, concentrating on weak points and bringing the storm with them.
Keeping the storm away from the farm is vital, the Sali will share food and resources with any who join them in this constant vigilance.


NORTHERN. The sali will explain an expedition was taking place, to investigate the North Island in general. The group must have been assaulted by the red storm - the birds - while travelling, and crashed, scattering the survivors with the infliction of red storm.
MISSING. Help is needed to locate the still-missing sali, both dead and alive. Any Voidtreckers who offer to help will be asked their methods- the Sali want no harm coming to their own. They will hand out blow darts with sleeping powder laced bark stems and they will be asked to either bind or leave behind any powerful weapons. Especially powerful weapons that the Sali don't recognise like guns.
The sali will set up a small camp by the woods, where sali can be brought, dead or alive, to be transported by cart. There will also be one above on the mountain, trained sali using air-crystals to push back the lingering red storm from the site.
AIRSHIP, SUPPLIES. Hearing that the ship is still on ground, the Sali are keen to fix it up. Its state is no problem, and they believe it's the answer to meeting the birds head on. Initially on N7 to halfway through N8, materials will need to be transported by climbing gear and going through the forest.
However, they will then have access to carrier airships. With a crate/carrying space on the bottom, and a space on top for two people two sit, only so much material can be lifted up at a time. Voidtreckers will not be able to immediately, but by N9, and by being a familiar face, those who want to fly the ships can*. These can also be used to transport anyone from the upper mountain, to down.
Once the metal and materials are at the air ship, it's going to be all hands on deck to fix it together.
(* some of the mini-ships have a prototype attached that allows the air gems to be activated by the sound of music. singing, guitar playing - there's even an alboka and taepyeongso-esque instruments already attached on some, acting as a steeing wheel. )

The sali will set up a small camp by the woods, where sali can be brought, dead or alive, to be transported by cart. There will also be one above on the mountain, trained sali using air-crystals to push back the lingering red storm from the site.

However, they will then have access to carrier airships. With a crate/carrying space on the bottom, and a space on top for two people two sit, only so much material can be lifted up at a time. Voidtreckers will not be able to immediately, but by N9, and by being a familiar face, those who want to fly the ships can*. These can also be used to transport anyone from the upper mountain, to down.
Once the metal and materials are at the air ship, it's going to be all hands on deck to fix it together.
(* some of the mini-ships have a prototype attached that allows the air gems to be activated by the sound of music. singing, guitar playing - there's even an alboka and taepyeongso-esque instruments already attached on some, acting as a steeing wheel. )
WESTERN. The Reds find that their attempts to infiltrate the mountain from the inside will not go far, with dead ends and the red shroud finding ways in. More birds come from the south and even west, spreading the shroud farther around the mountain.
Another method must be found. Fortunately however, it will not be an entirely useless endeavour, as help is needed - one that promises a fight.
TRANSPORT. The sali in the enclosure and those who come from the village to help need aid bringing supplies from the enclosures, and also extra of the metal trees (from the White Forest), repair equipment, to take to the North island.
This island is still circled by birds, so those gathering and packing supplies onto transport air carriers - small boxy airships with a lower crate area and an upper navigating section, no bigger than cars - will need fighters to take down the birds as they follow after them.
Bow and arrows can be exchanged, as the salis know how to operate the air carriers. They are also transporting the Forever One of the West Island, so the cargo is fairly precious to the sali.
Another method must be found. Fortunately however, it will not be an entirely useless endeavour, as help is needed - one that promises a fight.

