voidtreckermods: (train)
VoidTrecker Express Mods ([personal profile] voidtreckermods) wrote in [community profile] middleofsomewhere2021-09-16 05:59 am

Wings of Wonder: Ongoing

"We do not apologise for acting to protect our own. But Hemla has given you their trust, and we will pay back on the debt of any harm given.

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.


[ TASKS ]
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.
[ ARRIVAL ISLAND ]

ON ARRIVAL ISLAND. Five sali will come on N7 to fix up the broken buildings here, using the cuttings of the long grass, and drying them out with their own talents. They will accept help in doing this, and will offer to show a few Voidtreckers what to do, but will expect them to fix up the rest themselves, unless they offer services for help. A few of the buildings may make a good resting point, with an enclosure to keep off the wind and a cooking hole to sit around, but Voidtreckers will find their attentions split between the islands. Still, the centre island is only of important as a crossing point, and for the Forever One that stays there.

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).

FOREVER ONE: HEMLA. Two sali stay after the rebuilding on N7, to take care and help Hemla. Hemla is distracted, attempting to work on the energy problem for Voidtreckers, and keep the island safe. But the Forever One will take time for anyone who wishes to speak to them, and will accept help and energy.

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
    - Exhaustion
    - Confusion
    - Weakness
They don't last more than a day but it might be best they find a buddy to watch over them whilst it does.

[ EAST ISLAND ]
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.

[ SOUTH ISLAND ]
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.


[ NORTH ISLAND ]
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. )
[ WEST ISLAND ]
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.


OOC NOTES

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

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.
deferences: dns (♪ slight)

[personal profile] deferences 2021-10-14 07:28 pm (UTC)(link)
And, despite it being somewhat inappropriate for the moment, Lan Sizhui smiles faintly when Jingyi's grumbling anyway, relaxed by its familiarity. Eyebrows arch interestedly toward that sudden appearance of his friend's modified nightgown, but as Jingyi buttons up, he hms and nods with approval after realizing how much easier it must be to do this rather than struggle with a whole mess of clothes. Then he's handing over the sword once Jingyi outstretches his hand, being extra careful to not slosh any acid-blood.

“Yes, it's quite lucky indeed.” Another head-bob following those thanks then Sizhui's attention downturns to his own robes, brow furrowing disappointedly. “So it would seem... how unfortunate.” Even further distressing: Kumoko isn't here to help him mend these fibers, so he's not sure how, what with them being made of spider-thread. Maybe it's his sign and he should order more Lan robes from home—

But even worse is a dull, achy throb from his right shoulder, also an abrupt reminder he'd gotten scratched earlier too, which his thoughts derail from the moment Jingyi mentions camp, particularly food.

Quick-like now, and although he claims it's not specifically, the younger man is inclined to agree, “Chances are good,” then he flashes another blink-and-you'll-miss-it smile, reaches a hand over his right shoulder, cups the wound while bumping Jingyi's elbow with his own. “I'll race you, even.” The only warning before Sizhui, as he'd said, hightails it toward a nearby pathway that will lead them back.
jingyeets: (lol | on the same one)

[personal profile] jingyeets 2021-10-15 05:55 am (UTC)(link)
Sizhui's off and running, and Jingyi stares after him, mouth falling open, for all of two heartbeats.

"You brat," he says to himself, launching into action with a toothy grin. "Sizhui! Are you this rude to every friend of yours sadly left barefoot?"

Not that it really mattered, other than feeding into the mostly false presentation of Lan Jingyi as something more feral than tamed. Circumstances haven't been kind to him, and he is all grace and speed while he bolts after Sizhui, laughing when he catches up and a flick of his fingers sends a breeze tousling Sizhui's hair right into his beautiful, familiar face.

Jingyi, for his part, keeps laughing while hitting a ground eating stride, rather than the energy wasting sprint he'd been in to catch up.
deferences: dns (♪ simper)

[personal profile] deferences 2021-10-18 04:00 am (UTC)(link)
Wow, just wow, way to make him feel bad when he's attempting to lighten the mood after they slaughtered that terrifying spider. (Frankly, a dragonborn should be able to handle some rocks here and there, shouldn't they? For whatever it may be worth, at least he'll have a chance at redeeming himself here soon.) Because following Jingyi's complaint, he briefly slows his pace, making certain he's not in danger of running into anything before casting a glance over his shoulder.

“Apologies, my friend, would you like to borrow my shoes?” This is obviously the polite thing to do, right? And, if Jingyi's truly that worried, Sizhui won't let him be fussed.

Not to mention it'd be on him for being assumptive about things, as per usual with dragon stuff, but Jingyi thankfully doesn't mind correcting Sizhui and reminding him they are still oh-so-very similar in other ways. At least there's something he couldn't have anticipated: having his hair blown into his face after he's whirled back around to continue running along down the path. “Augh!” Better now when he's got his usual topknot done up and doesn't have to fight as much brushing it aside, narrowed eyes directing Jingyi's way once they're nearly neck and neck.

Rude,” he emphasizes, smirking in spite of himself, no real heat behind his protestation. Does this make them even? Who knows, but his pace has instinctively evened with Jingyi's so he can make sure no actual accidents happen during their dash toward camp.
jingyeets: (laugh | we're living different lives)

[personal profile] jingyeets 2021-10-18 08:40 am (UTC)(link)
Jingyi laughs, breezy as he seems to be, denying the offer with the smug sort of good naturedness that leaned into the time they've known each other. Even if it isn't equal, or with the same set of experiences, it's still close enough to recognise the shape of each other, just as he recognises the shape of Wen Sizhui.

Sizhui is Sizhui, on a base level, whatever else forms him as a person. It's reassuring in its own way.

"Fun," he contradicts, like that's somehow both true and obvious, before smiling with all teeth visible. "Hey! Does that count as our first Night Hunt on one of these missions?"

One of, when it's his second, and it'd been too chaotic on Diagad for him to do much more than help when and where he could.
deferences: dns (♪ cross-examine)

[personal profile] deferences 2021-10-22 04:29 am (UTC)(link)
Sizhui's eyes playfully roll in return, he shakes his head then redirects his attention back forward, unable to keep his lips from quirking at the edges. He'd tried, really, but it's just been so nice having his best friend here, alternate universe or not (and the same has gone for meeting another version of himself which he then proceeded to claim as his gege without hesitation).

It's nice, knowing they all have sort of mutually accepted each other, differences aside.

Jingyi insists, ‘fun,’ and Sizhui is actually inclined to agree; it's loads, gallivanting along after having just slaughtered some huge mutant spider, fueled off the adrenaline of them handling it with very minimal damage, even alongside Jingyi's nudity. Which, hey, he should get a better look at those wounds later and see if they're worth healing with his fancy new powers. Cuts, scratches, burns, bruises, anything that's surface damage is good practice until he can build up enough and maybe get to where he'll heal broken bones, internal injuries or, just maybe, stop something even worse from happening.

But that's a ways off from where he's at now, no need to dream so big. He hums thoughtfully, smiles in a more outright fashion and turns back toward his friend again. “Considering what we just did?” Some few seconds for anticipation then, “I'm thinking that yes, it does.”