What their Eyes See: Finale
May. 19th, 2021 08:54 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
It’s been a weird mission. The Voidtreckers have been busy investigating, making headway in mapping and saving citizens from the video games and strange illusionary creatures. Those in the fourth tier have made contacts, followed leads and gotten close to the high and mighty of the criminal underworld.
Yet what exactly is happening here is still unknown. Their new found ally Anan is as stumped as the rest of them, but even so, the hackers and technological knowledgeable voidtreckers have been successful in isolating the virus to study and make an anti-virus. A netpoint network has been set up across the city, and enough access data stolen that they can start throwing everything into the systems and networks across the city.
While the illusions remain a mystery and how they got there, finally the world is purged of the strange virus as the anomalies begin to clear up by noon of day ten. Spectura victims wake up in hospital beds, dazed and confused, while no more sightings of the impossible plague those on the other tiers.

On the morning of day eleven, the once housebound and terrified citizens leave their shelters with the first tendrils of light reaching through the fog surrounding the enclosed city. An exodus of people, from fighters of tier four to elites of tier one, are making their way into the streets...and heading down into lifts and outside, out into the smog-filled wasteland.
“It’s so beautiful,” is heard, a rumbling through the crowd as people smile, laugh or wave into the fog.
”I won.” Fighters from tier four look around in wonderment. Other exclamations, about a blue sky, a greeting to a friend fill the air.
There is a pull. The voidtreckers will feel it too, though to them the world looks and feels no different. This pull is easy to resist, or they can follow and investigate it, attempt to lead citizens back inside the city. It’s not safe in the smog, no one has canisters, but none will heed the warnings.
Nor is there time for better efforts when a crackling sounds in the air, light and colours flashing in the smog, everywhere at once and too quick to get a hold on.
“STOP THWARTING ME!” booms out, and a great force pushes them back while pulling the citizens farther into the wasteland, sand and dirt kicked up in a frenzied storm. The voidtreckers can hear the civilians in the smog, but getting to them will prove harder than they may like.
Grabbing an air canister is highly recommended for those who prefer life.

CIRCLE ONE: THE MAZE
No matter where one leaves the city from, they will find themselves in a maze of walls, of metal sheets, each blending into each other. It feels surreal, as if nothing is quite real, nothing quite solid.
But it is solid. For those voidtreckers who cannot see illusions it will look like they are merely stood in the wasteland of the world. But when they begin to move they will learn those walls are tangible, and those that look close enough will see the same almost-light as the creatures that purple team have been fighting as the source.
For those who are not immune to illusions it is a strange place indeed. No smog to be seen, just high unyielding barriers. The pathways are different colours giving off hues of brightest pink, red, purple, neon green, glowing white, darkest black. Sometimes there are symbols on the walls, Capsule Corp, royal insignia, ravager flames, HYDRA, marks of royalty. They are emblazoned on the walls, the floor, sometimes even in the sky. And the deeper in they get...

CIRCLE TWO: IS THIS HOME?
Voidtreckers will realise they’ve left the maze when they find themselves in an open field. It spreads out far with vineyards in the distance, a campsite, all of this leading into a forest of childrens board games. While the campsite is not a true campsite as many will realise, it is the first moment everyone will have to come together, to perhaps plan ahead. Air canisters are essential in this environment, and locals have been found needing, unconscious. Backtracking through the maze is a death wish for many, but with the talents of the voidtreckers, setting up a checkpoint here may not be that impossible before going on ahead.
And then, when they finally do…

CIRCLE THREE: TWISTED HEART
For those who manage to get through the second circle, pushing away the temptations of home, they will find themselves back in the smog filled wasteland. But through the smog they will see more, always more. Once again the scenery blurs into impossibilities, from testing labs with padded beds, to other imagery associated with asylums of old, to dark cramped spaces, to hallways raging on fire. They sense fear itself, and even the most stoic will find apprehension digging into them as they make their way forward. Is this their fear? Or is it your own?
It may be hard to discern in this twisted reality.
Yet what exactly is happening here is still unknown. Their new found ally Anan is as stumped as the rest of them, but even so, the hackers and technological knowledgeable voidtreckers have been successful in isolating the virus to study and make an anti-virus. A netpoint network has been set up across the city, and enough access data stolen that they can start throwing everything into the systems and networks across the city.
While the illusions remain a mystery and how they got there, finally the world is purged of the strange virus as the anomalies begin to clear up by noon of day ten. Spectura victims wake up in hospital beds, dazed and confused, while no more sightings of the impossible plague those on the other tiers.

On the morning of day eleven, the once housebound and terrified citizens leave their shelters with the first tendrils of light reaching through the fog surrounding the enclosed city. An exodus of people, from fighters of tier four to elites of tier one, are making their way into the streets...and heading down into lifts and outside, out into the smog-filled wasteland.
“It’s so beautiful,” is heard, a rumbling through the crowd as people smile, laugh or wave into the fog.
”I won.” Fighters from tier four look around in wonderment. Other exclamations, about a blue sky, a greeting to a friend fill the air.
There is a pull. The voidtreckers will feel it too, though to them the world looks and feels no different. This pull is easy to resist, or they can follow and investigate it, attempt to lead citizens back inside the city. It’s not safe in the smog, no one has canisters, but none will heed the warnings.
Nor is there time for better efforts when a crackling sounds in the air, light and colours flashing in the smog, everywhere at once and too quick to get a hold on.
“STOP THWARTING ME!” booms out, and a great force pushes them back while pulling the citizens farther into the wasteland, sand and dirt kicked up in a frenzied storm. The voidtreckers can hear the civilians in the smog, but getting to them will prove harder than they may like.
Grabbing an air canister is highly recommended for those who prefer life.

CIRCLE ONE: THE MAZE
No matter where one leaves the city from, they will find themselves in a maze of walls, of metal sheets, each blending into each other. It feels surreal, as if nothing is quite real, nothing quite solid.
But it is solid. For those voidtreckers who cannot see illusions it will look like they are merely stood in the wasteland of the world. But when they begin to move they will learn those walls are tangible, and those that look close enough will see the same almost-light as the creatures that purple team have been fighting as the source.
For those who are not immune to illusions it is a strange place indeed. No smog to be seen, just high unyielding barriers. The pathways are different colours giving off hues of brightest pink, red, purple, neon green, glowing white, darkest black. Sometimes there are symbols on the walls, Capsule Corp, royal insignia, ravager flames, HYDRA, marks of royalty. They are emblazoned on the walls, the floor, sometimes even in the sky. And the deeper in they get...
- ➤ WINDING ROADS
- It's noisy as they move around. As well as the distant noise of the citizens in the distance they can hear an acoustic guitar, erratic piano playing, the sound of bamboo on stone. Or perhaps an eagles cry, a lullaby or a song is heard as they move their way through the maze.
Objects stand in their way, blocking paths and needing to be moved or destroyed. Larger than life playing cards, red apples, flowers. Spears and daggers hang in the air as does the moon and the sun. Water often cascades through routes, making it difficult to move through or fire creeps up walls, nonthreatening but ever present. There are clouds of butterflies and ravens perched on walls, watching their every move, and the smell of sugar often hangs in the air.
But it’s better to navigate these turbulent passages with perseverance than violence. Daggers and apples will shatter and slice apart to attacks, creating a way through to begin with - but those that try the method of destruction to solve their problems will find these walls crowding them tighter, rising higher, becoming all the harder to destroy than they were before. They will become trapped, and will need assistance from the outside to untangle them from webs or jails made from crystal.
- It isn’t just the Voidtreckers or locals who wander the maze. Wolves, dogs, zombie sheep and ghost animals mostly mind their own business, sometimes inclined to growl or bahh, but easy to pass. But other times, you may sense that you’re being followed, a presence hovering over you...while another companion will see as well the large shadow shrouding you before a decaying hand grabs at you from above, threatening to send its victim to some other part of the maze if not stopped.
Monsters also stalk these paths from various realities. The dead will be met in robes of white while others in armours from medieval times. All are fast, unrelenting in their attacks, unconcerned with pain or stopping without being properly slain. Ghouls of all shapes and sizes search for prey, and many more seek victims.
How they act and how to defeat them may be known to some, but not all. Is it worth the effort to stay and fight illusions, however? Sometimes those illusions don’t give a choice, but in other instances, a person from the city may be found on the ground unconscious, the smog air getting to them. They’ll need help, and fast.

CIRCLE TWO: IS THIS HOME?
Voidtreckers will realise they’ve left the maze when they find themselves in an open field. It spreads out far with vineyards in the distance, a campsite, all of this leading into a forest of childrens board games. While the campsite is not a true campsite as many will realise, it is the first moment everyone will have to come together, to perhaps plan ahead. Air canisters are essential in this environment, and locals have been found needing, unconscious. Backtracking through the maze is a death wish for many, but with the talents of the voidtreckers, setting up a checkpoint here may not be that impossible before going on ahead.
