VoidTrecker Express Mods (
voidtreckermods) wrote in
middleofsomewhere2022-03-13 09:48 am
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Entry tags:
- !mission seventeen,
- alice liddell (am) [ou],
- allen walker [crau],
- cassie cage [ou],
- clu [au-crau],
- fai d flourite [ou],
- inigo [ou],
- kairi [ou],
- little one [ou],
- madoka kaname [ou],
- nell ingram [ou],
- rezo greywords [ou],
- romeo [crau],
- taiki [ou],
- the iron bull [ou],
- tidus [ou],
- vegeta iv [crau],
- yugi mutou [ou],
- ~x~bucky barnes [crau],
- ~x~senku ishigami [ou]
Swirling Consequences Start
On day Seven of the Month of Quicksand as passengers are beginning their day there is an announcement over the ICP system. “Attention voidtreckers and passengers of the Voidtrecker Express. Please give your attention to the following message from the void ministry.”
A blurring of the screen and it fades into a video of an elderly woman, skin a swirl of purple and blue sat behind a dark wooden desk hands folded neatly in front of her.
I assume no one has any objections as voidtreckers have chosen to work with the Void Ministry. Please see your mission briefs. This is not a catastrophe mission."
They have a couple of hours before landing, a few hours to study their briefs and prepare for what is to come. Teams might chat, people might give out equipment gathered over the months, some of the passengers who have been on the train since the very early days of the month of Apple may have advice to give.
Either way a couple of hours later there is another announcement. “Shortly arriving at System #5739. Exiting the void in ten, nine, eight, seven, six, five, four, three, two, one...”
WEARY WANDERER ~ FOREST ~ SCRUBLANDS ~ FARMLANDS ~ COMMS
QUICKSAND 7-10 ~ TEAM OBJECTIVES ~ LOCATION INFORMATION ~ OTHER DETAILS
ASK QUESTIONS ~ SHENANIGANS ~ TEAM PLOTTING ~ MISSION TASKS/REWARDS
A blurring of the screen and it fades into a video of an elderly woman, skin a swirl of purple and blue sat behind a dark wooden desk hands folded neatly in front of her.
“Greetings crew of the Voidtrecker Express. I am commander Orlaith of the void ministry. As you will be very aware, you were recently involved in a dangerous and somewhat foolish experiment of the tethering system which we assume was initiated by your voidcraft. We received your call for emergency assistance, and were able to stabilise your craft enough to allow it to focus on ensuring crew safety. We are under the understanding that it was a crew member who used the emergency signal given by the Inspection Arm of the ministry, and that member should be commended. So too should you all, for we have reports that the crew of the Voidtrecker Express took part in a risky and difficult anchoring task to ensure the safety of all. As ever, the crew of the Voidtrecker Express exceed expectations for a crew with no formal training.The video ends.
However, in less positive news, the actions of your Voidcraft have had a ripple effect throughout the void. Worlds that are non void active have reports of seeing void activity in their skies, with residents reporting dreams and uneasy feelings. In void active worlds there are more serious incidents. We have voidcrews in thousands of systems working towards stabilising the void access points.
We understand that after such an ordeal, your crew may be exhausted however we do need your help. System #5739 is a hub world that is extremely void active. It is used to weathering void storms and the barrier between the world and the void is thin. However, it is currently experiencing an unprecedented amount of void activity and world bleeding effects. We need a team to go in and help the citizens there, clearing out any issues and helping stabilise things from within.
The people there know about the void, and are used to void travellers. However, try not to stir up any extra trouble.” The last sounds almost exhausted. Their reputation may precede them.
I assume no one has any objections as voidtreckers have chosen to work with the Void Ministry. Please see your mission briefs. This is not a catastrophe mission."
They have a couple of hours before landing, a few hours to study their briefs and prepare for what is to come. Teams might chat, people might give out equipment gathered over the months, some of the passengers who have been on the train since the very early days of the month of Apple may have advice to give.
Either way a couple of hours later there is another announcement. “Shortly arriving at System #5739. Exiting the void in ten, nine, eight, seven, six, five, four, three, two, one...”
SWIRLING CONSEQUENCES: START
WEARY WANDERER ~ FOREST ~ SCRUBLANDS ~ FARMLANDS ~ COMMS
QUICKSAND 7-10 ~ TEAM OBJECTIVES ~ LOCATION INFORMATION ~ OTHER DETAILS
ASK QUESTIONS ~ SHENANIGANS ~ TEAM PLOTTING ~ MISSION TASKS/REWARDS
ARRIVAL
The train shakes as the view of the void leaves its windows, giving way to a cloudy and wet sky in its descent. There's a small bump, and they land on a set of tracks that lead them uphill. Grassy mounds can be spotted on either side, occupied by sheep, goats, and the occasional six legged antelope grazing. In the farther distance are secluded farm houses, or small clusters of buildings.