This island is still circled by birds, so those gathering and packing supplies onto transport air carriers - small boxy airships with a lower crate area and an upper navigating section, no bigger than cars - will need fighters to take down the birds as they follow after them.
Bow and arrows can be exchanged, as the salis know how to operate the air carriers. They are also transporting the Forever One of the West Island, so the cargo is fairly precious to the sali.
Ongoing starts on N8 and goes until around morning-noon of N11. Finale goes up on 21st September (later N11-N12).
This log gives more of an indication of what's going on, to let you play out going ons, or imply them in the background and focus on what you want for Ongoing. Consider putting in Island locations than team colours into headers.
Remember to let us know anything your character does/might want do under shennanigans! Any conversations you want to handwave with the sali or Forever Ones can also be brought up here for discussion. Actual threads can be requested here.
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"I wouldn't call him my soulmate, but probably the closet thing I have to one."
Only because the depths of being known that soulmates shared were things that had to be discovered, and he's not so sure that's part of their whole; doesn't really mind either way, on the strength of their relationship as it was. Sizhui was, without a doubt, the most important relationship in his life. Not the person he was in love with, but he'd fight gods for Sizhui's sake.
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It was good that Lan Jingyi felt so strongly about someone else and he was sure that Sizhui felt strongly about him in return.
After all how could he not? Lan Jingyi was clearly a wonderful friend.
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"We've been friends since he ended up in Gusu with Hanguang-jun and Wei-shizhang, sixteen? Seventeen? Years ago?"
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"I'm glad... That you have someone like that."
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Where kingdoms didn't have to be part of the mathematics involved.
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But they were not his king. "Sorry... I don't think that's how kirin work..."
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"Maybe Enki would. He's over five hundred years old." So he knew a lot.
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He smiled slightly, "Though Enki looks younger than I am En-ou has ruled En for five hundred years now with Enki at his side. En is a very prosperous kingdom."
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It was still strange to think of. "So... I guess that might help. He had to get used to a whole other world."
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Which is convenient, he thought, while also weird to him, but convenient in its weirdness.
He paused, blinking.
"Wait, if everyone's a tree baby, then does it even matter what sexes the parents are?"
He has veered wildly left, we apologise.
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He tilted his head at the question. "I guess not. As long as two people wish to raise a child together, they can pray to the tree."
He would assume the gods would grant their wish, as long as they had the potential to be good parents.
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He's lost track of this conversation, and this is where they are now. Taiki's birthworld saves female lives from a very specific aspect of species reproduction.
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"All the ranka grow to hatch... I think. Unless they get blown away by a shoku. Also all children who are born there... They are definitely wanted by their parents."
Since there is no way to accidentally create them.
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Most the world does not survive in luxury. It's a dichotomy of his earliest years to his current ones, when Gusu Lan has better recovered.
"Means you're wanted, too. Even if you've got all these roles you never asked for, and you were blown into another world, and you were dragged back to something that was great and terrifying and whatever else, the world wanted you." If it changed it's mind later, it needed to be fought, but that's neither here nor there.
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The pang of guilt and pain is an old friend now and he shows none of it on his face even as Jingyi continues. "Yes. That has always been true. A kingdom always wants a kirin, they cannot flourish without one."
He's pretty sure if given the choice Tai would want him in particular. But he was who they had and Taiki was very very aware of the responsibilities that gave him.
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He wondered, and sighed, flapping a hand at the nothing before them.
"It's whatever, doesn't matter one way or another here. Sorry that you're still away from your kingdom. Kind of seems like it just needed to learn to endure trials, and it's... shitty to say, but how old are you? Are you even twenty?"
Jingyi couldn't recall from the sometimes bored scroll through the passenger list he did when he was prepping to write to the train each day.
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He bowed his head, "I'm eighteen." He was probably close to nineteen, but he had lost track of time.
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"I think your gods are far more active than most any 'gods' I've heard of, but that just makes your home unique, doesn't it? Convenient, and inconvenient."
No need to expound on it; but he's from a culture where war has defined generations, time and again, and his own was remade by it, and lives through the shaking down of various foundations. He's supposed to be seeing the resettling now, but he's here, and not so long that he could be worried one way or another. Or believe, erroneously, he's necessary in some inimical way back home: he has friends who are, he's learned, but he can't say with any sense of reality it's the same for him.
"Not quite at one majority, but old enough for a courtesy name back in my home. You're learning, growing, still gathering knowledge and experience. I think all this," he said, gesturing to the dark forest, the hints of the camping sali and other Voidtreckers, "Gives you more to bring back to your kingdom when you get there."
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"Kirin are considered adults from the moment they find their king." Even if he doesn't feel like he knows even half as much as he should for an adult, and he certainly hadn't when he had first found Lord Gyousou.
"But I don't think it is possible to stop learning."
And Jingyi was right, this was all experience, more to give when he finally returned.
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"Whatever everyone else considers you to be, between you and your king, that's most important. He's old enough he can understand having to wait, right? And if he's this wise, then he knows pressuring you to grow up faster won't end up with a happier, healthier kingdom. Working with you as you learn, that sounds like the better way. He's okay with that, right?"
No magical harsh expectations from a man who'd been a general would be Lan Jingyi's hope, given the militaristic practicality of knowing people come to you young to learn how to die for their country, and then you make sure not to use their lives carelessly before they find their way out, up, or dead.
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Lord Gyousou had treated him almost with kid gloves. Which Taiki had never appreciated. He had been impatient, leading to Asen being able to manipulate him.
"The pressure to grow up and be ready straight away all came from me."
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"What, so you were rushing yourself? Bet that went poorly, huh? Take it from someone who used to do that when I was younger." The unwise rushing, the wanting to be ready for more than he was, the less realistic estimates of his capabilities. Now he was more knowingly fearless, which wasn't always better, but was at least aware of what he was doing and not recklessly dangerous for others, or even himself.
... Minus the whole tendency of being ready to argue with gods on behalf of those he cared for and looked up to.
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