And then, when they finally do…
- ➤ FAMILIAR
- It is almost dream-like as they walk, areas changing without them fully crossing the distance needed. One moment they are in a shopping malls food court, the next the interior of a spaceship; streets of palaces, temples, and mansions line up as a mish-mash of glamour, while others offer more humble abodes, taverns, family homes, bakeries. Medieval structures blend into tech bases, maintenance bays and dark rooms. Beautiful gardens, beaches and dusty souks all share space. But as they move through it, they will be tempted towards what is theirs.
And these can be anything. Ships, palaces, home, and even singular rooms: all of these are seen, doors providing access, doors that draw your character towards it, as if they know what’s on the other side. Spaces personal to the viewer, and with the constant pressure of these illusions, somehow draining to be around, they will find it harder to doubt what they see. Even if their bedroom leads towards a volcano, a blacksmith housing hospital beds right beside it, it will not seem so bizarre to find these natural.
- But it’s not only structures that exist in this labyrinth of streets: there are people, animals - family, friends and pets. Beloved mentors, a smiling loved one. The night sky will wash over, the ocean within view; your favourite plush rabbit, a worn jumper. Your favourite song playing, losing you inside this new reality.
Even people from the Voidtrecker Express are around, whether or not they’re still passengers. Feanor, Zetta, Noctis, Cassie Cage, Jin Ling; Elfnein, Link, Mami, Gyousou, Duo; Senku, Jiang Yanli, Olivia, Bucky Barnes. They walk this plane, friends and lovers of the voidtreckers, coaxing them further into the illusions. Assuring them everything is alright, offering reasons to give in.
Over all this though, they can still hear the citizens in the distance; their voices sounding more confused, frightened even. To push on the voidtreckers must walk away, ignore these temptations and push on to the third ring.

CIRCLE THREE: TWISTED HEART
For those who manage to get through the second circle, pushing away the temptations of home, they will find themselves back in the smog filled wasteland. But through the smog they will see more, always more. Once again the scenery blurs into impossibilities, from testing labs with padded beds, to other imagery associated with asylums of old, to dark cramped spaces, to hallways raging on fire. They sense fear itself, and even the most stoic will find apprehension digging into them as they make their way forward. Is this their fear? Or is it your own?
It may be hard to discern in this twisted reality.
- ➤ MISERY LOVES COMPANY
- This time, as the scenery shifts around them, so does their own sense of self try to match what these places mean. The despair of being lost in darkness, the belief that they can’t be seen by others, all sound fading from their ears. They are on the moon, trapped there for years; at the edge of the vast ocean, on the bank of a river of lava, despair in their hearts. In a wrecked city, their own city destroyed almost beyond recognition. By opposing forces, by weapons of mass destruction.
They have lost everything. There’s no fixing this.
A Pandora box of fears have been unleashed, with seemingly no hope. Your worst enemy has been granted a second chance, family stumbling towards you on the verge of death before your eyes; forces that you were meant to be dealing with back home have found you, surely leaving your own world in ruins, from titans to ayakashis.
Or they might stumble upon a graveyard, stretched out as far as they can see where every name is someone they care about.
There are even voidtreckers of now and old opposing you: Danny Fenton, Lan Xichen, Darth Vader, Vegeta, Xue Yang. Kerry stands pointing a gun straight at a fellow passenger while shadowy ravens and terrifying dragons swirl in the sky.
What their Eyes See: Optional Ongoing
May. 15th, 2021 04:59 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
By day eight the Voidtreckers have made a good deal of progress in all their tasks but there is still a lot to do to help the people of the city.
It is around mid morning when there is a message on their comms. For those that want to help it is easy to either find Anan herself or ask for netpoints and scanners to be brought to them by Chiff.
Illusions have gotten worse, uncertainty and fear are rising across all tiers and the situation is becoming more chaotic by the day. Indeed especially on the first and second tiers it seems that the voidtreckers themselves are being targeted, with creatures stalking them and attacks on their minds to make them believe that what they are seeing is real.
Same inside the Spectura system, the vines seem to almost be on the offensive against the voidtreckers though things are getting better outside the game system as more of the vicitms are freed and wake up.
Almost opposite to the situation on the lowest tier, which is getting more chaotic by the day. Anger is bubbling over, people are frightened and in a place like this the only real way to express that fear is through anger.
There has been a lot of progress but there is still a lot of work to do, especially as many of the voidtreckers have started to realise, this all seems a little too familiar.
It is around mid morning when there is a message on their comms. For those that want to help it is easy to either find Anan herself or ask for netpoints and scanners to be brought to them by Chiff.
Illusions have gotten worse, uncertainty and fear are rising across all tiers and the situation is becoming more chaotic by the day. Indeed especially on the first and second tiers it seems that the voidtreckers themselves are being targeted, with creatures stalking them and attacks on their minds to make them believe that what they are seeing is real.
Same inside the Spectura system, the vines seem to almost be on the offensive against the voidtreckers though things are getting better outside the game system as more of the vicitms are freed and wake up.
Almost opposite to the situation on the lowest tier, which is getting more chaotic by the day. Anger is bubbling over, people are frightened and in a place like this the only real way to express that fear is through anger.
There has been a lot of progress but there is still a lot of work to do, especially as many of the voidtreckers have started to realise, this all seems a little too familiar.
What their Eyes See: Comms
May. 9th, 2021 09:11 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Talk to All
Talk to Team
Talk to Individual
For the third option, a list of passengers appears and names can be searched for by letter. Anyone who has been working to try and make communications happen on their own devices will find those linked in to this network- though it is still only possible to use voice. If they have headphones from the music room they can make it so they work like earpieces.
Talk to Team
Talk to Individual
For the third option, a list of passengers appears and names can be searched for by letter. Anyone who has been working to try and make communications happen on their own devices will find those linked in to this network- though it is still only possible to use voice. If they have headphones from the music room they can make it so they work like earpieces.
The Will to Fight: Finale: All teams
Mar. 21st, 2021 08:43 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The Far Gate
Given that people have scouted ahead, it will be no surprise when those who arrive at the Red objective find an army of demons there. Unlike the other packs they have encountered, these ones are not roaming, and don't appear to be heading towards the city. Instead, they are guarding something.
A gate. It is larger than the others they have seen so far by an order of magnitude, and if there are this many demons outside, the keystone must be guarded just as well.
For those who are actually on the red team their SCA will flash up a message: This gate has multiple keystones. It is the focal point for other gates closer to the city. Close it.
Around the City
In the Caverns
Once the rockfall was cleared, those that wished to could make their way back towards the city. They might come across demons on the way, small packs scouting the land and hunting survivors, but for the most part their way will be clear until they get to the city and to the Voidtrecker camp.
For everyone else, there are plenty of non-combatants that need protecting. The cavern itself remains warded against demons, but patrols still pass and keeping everyone safe and hidden is important.
Almost all the citizens have thrown off the mind control now. Some of the younger children have started having nightmares, and keeping everyone positive and calm is harder than it was before with a goal in sight.
In the City
The sigils hum and glow. For those feeding them power it's a very long couple of days; though once the monks are free they join in, brusquely waving off any questions or concern about their wellbeing to focus on the task at hand: protecting the city. They will of course accept any extra energy. The wards are not meant to go out completely, it will take a lot of energy to restart them.
By the eleventh day it is clear something else is wrong. Some of the focus stones on the city walls are out of place, either knocked awry in the battles before the false peace, or sabotaged by demons. Either way, for the wards to fully activate they will need those not giving energy to go out onto the walls, to find the stones and align them. It's not too technical but might be dangerous, because outside the walls, a fight is about to begin…
The Battle for the City
The attacks have gotten more frequent but on the evening of day ten they stop. Silence. No gates open, no demons attack. The whole night is spent in a tense, almost eerie silence.
It is broken at dawn the next day, two massive gates open, one to the north of the city and one to the south. Demons march out, heading towards the city.
Not just demons, they each have two large structures, siege machines. It seems they wish to knock this city down completely, securing their victory over the humans.
Given that people have scouted ahead, it will be no surprise when those who arrive at the Red objective find an army of demons there. Unlike the other packs they have encountered, these ones are not roaming, and don't appear to be heading towards the city. Instead, they are guarding something.
A gate. It is larger than the others they have seen so far by an order of magnitude, and if there are this many demons outside, the keystone must be guarded just as well.
For those who are actually on the red team their SCA will flash up a message: This gate has multiple keystones. It is the focal point for other gates closer to the city. Close it.
Around the City
In the Caverns
Once the rockfall was cleared, those that wished to could make their way back towards the city. They might come across demons on the way, small packs scouting the land and hunting survivors, but for the most part their way will be clear until they get to the city and to the Voidtrecker camp.
For everyone else, there are plenty of non-combatants that need protecting. The cavern itself remains warded against demons, but patrols still pass and keeping everyone safe and hidden is important.