Things don’t seem so bad, until the clouds spark with colour that sends animals running, far skittish for anything they're used to.
The sparse hills give way to more trees as the train weaves through them, until finally comes to a stop at a small station, no more than a raised platform in the woods. With a sigh, the train doors open, and passengers can walk out into the clearing. Once everyone who wishes to leave disembarks, the train sets off once again, flying up into the air and out of sight.
"Oh good. You’re here!"
Looking over, voidtreckers will spot a young girl at the edge of the clearing.
"Ma said we should expect some void heroes any day now. She’s put some stew on."
And she’s off. For any who wish to follow her, she leads them to an inn, The Weary Wanderer written on a sign. It’s a large inn, larger than might be expected in such a remote place, and the innkeeper Albany quickly organises rooms and food for any who wish it.
“Well, there’s a whole lot more of you than there was.” She takes in the group after Maia explains that they are from the Voidtrecker Express. “Storms are getting worse, we’re getting reports of stampedes, landslides and monsters coming through the colours.” She explains. She has some maps of the area and happily allows her main common room to be turned into a planning station. She’s clearly used to void travellers.
THE WEARY WANDERER
There's enough room for the voidtreckers to squeeze into the front at once, and the tables can be joined to create a more team atmosphere.
YELLING HEIGHTS: FOREST
Location of: Dralites, young and old, their nests; monkeys, voidblobs (uncommon), fruit cups and purple stars. Displaced people.
The Yelling Height's forest reach spreads far, wrapping around the lower third of the great Ciyesia mountain and its budding fellow heights, with trees as tall as redwoods making up most of its wood. This gives plenty of space for travellers to move through, but the treetops create thick canopies that shroud the world below, the dots of penetrating light visible in contrast. Against some trees can be found what look like bushes, and there's plenty of them around, along with moss; but looking closer, these have hollow middles, made up of pin needles, twigs, feathers and all sorts. Some have been ruined, some have eggs inside.
High-pitched cries can be heard echoing, but it can be hard to tell how far, or what distance they come from - there's too many, making what should sound distressing, sound like a racket. While there's paths that can be followed, some of the wood has fallen, with ways disturbed by rubble that's tumbled all this way down from the mountain. There are signs to aid - those that haven't been knocked over - to give some sense of direction. Still this wood is hard to navigate, and Voidtreckers will want to be careful about rushing in without a plan. Trouble lurks in all manners...
YELLING HEIGHTS: SCRUBLANDS
Location Of: Farm animals, some voidblobs, great chinchillas, farmers in need; ruined paths, craggle leaf. Some dralites, mostly adult. Displaced people.
The trees eventually give way to a mix of rock and dirt, stone jagging up from the ground underfoot that travellers will need to watch out for. Vegetation is littered around, patches of shrubs as often easy to catch the eye as grazed grass poking out around mossy-coated stone. There are paths, or were, but only the remains of them can be found, the area reshaped by landslides.
Animals can be found isolated or in some groups, spooked by any newcomers around, and the odd shepherd trying their best to get their herds under control. But there's further trouble than blocked paths to deal with - because these jobs can never be simple.
LOWER LANDS: FARMLANDS
Location of: Voidblobs (common), great chinchillas, a few horned goats; ruined pathways, farms in need; people to craft balms and potions, access to tools.
While not as high as the Ciyesia mountain, nor as shrouding as the blanketing forest, the rolling countryside shows its sloping and uneven distance, varying fields split by tones and sandy paths - or what should be sandy paths. But the damage to the earth is noticeable, chunks of the various mounds ruined, broken at parts. You can see trouble, ensuing or approaching, just by looking around long enough.
And the biggest trouble will be reaching it.
Buildings squeeze against fields and fencing, separated far from anyone that could be called a neighbour. But there's a few of what can be called villages, where trades are conducted and visitors are sure to stop. There's usually a singular inn, but people looking to call on the help of a void traveller to help with this mess. They can promise hot meals and some goods in exchange, but first needs to come the help.
Extra people to set up perimeters are very welcome, as are those who can drive the creatures back into the forests. It’s not just the homes themselves that need protecting but also the paths between them, so voidtreckers and others can deliver supplies to the further afield communities.
FROM THE VOID...
For now they need found, gathered in once place and care given to them.
