VoidTrecker Express Mods (
voidtreckermods) wrote in
middleofsomewhere2022-06-12 07:36 am
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Event: In Pursuit of Knowledge
The day after the Voidtrecker speaks to the voidtreckers they arrive at the voidhub.
"Approaching Voidbase now. Prepare for docking."
There is no shaking, not leaving the void: instead those who risk looking out of the windows will see a large structure ahead of them. The void turns to metal around them as they enter the structure, and for a moment, there is nothing outside the train but darkness.
"Welcome Voidtreckers." A voice speaks over the ICPs. Not the voice of the train, this is a male voice, sentient. "The filtration process takes a few moments, so please be patient. Meanwhile, I am sending some information about our void base over to your SCA's."
They will receive a small pamphlet on their SCA's explaining about the void base, that it was set up as a research base and has been expanded to provide living quarters for some of those rescued from system #78961112094711. It explains that they had made the decision to invite the voidtreckers there to further unravel the mystery surrounding them. They would be quartered in ministry sleeping areas, and have free access to the ministry part of the base. Anyone who wished to visit the citizens of system #78961112094711 could do with good reason.
It's not too long before the filtration process is completed, and the doors of the Voidtrecker Express open. They are greeted by a group of ministry workers. Among which are Lia Nine, Ten Nank, and Anan- who isn't strictly a void ministry worker, but is there to greet them nonetheless.
22-29 RABBIT ~ VOIDBASE INFO ~ OOC INFO ~ NETWORK
SCA EXPERIMENTS ~ COMBAT TRAINING ~ REACHING OUT ~ ARCHIVE RESEARCH
1. MULTIMEDIA. There are a few types of lounging rooms, chairs and cushions, tables for sitting at. Slim televisions sitting on walls, a few tables - that can be lowered or raised - joined with screens that can be more privately watched. Shows and movies are available in some rooms, gaming equipment in others. There is also a more quiet room for lounging in, with access to e-books and screen readers for them, audio options also available.
Relax, or get into a multiplayer game -- games that break friendships are available in the void.
2. FITNESS AND SWIM. For those looking for more activity in their 'rest', there's the fitness gym and swimming pool. In separate rooms but nearby, the fitness gym is larger than the train's gym, and more well-equipped. Muscle training, speed; there will be a Ministry worker to show how to use the variety of equipment, so that nobody has an accident.
The same will be for the swimming pool, with a shallow and deep end. Balls, floating pads and more can be grabbed. It's a swimming pool - what's not to love?
3. TRAINING. Beside the pool and fitness gym is the combat gym, where they will find small groups already exercising in a variety of fighting styles. Voidtreckers will be left alone to train if they wish, but any who take interest in partners will be allowed to join in with the ministry training. Magic, energy, weaponry; some of them use special batons, Ministry-issued, and the Ministry workers will show how to use them. If a Voidtrecker becomes well-trained in how to use one by the end of their stay, they can be given one to use on void missions.
The Ministry fighters will also introduce them to a special training tool, the hard- and holographic courses and 'dummies'. Quite a few fighting styles can be set to a holographic opponent, or even one made to mimic a voidtrecker after fighting them - they're surprisingly quick to adapt. The hard-light partner can listen and read sign-language, and will change on command. Want them to move faster, focus on attack, dodging? Now they will.
4. GREEN THUMBS, OPEN AIR. The last room in the relaxation area is a curious one, reading simply 'GARDENS AND SIMULATION' on its front. Opening it will lead to a simple and long corridor, five more doors on each side. Four devoted to gardening, labelled Hydroponics, Hot Houses, Ice Houses, and Land. Entering, each space will be larger than should be possible. But it is, with each an indoor type growing space except for land, which mimics a farming field. There's a sky above, a wind in the air; sometimes, it might be raining when you enter.
It might be a shocking experience for some, the first time round.
The last six rooms simulation rooms are less specific, but with plenty more options. Rooms of prayers, beaches, cities, open valleys; with some time spent learning the menu, people can recreate a realistic area. The rooms can be set to private, but some people may leave the spaces they've created - on purpose, at random, or on accident - free for others to wander into. Sharing is caring, and there's only six of these rooms, you know.
1. SCA EXPERIMENTS. For those who wish to help out with the SCA and health experiments- be that through taking part in experiments or helping conduct them- they will be shown to the labs. There are a few different labs, doing different things.
The scientists are generally friendly, if very no nonsense. They will answer questions and explain their research, and are open to listening to new ideas and theories. All ideas are on the table. This situation is unprecedented, there are no easy answers.
They will put any voidtreckers to work who wish to help- be it washing beakers or recording data. They will teach as they go- as long as someone is willing to listen and learn, it won't matter if they have no experience in science.
2. REACHING OUT TO THE VOID. At the top of the void base is an area with a clear domed roof, allowing in the light of the void. Here voidtreckers can attempt to reach out, to strengthen their connection with the train and through it try and find those that have left the train.