Almost all the citizens have thrown off the mind control now. Some of the younger children have started having nightmares, and keeping everyone positive and calm is harder than it was before with a goal in sight.
In the City
The sigils hum and glow. For those feeding them power it's a very long couple of days; though once the monks are free they join in, brusquely waving off any questions or concern about their wellbeing to focus on the task at hand: protecting the city. They will of course accept any extra energy. The wards are not meant to go out completely, it will take a lot of energy to restart them.
By the eleventh day it is clear something else is wrong. Some of the focus stones on the city walls are out of place, either knocked awry in the battles before the false peace, or sabotaged by demons. Either way, for the wards to fully activate they will need those not giving energy to go out onto the walls, to find the stones and align them. It's not too technical but might be dangerous, because outside the walls, a fight is about to begin…
The Battle for the City
The attacks have gotten more frequent but on the evening of day ten they stop. Silence. No gates open, no demons attack. The whole night is spent in a tense, almost eerie silence.
It is broken at dawn the next day, two massive gates open, one to the north of the city and one to the south. Demons march out, heading towards the city.
Not just demons, they each have two large structures, siege machines. It seems they wish to knock this city down completely, securing their victory over the humans.
Fierce New World- Mission Start!
Jan. 11th, 2021 05:58 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
"Good Morning passengers. Today is day six of the month of Jelly." 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.
Preparation and Arrival
They have a short time to prepare for their mission, enough time to read their briefs, make decisions, meet in their teams and gather anything they may need.
A few hours later there is another announcement. "Shortly arriving on System #2207385. All passengers get ready to disembark. Next stop world #2207385. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one."
The train judders as it leaves the void, the colours from the windows turn into the blackness of space but quickly white as the train descends into the entrance of the biosphere.
The doors of the train open and passengers can enter the large white-walled holding bay. Currently, they are the only vehicle inside. There are four large doors around the bay each labelled with where they lead. Spring, Summer, Autumn and Winter.
The doors open easily, and their SCA’s show a basic route, though the non-linear nature of the sectors mean that obstacles will need to be navigated. While they are in a closed world, there is a day and night cycle: the panels far up above are designed to make it seem like there is a natural sky, brightening and dimming every ten hours.
Red/Summer
Empty Streets
Wide streets divide sealed-off factories and manufacturing pods that tower up towards the ‘sky’. It is hot here, though the fumes from the factories are vented out, leaving the air breathable if overly warm.
Sometimes the pods are not yet finished, empty shells that can be sheltered in. There are also stations for living, with plumbing and basic amenities scattered through the sector. Places to rest as they move towards the center and the Great-Summer that they seek.
Helpmates
Where factories are still being built they will find Helpmates, operating machinery or moving materials.
They will not pause in their tasks for long but are programmed to answer questions so can be drawn into a conversation. Or, if the Voidtreckers are unfortunate, they will find those that are malfunctioning turning on them as they approach.
They aren’t too difficult to fight, but can do some damage with the machinery if they manage to take a Voidtrecker by surprise. They can be fought with weapons or magic, or for those that think to use the panels they can be shut down outright.
Wild Weather
Though warm, the corridors remain a constant temperature that is not too unpleasant for people. For the most part. Unfortunately, due to the malfunctioning state of things routes may become impassable. Boiling air, freezing blasts, electricity crackling across a pathway.
Their SCA’s do a good job of warning them, allowing them to change direction or shelter in nearby buildings.
Purple/Autumn
Exploring
The Autumn sector is the least complete of the sectors, with shells of habitation pods and not much else. No one is expected to live here until nearing the end of construction, and so the pods are unfurnished, many missing doors, some missing internal walls.
Outside the streets are wide and clearly made to be pleasant to walk on; it is airy, bright and spacious, if a bit eerie due to the quiet.
There are panels on the walls, to call Helpmates to appear. Here they are primarily for helping citizens, giving directions and offering aid.
Malfunctions
Since there are more helpmates there is more risk of them malfunctioning. They attack with or without weapons, using any tools they can pick up to attack. They can be fought with weapons or magic, or for those that think to use the panels they can be shut down.
They won’t chase people into the houses, their privacy programming preventing them from doing so.
Turned Around
The roads seem simple, built in a grid pattern around the houses. However, whatever is going wrong here is affecting the very streets themselves. Sometimes there will be a wall where there wasn’t before or roads go in circles. Sometimes they find themselves at a dead end, trapped until structures shift again.
Their SCA’s do their best to keep up but it can take a while for them to reroute and by the time they do, that path might be blocked too!
Blue/Spring
Patchwork Forest
The Spring sector houses the hydroponics and pastoral sections. It alternates between grazing land and more heavily forested areas with rows of pine-like trees in a checkerboard pattern, with empty plots interspersed. Walkways divide each square, but all squares appear able to move about as required, as though on a conveyor system.
There are clear walkways to avoid stepping on any newly growing plants. In the grazing land live flocks of camelid creatures resembling alpacas with blueish wool, on average a metre and a half tall at the shoulders. Helpmates appear here as if on a timer to feed the animals and tend to plants.
Destruction
If the Helpmates here malfunction they attack anyone nearby, cause havoc to any farming equipment and frightening the animals.
They can be fought with weapons or magic, or for those that think to use the panels they can be shut down. The panels here are less obvious than they are in the more urban sectors, low to the ground, looking almost like energy panels. But once they know what to look for they will be able to use them to shut down the Helpmates.
Stampede
Frightened animals are likely to flee and unfortunately in this case it means rampaging across the grazing land to the newly growing trees.
They will need to be calmed, returned to their grazing lands and the plants restored. Or it might be that the Voidtreckers can stop the Helpmates before the creatures get too spooked.
Orange/Winter
Exploring
The Winter sector’s primary concern is life support. Huge banks of air scrubbers form artificial cliffs, while other sections are tanks filled with water in varying stages of processing or recycling.
The paths here are a lot narrower than they are in other areas, sometimes requiring moving between pipes or scrambling over layers of railing.
There doesn’t seem to be any easy or straightforward path through the sector, their SCA takes them on wild winding routes through the machinery.
Help or Hindrance
The fluctuating temperatures here are causing problems with many of the pipes, several sections are flooded, others are in danger of being so.
There are patch kits in easily opened panels, designed to be used by the helpmates and indeed there are many helpmates out.
But some are less helpful, those that are malfunctioning are more likely to cause more damage than they are there to fix. They will attack any one who tries to interfere with them. They can be fought with weapons or magic, or for those that think to use the panels they can be shut down.
Patch Job
Once the malfunctioning Helpmates are dealt with the pipes still need to be fixed. The patch kits do not have any instructions but are simple enough that anyone with a basic knowledge of how to fix things should be able to figure them out- though the more knowledge and expertise they have the better the fix!
For those that don’t, many of the jobs will need more than one person and so for those that don’t mind taking instructions they will find an extra pair of hands is always welcome.
Preparation and Arrival
They have a short time to prepare for their mission, enough time to read their briefs, make decisions, meet in their teams and gather anything they may need.
A few hours later there is another announcement. "Shortly arriving on System #2207385. All passengers get ready to disembark. Next stop world #2207385. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one."
The train judders as it leaves the void, the colours from the windows turn into the blackness of space but quickly white as the train descends into the entrance of the biosphere.
The doors of the train open and passengers can enter the large white-walled holding bay. Currently, they are the only vehicle inside. There are four large doors around the bay each labelled with where they lead. Spring, Summer, Autumn and Winter.
The doors open easily, and their SCA’s show a basic route, though the non-linear nature of the sectors mean that obstacles will need to be navigated. While they are in a closed world, there is a day and night cycle: the panels far up above are designed to make it seem like there is a natural sky, brightening and dimming every ten hours.
Red/Summer
Empty Streets
Wide streets divide sealed-off factories and manufacturing pods that tower up towards the ‘sky’. It is hot here, though the fumes from the factories are vented out, leaving the air breathable if overly warm.
Sometimes the pods are not yet finished, empty shells that can be sheltered in. There are also stations for living, with plumbing and basic amenities scattered through the sector. Places to rest as they move towards the center and the Great-Summer that they seek.
Helpmates
Where factories are still being built they will find Helpmates, operating machinery or moving materials.
They will not pause in their tasks for long but are programmed to answer questions so can be drawn into a conversation. Or, if the Voidtreckers are unfortunate, they will find those that are malfunctioning turning on them as they approach.
They aren’t too difficult to fight, but can do some damage with the machinery if they manage to take a Voidtrecker by surprise. They can be fought with weapons or magic, or for those that think to use the panels they can be shut down outright.
Wild Weather
Though warm, the corridors remain a constant temperature that is not too unpleasant for people. For the most part. Unfortunately, due to the malfunctioning state of things routes may become impassable. Boiling air, freezing blasts, electricity crackling across a pathway.
Their SCA’s do a good job of warning them, allowing them to change direction or shelter in nearby buildings.