They are rampaging, strong in their urge to destroy. Fighting them is difficult as nothing seems to slow them down until they die, it’s hard to know how hurt they are and injury doesn’t seem to stop their brute strength or will to kill. They rarely will stop and fight either, requiring a team just to keep up with them as they will lash out and fight but keep rampaging on, drawn towards groups of people or creatures. They can be found anywhere.
OOC NOTES
This log lasts for 7-10 Quicksand, with the next log going up on the 21st March (11 Quicksand). Please remember that we will be determining the progress of the mission by task objectives being fulfilled, so PLEASE visit the task objectives toplevel and let us know what your character has been working towards! We accept handwaves (especially if your character is around but you're on hiatus), but actual thread links will count more towards success!
An extra list of prompts for ideas, arranged by team (click):
- RED TEAM
- BLUE TEAM
- PURPLE TEAM
- ORANGE TEAM
- ALL TEAMS
Image Sources: Top header - Tavern - Farmlands - Void coours
no subject
A.K.A, he's on the move. There's a light breeze being carried easily over the ascending hillside, the forest at lower grounds below them, and a nice view of the countryside offered to them. Tidus is sneaking looks, but he's not losing focus on what they're supposed to be keeping an eye out for.
And Rezo knows better about animal-caring than him, right? Totally. So while he checks on the guy with a few looks back, he's leaving it to them to be their favourite guy.
But it looks like Rezo had picked a good direction to take, or Tidus finds when he finally comes over the peak of their hill. He does a circle around the risen top, stopping when the sight below needs him to pause to check what he's seeing.
"Rezo!" He says the name with some urgency, then starts down the slope, as far as he can get. There's a portion where an aged tree that must've stood has come out with the surrounding dirt and some loose rock, causing mess to culminate in the land between. A lamb finally bleats, barely visible under the tangle of the tree branches, but what Tidus can just make out is a bundle of white wool trapped even lower under.
And it's hard to see yet if it's alright, or not.
no subject
Rezo obviously can’t enjoy the scenery but, much like Tidus, he can’t help but enjoy the day; the breeze, the sun, the scents of the soil and foliage. He keeps an ear out for sheep, but it’s Tidus’s alert that he catches first.
Shifting into work mode, Rezo hurries up the hill after Tidus, coming to a stop when he reaches the point where the ground slopes downwards again. He can hear the sound of a distressed sheep somewhere down below- it sounds as though it’s partly covered by something.
He steps down, noticing how the ground grows rough even before he finds the tree. Laying his hand against a branch, Rezo pauses.
“This could be tricky,” he says.
He discreetly sniffs the air for the scent of blood.
no subject
He's yet to get close. This is looking tricky, with Tidus wondering what they would even do once they get down there. But he looks back to Rezo, remembering suddenly, calling-
"Can you get one of your golems here to help move all this?!"
no subject
And the longer they wait before healing, the more likely it is that it will be too late to save it, since it smells like something down there is losing blood.
“If I can reach the animals first I can stabilize them, even if we can’t get them out from under the rubble. But if I can’t reach them through the rubble then we’ll have wasted valuable time.”
So there’s the dilemma: Remove the rubble first, and risk it taking long enough to lose some sheep, or see if Rezo can stabilize the sheep right away- with the chance that they’ll only find out he can’t get close enough to do so.
no subject
"If we can make a bridge - you okay walking on water? It'll be solid." In case he needs to clarify. "Then you can get closer to see. I'll stay back and give you room."
Something is telling him it'll be better to get Rezo closer than himself, if he's the more experienced one. And hey, he's the guy talking about stabilising the animals. He'd rather leave that to Rezo than his dinky healing magic!
no subject
Wait.
Rezo turns towards Tidus.
“...Do you mean ice, by any chance?”
sorry for the delay!
"I promise, it's totally walkable! I just need to cast a small water spell, and my pal - he's like a water genius! He can make bridges, flying disks - whole streams of water! Even with just a little water!"
It's magic, Rezo! But also because, probably: "He's made out of water - and he's really good with bridges!"
The most important part, right.
np~!
“If you believe you can make a reliable way down, then I’ll try it,” he agrees. Confusion and curiosity can come later; right now they should focus on what they can do.
“Summon your friend. I’ll follow your lead.”
no subject
"Alright! Gibbs? ...Gibbs?"
There's a fuss happening, that even if Rezo had vision, he wouldn't be able to see the extent of. Tidus has his hands close to his chest, his palms a surface for his friend to make his appearance on. But where Gibbs is usually rearing to go, there's an apprehension, an uncertainty bundled in his chest, and it confuses Tidus to sense. It leads to a wordless back and forth - easy to have, with a little guy in your heart - until Tidus's encouragement over the situation leads to the higgledy conceding. They appear, in a small glow of blue light, coming together as a shape: an embodiment of the concept of water and hope, all in one tiny body.