It's a slow learning curve. Their first few hours of attempts will be meditation that goes no where. but eventually most should be able to tap into their connection with the train and the other passengers.
Reaching out further is harder, often feeling as if they are falling through the void. It's exhausting, not quite so much as anchoring, but similar. It's easy to get lost in the void, though the room has ministry workers who are highly trained and will be able to help anyone who needs it.
They do say it might be easier to go in pairs, to meditate together and help guide each other, using each others tethers as a touch point. Anything is worth a try.
3. ARCHIVES. For those who prefer old-fashioned research, there is plenty to sink their teeth into here. Books, articles, message boards. Everything needs cross-referenced and checked and verified. What is a rumour? What is true?
It's a buzz of activity at all hours, though there are quieter areas for those who need silence to concentrate. For those less skilled at research, there are always notes to copy up neat.
"Approaching Voidbase now. Prepare for docking."
There is no shaking, not leaving the void: instead those who risk looking out of the windows will see a large structure ahead of them. The void turns to metal around them as they enter the structure, and for a moment, there is nothing outside the train but darkness.
"Welcome Voidtreckers." A voice speaks over the ICPs. Not the voice of the train, this is a male voice, sentient. "The filtration process takes a few moments, so please be patient. Meanwhile, I am sending some information about our void base over to your SCA's."
They will receive a small pamphlet on their SCA's explaining about the void base, that it was set up as a research base and has been expanded to provide living quarters for some of those rescued from system #78961112094711. It explains that they had made the decision to invite the voidtreckers there to further unravel the mystery surrounding them. They would be quartered in ministry sleeping areas, and have free access to the ministry part of the base. Anyone who wished to visit the citizens of system #78961112094711 could do with good reason.
It's not too long before the filtration process is completed, and the doors of the Voidtrecker Express open. They are greeted by a group of ministry workers. Among which are Lia Nine, Ten Nank, and Anan- who isn't strictly a void ministry worker, but is there to greet them nonetheless.
IN PURSUIT OF KNOWLEDGE
22-29 RABBIT ~ VOIDBASE INFO ~ OOC INFO ~ NETWORK
SCA EXPERIMENTS ~ COMBAT TRAINING ~ REACHING OUT ~ ARCHIVE RESEARCH
SETTLING IN
They are shown to their sleeping quarters first. They are in small suites, which match their room assignments on the train. They will be given time to unpack and rest, and told that their SCA's have been programmed to allow them access to the general ministry parts of the base.
Their time here is their own, And though the ministry hopes that they will help out with the various experiments and research programs they have going on, they do not need to. If they wish to take the time to rest and enjoy the amenities, they can.

Relax, or get into a multiplayer game -- games that break friendships are available in the void.
2. FITNESS AND SWIM. For those looking for more activity in their 'rest', there's the fitness gym and swimming pool. In separate rooms but nearby, the fitness gym is larger than the train's gym, and more well-equipped. Muscle training, speed; there will be a Ministry worker to show how to use the variety of equipment, so that nobody has an accident.
The same will be for the swimming pool, with a shallow and deep end. Balls, floating pads and more can be grabbed. It's a swimming pool - what's not to love?

The Ministry fighters will also introduce them to a special training tool, the hard- and holographic courses and 'dummies'. Quite a few fighting styles can be set to a holographic opponent, or even one made to mimic a voidtrecker after fighting them - they're surprisingly quick to adapt. The hard-light partner can listen and read sign-language, and will change on command. Want them to move faster, focus on attack, dodging? Now they will.
4. GREEN THUMBS, OPEN AIR. The last room in the relaxation area is a curious one, reading simply 'GARDENS AND SIMULATION' on its front. Opening it will lead to a simple and long corridor, five more doors on each side. Four devoted to gardening, labelled Hydroponics, Hot Houses, Ice Houses, and Land. Entering, each space will be larger than should be possible. But it is, with each an indoor type growing space except for land, which mimics a farming field. There's a sky above, a wind in the air; sometimes, it might be raining when you enter.
It might be a shocking experience for some, the first time round.
The last six rooms simulation rooms are less specific, but with plenty more options. Rooms of prayers, beaches, cities, open valleys; with some time spent learning the menu, people can recreate a realistic area. The rooms can be set to private, but some people may leave the spaces they've created - on purpose, at random, or on accident - free for others to wander into. Sharing is caring, and there's only six of these rooms, you know.
TESTING AND EXPERIMENTING
Anyone who wishes to take part in the experiments will be given their options, and led to the appropriate rooms. Health checks, tether scans, combat training; each one is voluntarily, and Voidtreckers will be be granted their results.
There is much to discover, as well to ensure the health and safety of the Voidtreckers. And what can they learn about the Voidtrecker Express, the lost tethers, and the anomaly known as the World Eaters? Time may finally tell...