Purple/Autumn
Exploring
The Autumn sector is the least complete of the sectors, with shells of habitation pods and not much else. No one is expected to live here until nearing the end of construction, and so the pods are unfurnished, many missing doors, some missing internal walls.
Outside the streets are wide and clearly made to be pleasant to walk on; it is airy, bright and spacious, if a bit eerie due to the quiet.
There are panels on the walls, to call Helpmates to appear. Here they are primarily for helping citizens, giving directions and offering aid.
Malfunctions
Since there are more helpmates there is more risk of them malfunctioning. They attack with or without weapons, using any tools they can pick up to attack. They can be fought with weapons or magic, or for those that think to use the panels they can be shut down.
They won’t chase people into the houses, their privacy programming preventing them from doing so.
Turned Around
The roads seem simple, built in a grid pattern around the houses. However, whatever is going wrong here is affecting the very streets themselves. Sometimes there will be a wall where there wasn’t before or roads go in circles. Sometimes they find themselves at a dead end, trapped until structures shift again.
Their SCA’s do their best to keep up but it can take a while for them to reroute and by the time they do, that path might be blocked too!
Blue/Spring
Patchwork Forest
The Spring sector houses the hydroponics and pastoral sections. It alternates between grazing land and more heavily forested areas with rows of pine-like trees in a checkerboard pattern, with empty plots interspersed. Walkways divide each square, but all squares appear able to move about as required, as though on a conveyor system.
There are clear walkways to avoid stepping on any newly growing plants. In the grazing land live flocks of camelid creatures resembling alpacas with blueish wool, on average a metre and a half tall at the shoulders. Helpmates appear here as if on a timer to feed the animals and tend to plants.
Destruction
If the Helpmates here malfunction they attack anyone nearby, cause havoc to any farming equipment and frightening the animals.
They can be fought with weapons or magic, or for those that think to use the panels they can be shut down. The panels here are less obvious than they are in the more urban sectors, low to the ground, looking almost like energy panels. But once they know what to look for they will be able to use them to shut down the Helpmates.
Stampede
Frightened animals are likely to flee and unfortunately in this case it means rampaging across the grazing land to the newly growing trees.
They will need to be calmed, returned to their grazing lands and the plants restored. Or it might be that the Voidtreckers can stop the Helpmates before the creatures get too spooked.
Orange/Winter
Exploring
The Winter sector’s primary concern is life support. Huge banks of air scrubbers form artificial cliffs, while other sections are tanks filled with water in varying stages of processing or recycling.
The paths here are a lot narrower than they are in other areas, sometimes requiring moving between pipes or scrambling over layers of railing.
There doesn’t seem to be any easy or straightforward path through the sector, their SCA takes them on wild winding routes through the machinery.
Help or Hindrance
The fluctuating temperatures here are causing problems with many of the pipes, several sections are flooded, others are in danger of being so.
There are patch kits in easily opened panels, designed to be used by the helpmates and indeed there are many helpmates out.
But some are less helpful, those that are malfunctioning are more likely to cause more damage than they are there to fix. They will attack any one who tries to interfere with them. They can be fought with weapons or magic, or for those that think to use the panels they can be shut down.
Patch Job
Once the malfunctioning Helpmates are dealt with the pipes still need to be fixed. The patch kits do not have any instructions but are simple enough that anyone with a basic knowledge of how to fix things should be able to figure them out- though the more knowledge and expertise they have the better the fix!
For those that don’t, many of the jobs will need more than one person and so for those that don’t mind taking instructions they will find an extra pair of hands is always welcome.
Winter Faire
Dec. 20th, 2020 06:06 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
”Shortly arriving in World#5562102022. The dressing carriage is open for your convenience.” The announcement might be unexpected so late in the month, but soon enough further information arrives on their SCA’s.
World#5562102022: Home of the famous Winter Faire. Voidtreckers may spend the evening here. Please remember your Snowcoins. Enjoy.
The dressing carriage is open for characters to choose from an array of winter coats, hats, gloves and scarves. There are also ice skates in a variety of sizes and shapes, suitable for all passengers.
THE PLAZA
The Express comes to rest in a station roofed by sheets of ice. Streamers of light run up and along the arches overhead, sending flashes of colour through the structure at intervals. A wooden path leads through stands of sparkling trees to the faire proper.
The faire is a large one, mostly made up of a large market of wooden huts. The market is held outside; while it's dark when they arrive, there are floating lights twinkling in the darkness that illuminate the area. There is snow on the ground and a light flurry in the air, the perfect amount of snow to be atmospheric without anyone being too damp or cold.
There are both ice paths and ordinary wooden paths through the market. In the centre of the market there is a large ferris wheel, where guests can sit in glass bubbles filled with soft cushions and blankets as they view the snowy market from above.
THE ICE RINK
There are two large ice rinks, and ice paths weave through the market, with many of the eateries having 'ice gardens' where skaters can rest and drink before continuing their skating. Wooden railings run through the middle of the ice paths, both to form two one-way lanes, and to give new or wobbly skaters something to hold onto.
There are benches at the entrance to the large ice rinks for people to change into their ice skates and cubbies for them to store their shoes; the ice paths connect to both rinks. There are also skate aids for those that need them, carved wooden animals to hold onto and push along the ice for balance. An animal that looks like a furred penguin dominates.
THE SLEDDING SLOPE
To the north of the market, there is a snowy field with a hill perfect for sledging, and sleds to borrow for any who want them.
The whole field is deep with snow, with a well trodden path leading up the hill and sledding tracks leading down. To the side of the slope are snowpeople and snow animals, some better built than others, and plenty of snow to add to this collection.
THE WOODLAND ENCLOSURES
To the south there is a small woodland where a member of staff will allow guests through with warnings to be peaceful and not disturb the creatures.
The trees are bare of leaves and white with snow, some with frost forming crystal snowflakes on the branches. There are indeed woodland creatures within the woodlands: deer, rabbits, strange white pompom-looking creatures. They are comfortable with people, and won't flee.
THE FERRIS WHEEL
In the centre of the market there is a large ferris wheel allowing guests to sit in glass bubbles filled with soft cushions and blankets as they view the snowy market from above. The ferris wheel moves slowly, allowing plenty of time to take in the view and enjoy the company, the soft seating, or both.
Bubbles can fit up to 6 people, though the attendants will allow groups from single guests up to six. The glass can be made one-way, so that guests cannot be viewed from outside.
THE MARKET
All the activities in the faire are free. Everything in the market, from a mug of beer to a blown glass ornament costs one snowcoin, the snowflake tokens that passengers received on station day. Each passenger has ten to spend.
FOOD STALLS
The actual market sells drinks: hot chocolate, mulled wine, beer, spiced apple juice and cider amongst some more alien picks like a bright pink concoction that is delicious but very alcoholic; food: sausages, bread, cakes, roasted chestnuts, candied nuts, stroopwafel and a whole collection of unrecognisable but delicious things.
All are available to take out, though many of them also have a bar area where shoppers can sit, drink and people watch.SHOPPING
The stalls don't sell much that would be considered useful, but are filled with trinkets, decorations, cute hats and other clothing, sweets, glassware, jewellery, toys… and much much more.After a good few hours in the market, things are beginning to wind down and stalls start to close. The Voidtreckers will receive a message on their SCA telling them it is time to return to the Express. Once all passengers are on board the train will leave the ice-covered station and return back to the Void.
Not with a Bang: Conclusion
Nov. 26th, 2020 08:45 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The base camp is a mess by the time the fight is over. The heavy rain alone would have been enough, but the battle has churned up the earth itself. The previously peaceful clearing is pockmarked with craters and dark puddles where ash has mixed into rainwater, along with oil and blood that swirl unpleasantly through the shallow pools. The trees are bowed outwards with the force of the powers that waged through the area, trunks shattered and torn, boughs hanging haphazardly or draped with the remnants of tents and equipment.
Perhaps all that can be said is that it gives the Voidtrecker Express a decidedly clear landing spot. The train snakes its way through the jungle, coming to a stop in a familiar, though now lopsided, coil around the clearing, and opening its doors to allow injured to be carried on, or anyone from the train to disembark.
It’s clear that there are indeed people aboard - as the doors hiss open, activity is already visible inside, as well as voices audibly going back and forth over the tinny speakers of the ICP.
Now that the saboteurs are dealt with, the final repairs can be made to the damaged stations and the shields locked into place. By the time they are done, nothing and no one will be able to enter the planet - from space, anyway.
The train will remain in the clearing through the night of Imagination 12 and the morning of Imagination 13, until all the stations are prepared, the pandas returned to their rightful place and everyone has rejoined the train.
By midday of Imagination 13, the train is ready to leave. Everyone gets a message on their SCA to return to the train, if they haven’t already. Once all are onboard the doors shut and the train begins to snake through the jungle.
“Re-entering Voidspace in ten, nine, eight, seven, six, five, four, three, two, one.”