And two squiggly eyes staring up at Tidus in an anxious manner hard for most to read. Tidus looks at Rezo, the way down - no, they can't get distracted.
"Uh - sorry!" He's taken a minute, hasn't he, so he calls that out, tries hurrying along. "One bridge, coming up!"
Tidus finds a good spot to lower Gibbs, turning and placing him on the ground beside him than in front, considering the sloping hill. The spell is an easy one, thankfully, set to his arms band and needing just some of his water magic for Gibbs to control, and expand. It's nothing more than a ball of water when he casts it, his target being around the higgledy itself; and the higgledy merges with it, stretching out in the directions, giving the path made a curve so as to make the way down to the sheep and lamb smoother.
There's an easy part for Tidus to step onto and walk, as solid as if it were concrete under his foot, with the tiniest patter of water underfoot as he makes his approach back in Rezo's direction.
"See? What do you think!"
no subject
…And nothing? There’s a long, silent pause in which, as far as Rezo can tell, Tidus is simply just standing around. Rezo’s patience starts to thin out.
“...Is there some sort of problem?” he asks.
But evidently it’s resolved. Tidus calls out an apology, Rezo’s eyebrows raise, but then he can hear the sound of water sloshing about and feel a prickle in the air, the sense of something magical afoot.
When all is said and done, Rezo moves his way cautiously onto the bridge. It’s exceedingly odd- he can smell and even hear the water underfoot, but all he feels is solid ground. Still, he nods.
“I think this will do. Can you guide me down?” Rezo holds out his hand, hoping that Tidus will understand that he needs to offer a hand or an elbow, something for Rezo to hold onto; if he goes on his own he’ll have trouble hurrying, since he can’t see where the edges of the bridge are.
no subject
"Sure, alright-" But either way, he'll help the guy if he asks for it, coming in closer so that he can take Rezo's hand, take a lead that lets him look back between them.
"You should be fine, following me. I'll tell you when the turn comes - lemme know if I'm being too obvious? You did a good job coming up here!"
Don't want to fuss a guy about where to put his feet who doesn't need it.
no subject
“I just need you to make sure I don’t fall off the edge. Now, let’s hurry.”
Gripping Tidus’s hand firmly, Rezo will follow him down the bridge as hastily as Tidus’s own pace will allow.
no subject
Tidus leads Rezo, giving glances back when he feels it's a good idea, worrying some about the time they're taking; but it goes about as fast as they can hope, without allowing gravity to pull them down a risky mountainside. He says, "We need to move a lil' left," "Okay, it's going down now" - when it's appropriate. Slowing once or twice for as much himself as Rezo, but finally--
"Okay, I'm gonna step aside, and the sheep - I think it's a sheep. There's a lamb there. How should we do this?"
Does Rezo need him to take him right in front of the creature? Can he manage himself? He'll wait on Rezo's direction, unaware of how guiding he needs to be here.
no subject
When Tidus steps aside Rezo lets go of the young man’s hand and listens carefully. “Yes, I can sense them,” Rezo says absently. The sound of the sheep bleating and shifting about, the smell of the blood. “I’ll try and get closer.”
Tidus will see Rezo’s staff disappear in a twinkle of light, before Rezo climbs off and half-crawls over the debris towards the sheep. The lamb makes alarmed noises at the approach of the strange human; Rezo does his best to make soothing noises and sticks his hand through the tangle of branches.
Give thee a rest…
“Sleeping,” he incants; and the lamb and its ewe companion both settle down into a deep slumber. That should simplify matters, to start.
no subject
He watches, with some glances given to their surroundings just in case, but it seems their worry is still with the animals, and if they're going to get back okay.
no subject
Holy healing hand…
“Detoxify,” to disinfect the injuries. Just in case. The light fades, momentarily, before Rezo starts in with another one.
“Blessed humble hand of God. Breath of Mother Earth, I pray thee come before me, show your great compassion to this person and deliver them Recovery.”
…Well, it’s a sheep he’s delivering recovery to, but the idea gets across, as Tidus can probably tell from the warm light that accompanies this third and final white magic spell.
Rezo listens. The sheep and lamb are breathing nice and slow and even. There’s still a scent of blood in the air, but it’s maybe not quite as fresh as it was. He withdraws his arm and straightens up, still kneeling in the debris.
“I think they’re safe. Our next problem will be freeing them without reinjuring either of them.”
The wounds may be closed, but that sheep still lost blood, so it likely doesn’t have a lot to spare.