The scientists are generally friendly, if very no nonsense. They will answer questions and explain their research, and are open to listening to new ideas and theories. All ideas are on the table. This situation is unprecedented, there are no easy answers.
They will put any voidtreckers to work who wish to help- be it washing beakers or recording data. They will teach as they go- as long as someone is willing to listen and learn, it won't matter if they have no experience in science.
2. REACHING OUT TO THE VOID. At the top of the void base is an area with a clear domed roof, allowing in the light of the void. Here voidtreckers can attempt to reach out, to strengthen their connection with the train and through it try and find those that have left the train.

Reaching out further is harder, often feeling as if they are falling through the void. It's exhausting, not quite so much as anchoring, but similar. It's easy to get lost in the void, though the room has ministry workers who are highly trained and will be able to help anyone who needs it.
They do say it might be easier to go in pairs, to meditate together and help guide each other, using each others tethers as a touch point. Anything is worth a try.
3. ARCHIVES. For those who prefer old-fashioned research, there is plenty to sink their teeth into here. Books, articles, message boards. Everything needs cross-referenced and checked and verified. What is a rumour? What is true?
It's a buzz of activity at all hours, though there are quieter areas for those who need silence to concentrate. For those less skilled at research, there are always notes to copy up neat.
OOC NOTES
~ Questions.
~ This event runs until the 26th June (Day 29)
~ There will be a concluding post on the 25th to wrap up the memory restoration.
~ This event runs until the 26th June (Day 29)
~ There will be a concluding post on the 25th to wrap up the memory restoration.
belatedly!
Pardon me; are you Lia Nine?
[Zenos might be a seven and a half foot wall of blond warrior, but he can be polite and not as menacing! Besides, she's probably seen a lot stranger than him.]
Re: belatedly!
Yes I am. What can I do for you?
no subject
[If she knows everyone and everything, one way or another he might be able to draw closer to his goal.]
If possible, and if our vessel is agreeable, who would I speak to about acquiring the ... illusory room technology this station possesses, and have it installed somewhere upon the train? In the mere month I was ... absent, the tenor of the entire crew seems to have tipped rather starkly poor.
[It is probably a big ask, especially for the train, who seemed in his estimation very leery of the Void Ministry.]
That device's ability to mimic wide open spaces and other environments may ... quite frankly do wonders for some of my fellow passengers' health in emulating something peaceful and mayhap comforting. Being trapped in small locations for so long with the only open skies being visiting some doomed world seems to be fraying many at the edges.
[Along with countless losses and alarming revelations and..
He seems to be genuine about his interest, if nothing else.]
no subject
She hadn't known the crew very long but their morale did seem low. Not surprising considering everything.
His idea was a good one, after all such technology was used on Void Bases such as these for that very reason, to give some relief from the constant indoors.
Most species longed to see open space, it was inbuilt into them.]
Does your craft have any sort of virtual reality equipment already installed.
no subject
[He pauses, frowning, as he works on figuring out how to describe it. While she's certain to know exactly what it is, it's not tech that's familiar to Zenos.]
A helmet one wears that takes over many of the primary senses for games. You may know of such things already, I do not know its proper designation.
no subject
She looked at him. "Would you be able to show me? If I know what system you are running I'll be able to find the right programs to get you."
no subject
Well. One way to find out. "Certainly. I haven't had any time to play with it myself, but any aid you can offer would be most welcome. Is 'now' an acceptable time or would you prefer another point? I assume you are quite busy."
He's come across more than a few overworked administrators in his life, she had something of the look of one.
no subject
She really did look like an overworked administrator, but one that was very used to using every moment she had.
no subject
In spite of having so many of the train's people around, it should be an uneventful trip.
no subject
It doesn't take long to get to the train and making their way through it towards the game carriage in simple enough.
"For a mission craft this is one designed for the comfort of its crew." She said thoughtfully. "We were wondering why there have been no incidents of major void sickness among you, it seems this craft was very much designed to keep crews occupied through long journeys.
no subject
Happily the ..lower part of the games car is currently unoccupied! Though apparently someone's not putting things away afterward, as it isn't as precisely neat as it could be, but they're headed upstairs anyway.
no subject
She's not surprised it's not neat, there are a lot of them and a lot of them are young, she follows him upstairs. "It depends on the craft, some mission craft depend more on crew discipline to endure the void. That is something that would not work with a crew like yours."
no subject
It's idle questioning that will in fact stop completely when the VR equipment is located, still actually put away; maybe people enjoyed other games more? One of the headsets is fished out, and then a hunt for an instruction booklet begins. "Hm, I can't disagree. Discipline alone in any significant form would be rejected by most. The follies of random selection I suppose, a trained crew who set out with this objective in mind would surely be better controlled."
no subject
"Slower being onset over months or years, from what I understand your craft stops on different worlds at least once a month and that is another way to prevent or slow down void sickness. I would say it would be literal, the damage to the soul. But I am no scientist, nor am I a doctor."