The train rattles and shakes as the greenery around them (and the purple of a few farewell pandas) fade into the colours of the void.
Perhaps all that can be said is that it gives the Voidtrecker Express a decidedly clear landing spot. The train snakes its way through the jungle, coming to a stop in a familiar, though now lopsided, coil around the clearing, and opening its doors to allow injured to be carried on, or anyone from the train to disembark.
It’s clear that there are indeed people aboard - as the doors hiss open, activity is already visible inside, as well as voices audibly going back and forth over the tinny speakers of the ICP.
Now that the saboteurs are dealt with, the final repairs can be made to the damaged stations and the shields locked into place. By the time they are done, nothing and no one will be able to enter the planet - from space, anyway.
The train will remain in the clearing through the night of Imagination 12 and the morning of Imagination 13, until all the stations are prepared, the pandas returned to their rightful place and everyone has rejoined the train.
By midday of Imagination 13, the train is ready to leave. Everyone gets a message on their SCA to return to the train, if they haven’t already. Once all are onboard the doors shut and the train begins to snake through the jungle.
“Re-entering Voidspace in ten, nine, eight, seven, six, five, four, three, two, one.”
The train rattles and shakes as the greenery around them (and the purple of a few farewell pandas) fade into the colours of the void.
Not with a Bang Start and Ongoing
Nov. 13th, 2020 04:28 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
"Good Morning passengers. Today is day seven of the month of Imagination." 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.
Preperation
They have about an hour to prepare, a little less than usual but perhaps expected, given the urgency of the task.
The cupboards in the dressing room are open to reveal rows of tents, in all four team colours as well as some basic camp cooking equipment. They are in bags that should be easy enough to carry.
"Shortly arriving on System #6416. All passengers get ready to disembark. Next stop world 6416. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one." The train rocks and lurches, bright colours of the void filling the space and then fading as they fly downwards towards a very green landscape.
Arrival and Initial Task
The train lands in a clearing, curving round in an attempt to fit. Once everyone who wishes to disembark has done it flies back into the air, vanishing from sight.
The air is heavy and humid, though it is not currently raining. The clearing is open to the sky and looking up will reveal a worrying sight. The sky is an angry red colour, colours shifting as if the clouds themselves were on fire. It's an unnerving sight.
Their SCA's show three points, one Orange, One purple and one that is half blue and half red. The three control centres. Each are a few hours treck through the jungle and it certainly feels like there is no time to waste.
Those that don't want to treck through the forest can start setting up camp, though the darkening sky might be a little distracting. As time goes on flecks of fire drift down, though they extinguish before hitting the forest floor.
Orange are to travel to the north, Purple to the south and Blue and Red must travel together to the west. Each route takes them through thick and unrelenting jungle. Flying is difficult here unless you can get up past the canopy layer, which means vision of the ground is severely hampered.
The control stations themselves are half buried in vines and require cutting into. If voidtreckers are unlucky they will meet their first security robots here, firing on the intruders. They might even meet their first giant Armadillos, the creatures are curious and may wish to investigate. They are not helpful or constructive to trying to power up the stations and prevent the destruction of the planet.
The control stations are simple enough to operate, but there's quite a lot that needs to be done in way of repairs and clearing. It will take a team effort to get it in working enough order to activate the shield.
The shield itself, when it is activated, is mostly invisible but there is a loud humming sound. The meteor, which has gotten more visible throughout the five hours, hits the shield and splinters, fire enveloping the whole sky. It is visibly terrifying, but no fire falls to earth, no rocks get through, the planet is safe.
Ongoing
Once the planet is safe the voidtreckers deserve a rest. But once the next morning dawns it is time to start with their next tasks, to make sure that this planet stays safe from future threats.
Red
The robots at the control stations are not the only malfunctioning security robots around. They roam the jungle, or are more often stranded in the jungle, powering up only when faced with a new threat.
Some are benign, terraforming machines whose only crime is using up precious power. These need to be dismantled so that power can be saved for the shield system. Others are security robots that will attack the intruders to the planet.
Though the machines are scattered they are often obvious, emitting warning alarms or flashing lights. Their SCA's will show some areas where there are larger clusters but machines can be found anywhere.
Purple
Their SCA's are filled with hundreds of purple dots, each a solar stations that needs cleared and brought back online. It's not the most glamourous job, the stations are deep in the jungle, the treck is difficult and most of the work needed is weed clearing.
But once the weeds have been cut away they will need to patch up the station, doing basic maintenance to get it back online. In some cases wires need to be patched back together but it shouldn't take any great feats of engineering to get the stations up and running.
They may run into some of the security automatons, needing to fight their way into the stations before they can begin the clean up operations.
Orange
Like the red team their SCA will show areas where there are clusters of the small insectoid automatons that need to be rescued and restored. However they can be found anywhere throughout the jungle, they are not too suited for the terrain outside of the stations and so they have gotten tangled in vines. They can be found powered down, stranded and in dire need of maintenance.
Tools and spare parts can be found in many of the solar stations that purple team have been locating. Actually repairing the robots takes some engineering knowledge but once they are restored they will go about their tasks in the stations. They will need help getting to the further flung stations as well as the main control centres.
They are very basic in design and follow pre programmed instructions rather than being able to hear and listen to orders. But once in the correct place they are very effective at their job.
Blue
Once the shield is up there is a faint humming that can be heard throughout the jungle if they listen closely and find it among the sound of rain and insects. But once they hear it, it is obvious where it is louder and more prominent.
Their SCA will pin point some of the larger control boxes but there are truthfully too many to show on a map. Not all of them have attracted Violet Pandas, but many of them have.
They are curious creatures, both of the power boxes and the voidtreckers. They are protective of each other but not so much of territory and therefore it is not difficult to move them on. Keeping them away is another matter, the power humming is interesting and they will unearth wires and chew through them. It doesn't seem to do them much harm, there is clearly safety stops in the system for such eventualities. It does however cut power off to entire solar stations and require a lot of patch work.
Good luck voidtreckers!
Preperation
They have about an hour to prepare, a little less than usual but perhaps expected, given the urgency of the task.
The cupboards in the dressing room are open to reveal rows of tents, in all four team colours as well as some basic camp cooking equipment. They are in bags that should be easy enough to carry.
"Shortly arriving on System #6416. All passengers get ready to disembark. Next stop world 6416. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one." The train rocks and lurches, bright colours of the void filling the space and then fading as they fly downwards towards a very green landscape.
Arrival and Initial Task
The train lands in a clearing, curving round in an attempt to fit. Once everyone who wishes to disembark has done it flies back into the air, vanishing from sight.
The air is heavy and humid, though it is not currently raining. The clearing is open to the sky and looking up will reveal a worrying sight. The sky is an angry red colour, colours shifting as if the clouds themselves were on fire. It's an unnerving sight.
Their SCA's show three points, one Orange, One purple and one that is half blue and half red. The three control centres. Each are a few hours treck through the jungle and it certainly feels like there is no time to waste.
Those that don't want to treck through the forest can start setting up camp, though the darkening sky might be a little distracting. As time goes on flecks of fire drift down, though they extinguish before hitting the forest floor.
Orange are to travel to the north, Purple to the south and Blue and Red must travel together to the west. Each route takes them through thick and unrelenting jungle. Flying is difficult here unless you can get up past the canopy layer, which means vision of the ground is severely hampered.
The control stations themselves are half buried in vines and require cutting into. If voidtreckers are unlucky they will meet their first security robots here, firing on the intruders. They might even meet their first giant Armadillos, the creatures are curious and may wish to investigate. They are not helpful or constructive to trying to power up the stations and prevent the destruction of the planet.
The control stations are simple enough to operate, but there's quite a lot that needs to be done in way of repairs and clearing. It will take a team effort to get it in working enough order to activate the shield.
The shield itself, when it is activated, is mostly invisible but there is a loud humming sound. The meteor, which has gotten more visible throughout the five hours, hits the shield and splinters, fire enveloping the whole sky. It is visibly terrifying, but no fire falls to earth, no rocks get through, the planet is safe.
Ongoing
Once the planet is safe the voidtreckers deserve a rest. But once the next morning dawns it is time to start with their next tasks, to make sure that this planet stays safe from future threats.
Red
The robots at the control stations are not the only malfunctioning security robots around. They roam the jungle, or are more often stranded in the jungle, powering up only when faced with a new threat.
Some are benign, terraforming machines whose only crime is using up precious power. These need to be dismantled so that power can be saved for the shield system. Others are security robots that will attack the intruders to the planet.
Though the machines are scattered they are often obvious, emitting warning alarms or flashing lights. Their SCA's will show some areas where there are larger clusters but machines can be found anywhere.
Purple
Their SCA's are filled with hundreds of purple dots, each a solar stations that needs cleared and brought back online. It's not the most glamourous job, the stations are deep in the jungle, the treck is difficult and most of the work needed is weed clearing.
But once the weeds have been cut away they will need to patch up the station, doing basic maintenance to get it back online. In some cases wires need to be patched back together but it shouldn't take any great feats of engineering to get the stations up and running.
They may run into some of the security automatons, needing to fight their way into the stations before they can begin the clean up operations.
Orange
Like the red team their SCA will show areas where there are clusters of the small insectoid automatons that need to be rescued and restored. However they can be found anywhere throughout the jungle, they are not too suited for the terrain outside of the stations and so they have gotten tangled in vines. They can be found powered down, stranded and in dire need of maintenance.
Tools and spare parts can be found in many of the solar stations that purple team have been locating. Actually repairing the robots takes some engineering knowledge but once they are restored they will go about their tasks in the stations. They will need help getting to the further flung stations as well as the main control centres.
They are very basic in design and follow pre programmed instructions rather than being able to hear and listen to orders. But once in the correct place they are very effective at their job.
Blue
Once the shield is up there is a faint humming that can be heard throughout the jungle if they listen closely and find it among the sound of rain and insects. But once they hear it, it is obvious where it is louder and more prominent.
Their SCA will pin point some of the larger control boxes but there are truthfully too many to show on a map. Not all of them have attracted Violet Pandas, but many of them have.
They are curious creatures, both of the power boxes and the voidtreckers. They are protective of each other but not so much of territory and therefore it is not difficult to move them on. Keeping them away is another matter, the power humming is interesting and they will unearth wires and chew through them. It doesn't seem to do them much harm, there is clearly safety stops in the system for such eventualities. It does however cut power off to entire solar stations and require a lot of patch work.
Good luck voidtreckers!
Onward: Red
Sep. 15th, 2020 10:09 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Travel
The biggest problems on the way to the volcano are, perhaps, to be expected. Years of molten flows and heaving earth have left the landscape twisted and in constant movement, sections of the surface sinking or rising depending on the movement of the rivers of magma beneath. It makes for slow, bumpy going whether on foot or in a vehicle.
The fire dogs mostly prowl in the distance, but a few packs get brave enough to dive in and attack. They attack in their packs of three, though they are more likely to attack those at the back or side of the group, catching any stragglers or those that have decided to go it alone. They are pretty interested in the crystals, singling out those who are carrying them and harrying them with nips and lunges.
As the sun sets, the sky darkens and the earth, in contrast, seems to glow brighter. Faces tinge red in the fires and flows of the Flamewastes, and the volcano spits fire endlessly ahead.
The Firehearted Peak
It only takes about half a day to get to the volcano, which is pinpointed on their SCA map and highly visible besides. The entrance is obvious, a cleft in the rock at the side of the mountain. It’s hot here, incredibly so, the heat draining. But, oddly… it’s bearable, more so than they might expect. The path takes them around tunnels and across exposed streams of lava, over small rocky bridges over partially crusted-over liquid.
The tunnel is only half an hour’s walk, before it opens up into a rough chamber formed by layers of glittering metal and molten rock. In the centre there is a ball of fire, floating freely. It pulses with heat, and for those with any such senses, deep magic.
The crystals need to be held within the chamber, as close to the glowing core as possible, for at least three days. As the days go by the crystals will begin to grow brighter as magic gathers within them; their glow will synchronise with the flickering pulses of the Heart.
This growing power, however, draws in the creatures of the Flamewastes. Fire lizards, having stayed hidden and skittish on their journey, now join the dogs in attacking, pouring through the main tunnel and smaller passages in the layered walls to attack the chamber, intent on reaching and consuming the magic within the barrier crystals.
Fire Sprites
The attack from outside the mountain continues but as the days go by the volcano itself starts attacking, the proximity of living beings to its heart provoking a response. Fire sprites, clusters of sparks and embers and tendrils of fire whip out of the lava towards anyone who draws close. They are drawn to body heat, or to warmth of any kind. Tendrils curl around limbs, burning and dragging them towards pools of lava.
Others form walls of fire, trying to separate people from the main group or render the heart inaccessible. Cold drives them into retreat; water, if it does not immediately evaporate in the heat of the mountain, does likewise. The area directly around the heart, strangely, remains largely unaffected; any sprite or flame that strays into its aura is absorbed into it.
The biggest problems on the way to the volcano are, perhaps, to be expected. Years of molten flows and heaving earth have left the landscape twisted and in constant movement, sections of the surface sinking or rising depending on the movement of the rivers of magma beneath. It makes for slow, bumpy going whether on foot or in a vehicle.
The fire dogs mostly prowl in the distance, but a few packs get brave enough to dive in and attack. They attack in their packs of three, though they are more likely to attack those at the back or side of the group, catching any stragglers or those that have decided to go it alone. They are pretty interested in the crystals, singling out those who are carrying them and harrying them with nips and lunges.
As the sun sets, the sky darkens and the earth, in contrast, seems to glow brighter. Faces tinge red in the fires and flows of the Flamewastes, and the volcano spits fire endlessly ahead.
The Firehearted Peak
It only takes about half a day to get to the volcano, which is pinpointed on their SCA map and highly visible besides. The entrance is obvious, a cleft in the rock at the side of the mountain. It’s hot here, incredibly so, the heat draining. But, oddly… it’s bearable, more so than they might expect. The path takes them around tunnels and across exposed streams of lava, over small rocky bridges over partially crusted-over liquid.
The tunnel is only half an hour’s walk, before it opens up into a rough chamber formed by layers of glittering metal and molten rock. In the centre there is a ball of fire, floating freely. It pulses with heat, and for those with any such senses, deep magic.
The crystals need to be held within the chamber, as close to the glowing core as possible, for at least three days. As the days go by the crystals will begin to grow brighter as magic gathers within them; their glow will synchronise with the flickering pulses of the Heart.
This growing power, however, draws in the creatures of the Flamewastes. Fire lizards, having stayed hidden and skittish on their journey, now join the dogs in attacking, pouring through the main tunnel and smaller passages in the layered walls to attack the chamber, intent on reaching and consuming the magic within the barrier crystals.
Fire Sprites
The attack from outside the mountain continues but as the days go by the volcano itself starts attacking, the proximity of living beings to its heart provoking a response. Fire sprites, clusters of sparks and embers and tendrils of fire whip out of the lava towards anyone who draws close. They are drawn to body heat, or to warmth of any kind. Tendrils curl around limbs, burning and dragging them towards pools of lava.
Others form walls of fire, trying to separate people from the main group or render the heart inaccessible. Cold drives them into retreat; water, if it does not immediately evaporate in the heat of the mountain, does likewise. The area directly around the heart, strangely, remains largely unaffected; any sprite or flame that strays into its aura is absorbed into it.
Adventure On!
Sep. 11th, 2020 05:34 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
"Good Morning passengers. Today is day six of the month of Horseshoe." 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.
Preparation
The dressing room is indeed open as promised. The dressers and wardrobes are full of many different clothes. Shirts, tunics, skirts, dresses, robes, cloaks, leggings and even an array of fancy hats.
The cloaks are notable in that they look like standard fantasy cloaks but are completely waterproof, much like a modern jacket and they will keep them warm and dry. There are also a good selection of furs for those travelling into the tundra as well as some leather armour, both for protection against monsters and fire.
There are an array of tents- in more neutral colours, a lot simpler than the tents they have used before as well as some basic pots and pans for cooking. There are a range of bags and pouches for carrying any essentials!
They are a few hours before arrival and so there is plenty of time to prepare before the announcement. "Shortly arriving on world 5382110341. All passengers get ready to disembark. Next stop world 5382110341. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one."
Arrival: Royal Lake Hill
The train jolts and shudders as it leaves the void. It descends quickly and lands with a small bump. The doors open, it is a bit of a jump from the train to the ground but they land on soft grass. Anyone looking back at the train will find it almost not there… Unless they focus very hard it will seem just like a shimmer in the air, passengers jumping from nowhere.
They are a short walk from what seems like a small town, surrounded by walls. The gates are manned but the large group of people only get a quick glance before they are nodded in.
They get a few curious glances as they enter the town proper. It is not exceptionally busy, indeed everyone out and about are older or small children, who dart around unafraid of the strangers, staring openly at times.
A market place spans the square, predominately selling food, stalls are actually small huts, the front part open to the street for custom and a back room that is presumably used for sleeping. Some, like the blacksmiths are more solid with multiple rooms.
Each voidtrecker will have a dot on the map on their SCA showing them to the inn that their team should head towards. If they ask around they will learn that there is indeed a call to for adventurers at three of the town’s inns and they are to report there in early evening. As it is still early morning they have almost the whole day to explore, enjoy being in a town full of people and, for those who are keen, earn some spending money.
Whatever they end up doing with their day it is obvious when evening is approaching by the stalls beginning to be packed up, the streets quieting as people went home for their dinners. The inns are easy enough to find, even for those that didn’t find them earlier in the day.
Orange
Recruitment
Ducks in a Bucket is at the western gate. It is quiet, usually a tavern used by adventurers, the custom has dried up with all the adventurers protecting the kingdom. It is filled with large wooden tables and sturdy stools, not a fine dining establishment in any way but it has a friendly air to it.
Not long after they arrive a woman in a long cloak arrives. "I am here to hire adventurers. You will be aware, I am sure, of the blight storm that hit the kingdom. Many people across the land have been effected. Many areas are out of the crystals needed to restore those who have been blighted and there are rumours the army is in short supply as well. We require you to travel to the Singing Woodlands to harvest the crystals from the calla lilies that grow there. I have an image if it is needed."
Here she takes out a small scroll and passes it around, it is a painting of a simple, dark purple calla lilie.
"The huma have agreed to transport the collected crystals to the areas that need it. Unfortunately the land itself has been blighted and has become unstable, floating into the air. We can provide you each with two flight potions to help you travel up into the woodlands."
She holds out a bag to pass around, there are exactly enough potions for each person to take two despite the face she couldn’t possibly have known who was going to turn up to head the call.
"Please be warned that transportation magics have not been working in blighted areas and so you will be taken to the ground below. If you accept this quest please get ready to gate."
A moment later there is a flash of light and any who want to will vanish from the tavern.
Arrival
They will arrive on a grassy verge, in front of them is a canyon of dirt. If they look up they will see the land that should be filling it. In chunks the forest is floating on a series of islands stretching high up into the clouds.
Many of the islands feel too high to reach in ten minutes but there are a couple of lower ones that might be good places to aim for.
The potion works swiftly, making those who drink it feel lighter, all they need to do is jump and they are floating, moving in the air is easy, they can walk up as if on a ramp or swim through the air currents if they are feeling a bit more adventurous.
The islands themselves are teeming with life, plants of all kinds grow there and as they reach the lower islands they will see the huma birds and hopefully spot some of those calla lilies.
Purple
Recruitment
The Lion's Mane is the largest tavern in town. It has some customers, sitting in groups and drinking. There is a musician in the corner playing a lively tune and sat on a central table is an official looking man with a scroll case and a worried expression.
"Anyone." He cleared his throat, "Anyone who has come to be hired… As an adventurer please gather around. Now. Now. Can everybody hear me? Yes? Right. Well I am sure as you know the blight… Yes? Yes! Well there are some clusters of villages up near the dusty rivers, I can show you on this map..."
He unfurls a scroll, which shows a large expansive land mass. He points to an area in the far west. "They have a golem problem, their own golems that is. Turned on them." He shook his head, "Crystal magic, very susceptible to blight. They need some help, clear the area, purify the crystals. That sort of thing. You’ll probably be there a few days."
He rolled up the scroll. "I can’t gate you into the villages, earths all blighted. But I can get you close."
He did a quick head count. "If you don’t accept the mission please step back. Ready?"
He opens a gate, a few gates, and everyone who accepts vanishes from the tavern.
Arrival
They arrive in a small clearing in a wood. It is quiet, with not even the sound of birdsong. Trees are all around them though anyone checking their SCA will see that the village is indeed close.
A moment later there are footsteps, a young boy, no older than ten bursts into the clearing. He reels backwards at the figures, surprised to see them but then seems to realise that they are, for the most part, human.
"Quick! Come quick! The village!"
He turned on his heal and heading no call ran back the way he came. For those that follow the route leads them through thick overgrowth, there is clearly an easier way, to a small village.
A small village with a large golem and a large troll stomping through it. People are cowering in houses or behind walls as the troll swings its club back and forth, smashing things in its wake.
Red and Blue
Recruitment
The final tavern is The Thrice Struck Tree. It is small, dark and has a heavy air to it. There are a couple of customers, sat silently with mugs of ale in front of them. They give the voidtreckers suspicious glances.
They may wonder if they are in the wrong place but after a few moments a young woman in a smart looking uniform, dark blue tunic, shiny boots, enters. "Adventurers? I am captain Sienna of Irivar’s third guard. We have reports coming from the southern lands. The blight has depowered the crystals separating the frozen tundra from the fire lands. A disaster could occur if the are not recharged. They must be taken into the central fire mountains heart. It is a fair journey and the crystals must be carried. Please, for those that known the secrets of it do not attempt to place the crystals into the spaces between for easier transportation, it would be disastrous." She gave them a serious look before continuing.
"Furthermore the creatures of the area are reporting that the Glacial Sovereign has not been seen since the blight hit." She shook her head, looking worried. "You must find their guardians, the crystal wolves and attempt to regain contact with the sovereign." She paused again.
"Both the sprites of ice and fire have been corrupted by the blight and the area is very dangerous. I can gate you to the border and from there you must split, please decide amongst yourselves who is best to journey into fire and who is suited to the cold. I will give you a moment to be ready."
It is indeed only a moment before she opens the gate. Any who choose to travel will vanish from the tavern.
Arrival
They arrive in a strange place indeed. To the east there is black rock, lava streams and mountains billowing with smoke. To the west is white, icy bridges connecting land and glaciers. Far in the distance there is what seems to be a swirling mass of snow.
And right where they are is… a mess. Melted ice and frozen ash mixed together into a slippery sludge that sticks to their shoes and makes movement interesting.
But movement may be necessary as it seems their gate has taken them to a place surrounded by two packs of fire dogs and a few regular wolves. All look surprised at the sudden influx of people but it doesn’t take them long before the blighted creatures move in to attack.
Splitting
Once they are safe from wolves and dogs the teams can split. The crystals red need to collect are obvious, set out at even distances from each other. Red team are to head east, into the volcano range, Blue are to head west into the tundra.
Good luck void warriors!
Preparation
The dressing room is indeed open as promised. The dressers and wardrobes are full of many different clothes. Shirts, tunics, skirts, dresses, robes, cloaks, leggings and even an array of fancy hats.
The cloaks are notable in that they look like standard fantasy cloaks but are completely waterproof, much like a modern jacket and they will keep them warm and dry. There are also a good selection of furs for those travelling into the tundra as well as some leather armour, both for protection against monsters and fire.
There are an array of tents- in more neutral colours, a lot simpler than the tents they have used before as well as some basic pots and pans for cooking. There are a range of bags and pouches for carrying any essentials!
They are a few hours before arrival and so there is plenty of time to prepare before the announcement. "Shortly arriving on world 5382110341. All passengers get ready to disembark. Next stop world 5382110341. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one."
Arrival: Royal Lake Hill
The train jolts and shudders as it leaves the void. It descends quickly and lands with a small bump. The doors open, it is a bit of a jump from the train to the ground but they land on soft grass. Anyone looking back at the train will find it almost not there… Unless they focus very hard it will seem just like a shimmer in the air, passengers jumping from nowhere.
They are a short walk from what seems like a small town, surrounded by walls. The gates are manned but the large group of people only get a quick glance before they are nodded in.
They get a few curious glances as they enter the town proper. It is not exceptionally busy, indeed everyone out and about are older or small children, who dart around unafraid of the strangers, staring openly at times.
A market place spans the square, predominately selling food, stalls are actually small huts, the front part open to the street for custom and a back room that is presumably used for sleeping. Some, like the blacksmiths are more solid with multiple rooms.
Each voidtrecker will have a dot on the map on their SCA showing them to the inn that their team should head towards. If they ask around they will learn that there is indeed a call to for adventurers at three of the town’s inns and they are to report there in early evening. As it is still early morning they have almost the whole day to explore, enjoy being in a town full of people and, for those who are keen, earn some spending money.
Whatever they end up doing with their day it is obvious when evening is approaching by the stalls beginning to be packed up, the streets quieting as people went home for their dinners. The inns are easy enough to find, even for those that didn’t find them earlier in the day.
Orange
Recruitment
Ducks in a Bucket is at the western gate. It is quiet, usually a tavern used by adventurers, the custom has dried up with all the adventurers protecting the kingdom. It is filled with large wooden tables and sturdy stools, not a fine dining establishment in any way but it has a friendly air to it.
Not long after they arrive a woman in a long cloak arrives. "I am here to hire adventurers. You will be aware, I am sure, of the blight storm that hit the kingdom. Many people across the land have been effected. Many areas are out of the crystals needed to restore those who have been blighted and there are rumours the army is in short supply as well. We require you to travel to the Singing Woodlands to harvest the crystals from the calla lilies that grow there. I have an image if it is needed."
Here she takes out a small scroll and passes it around, it is a painting of a simple, dark purple calla lilie.
"The huma have agreed to transport the collected crystals to the areas that need it. Unfortunately the land itself has been blighted and has become unstable, floating into the air. We can provide you each with two flight potions to help you travel up into the woodlands."
She holds out a bag to pass around, there are exactly enough potions for each person to take two despite the face she couldn’t possibly have known who was going to turn up to head the call.
"Please be warned that transportation magics have not been working in blighted areas and so you will be taken to the ground below. If you accept this quest please get ready to gate."
A moment later there is a flash of light and any who want to will vanish from the tavern.
Arrival
They will arrive on a grassy verge, in front of them is a canyon of dirt. If they look up they will see the land that should be filling it. In chunks the forest is floating on a series of islands stretching high up into the clouds.
Many of the islands feel too high to reach in ten minutes but there are a couple of lower ones that might be good places to aim for.
The potion works swiftly, making those who drink it feel lighter, all they need to do is jump and they are floating, moving in the air is easy, they can walk up as if on a ramp or swim through the air currents if they are feeling a bit more adventurous.
The islands themselves are teeming with life, plants of all kinds grow there and as they reach the lower islands they will see the huma birds and hopefully spot some of those calla lilies.
Purple
Recruitment
The Lion's Mane is the largest tavern in town. It has some customers, sitting in groups and drinking. There is a musician in the corner playing a lively tune and sat on a central table is an official looking man with a scroll case and a worried expression.
"Anyone." He cleared his throat, "Anyone who has come to be hired… As an adventurer please gather around. Now. Now. Can everybody hear me? Yes? Right. Well I am sure as you know the blight… Yes? Yes! Well there are some clusters of villages up near the dusty rivers, I can show you on this map..."
He unfurls a scroll, which shows a large expansive land mass. He points to an area in the far west. "They have a golem problem, their own golems that is. Turned on them." He shook his head, "Crystal magic, very susceptible to blight. They need some help, clear the area, purify the crystals. That sort of thing. You’ll probably be there a few days."
He rolled up the scroll. "I can’t gate you into the villages, earths all blighted. But I can get you close."
He did a quick head count. "If you don’t accept the mission please step back. Ready?"
He opens a gate, a few gates, and everyone who accepts vanishes from the tavern.
Arrival
They arrive in a small clearing in a wood. It is quiet, with not even the sound of birdsong. Trees are all around them though anyone checking their SCA will see that the village is indeed close.
A moment later there are footsteps, a young boy, no older than ten bursts into the clearing. He reels backwards at the figures, surprised to see them but then seems to realise that they are, for the most part, human.
"Quick! Come quick! The village!"
He turned on his heal and heading no call ran back the way he came. For those that follow the route leads them through thick overgrowth, there is clearly an easier way, to a small village.
A small village with a large golem and a large troll stomping through it. People are cowering in houses or behind walls as the troll swings its club back and forth, smashing things in its wake.
Red and Blue
Recruitment
The final tavern is The Thrice Struck Tree. It is small, dark and has a heavy air to it. There are a couple of customers, sat silently with mugs of ale in front of them. They give the voidtreckers suspicious glances.
They may wonder if they are in the wrong place but after a few moments a young woman in a smart looking uniform, dark blue tunic, shiny boots, enters. "Adventurers? I am captain Sienna of Irivar’s third guard. We have reports coming from the southern lands. The blight has depowered the crystals separating the frozen tundra from the fire lands. A disaster could occur if the are not recharged. They must be taken into the central fire mountains heart. It is a fair journey and the crystals must be carried. Please, for those that known the secrets of it do not attempt to place the crystals into the spaces between for easier transportation, it would be disastrous." She gave them a serious look before continuing.
"Furthermore the creatures of the area are reporting that the Glacial Sovereign has not been seen since the blight hit." She shook her head, looking worried. "You must find their guardians, the crystal wolves and attempt to regain contact with the sovereign." She paused again.
"Both the sprites of ice and fire have been corrupted by the blight and the area is very dangerous. I can gate you to the border and from there you must split, please decide amongst yourselves who is best to journey into fire and who is suited to the cold. I will give you a moment to be ready."
It is indeed only a moment before she opens the gate. Any who choose to travel will vanish from the tavern.
Arrival
They arrive in a strange place indeed. To the east there is black rock, lava streams and mountains billowing with smoke. To the west is white, icy bridges connecting land and glaciers. Far in the distance there is what seems to be a swirling mass of snow.
And right where they are is… a mess. Melted ice and frozen ash mixed together into a slippery sludge that sticks to their shoes and makes movement interesting.
But movement may be necessary as it seems their gate has taken them to a place surrounded by two packs of fire dogs and a few regular wolves. All look surprised at the sudden influx of people but it doesn’t take them long before the blighted creatures move in to attack.
Splitting
Once they are safe from wolves and dogs the teams can split. The crystals red need to collect are obvious, set out at even distances from each other. Red team are to head east, into the volcano range, Blue are to head west into the tundra.
Good luck void warriors!
Memory Cave
Aug. 16th, 2020 09:25 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
After the passengers see a glimpse of a life that is not their own they appear in a cave. It is light, a strange moss glowing on the walls and ceiling illuminates the cave nicely and it is large enough for them to pace around in without trouble.
They are not alone. In the cave with them is another voidtrecker. Maybe someone they know well, maybe someone they have only seen in the aisles of the train. But they are together in this cave together.
The cave has no exit, at least not yet. They know that it will, eventually. When the time is right.
But for that time to come, they first must talk...
(OOC: For reference: memories!)
They are not alone. In the cave with them is another voidtrecker. Maybe someone they know well, maybe someone they have only seen in the aisles of the train. But they are together in this cave together.
The cave has no exit, at least not yet. They know that it will, eventually. When the time is right.
But for that time to come, they first must talk...
(OOC: For reference: memories!)
Event: Healing Waters
Aug. 15th, 2020 06:51 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
"Good morning passengers, it is day twenty three of the month of Grasshopper. All passengers of the Voidtrecker Express require rest. Next stop Jema’grethy Island. All passengers prepare to disembark."
It is a very strange morning message that rings through the train on the morning of day twenty three but as the passengers of the Voidtrecker Express wake their screens glow with the colour of the void and a holographic screen pops up for them to read.
World #2554098133741: A world once inhabited by an ancient civilisation and now preserved as a historical site, nature reserve and well-being retreat. It is famous for its relaxing hot springs, calming atmosphere and beautiful beaches.
It is a popular void-traveller destination, particularly among void missionaries as a place to rest and recuperate after difficult missions.
The Voidtrecker Express will spend three days here, arriving today and leaving on day twenty six of the month of Grasshopper. The dressing carriage is open for your convenience.
It is time for a holiday it seems!
Preparation
For those who go to explore the dressing carriage they will find a variety of beachwear and wetsuits. One cupboard has a pile of tents and groundsheets in all four team colours.
One cabinet is exclusively filled with beach towels, in a kaleidoscope of colours, designs and patterns. Another is filled with different shapes and sizes of plain towel dressing gowns. There is even a cabinet with buckets, spades and small rock-pooling nets.
It seems they are in for quite an adventure.
Arrival
"Shortly arriving on World #2554098133741. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one."
The train lurches and rattles as it leaves the void they will get a glimpse of silver-purple sky and a beautiful ocean below.
However some passengers might be a little more than distracted, one staring at that table for a second too long, another seeming lost in thought for a couple of seconds, a longer than normal pause in a sentence. They see a vision, a glimpse of a life that is not their own. Not all at once, but here and there as the train descends to the island.
But then it is gone and things are back to normal. Just in time, as they come to land.
Jema’grethy Island
The train has landed on a grassy ridge, overlooking a beautiful beach of white sand and the ocean beyond. It is warm, but not too hot, a cool ocean breeze cutting through the heat making it pleasant. Behind them is a grassy plain, changing to forest in the distance. There is the sound of birdsong in the purple sky. To the west the land is more craggy, the silhouette of a fortress in the distance. In a word, it is idylic. A sense of peace permeates the island.
A little more worrying is the volcano-like structure in the north. But even a quick glance will show it is not a typical volcano. There is no smoke and the liquid slowly running down it in rivulets is pink and blue.
Exploring the passengers will find beautiful beaches, ragged cliffs to walk and caves to explore. Where it is more craggy the beaches are made of pebbles- perfect for rock pooling.
The place has no people, but it is clearly maintained. The eastern beaches have racks of shallow boats, both canoes and one- or two-person sailing dinghies. There is also a small building in which scuba gear is stored, along with several waterproofed manuals and instructional literature.
Ruins of ancient houses are scattered across the island, but the main settlement is built into a rocky section in the north-west that has been secured with ropes and stairways cut into the cliffs, perfect for scrambles and hikes.
There are no living quarters, but there are sheltered sections with basic toilet facilities marked as camping grounds in five different sections of the island - by the hot springs, within the ruined fortress, beside the harbour, on the eastern beaches, and on the northern face of the mountain.
Hot Springs
To the west are the hot springs. They have both outdoor and indoor areas; the indoor areas being wooden loghouse saunas, changing rooms and storage sheds, whilst the outdoor areas are a tiered series of pools spilling down the side of the mountain and shaded by brightly flowering trees. The waters are hot, mineral-rich and soothing.
Perfect for overly stressed, world weary Void heroes...
(OOC: More setting information is here, please feel free to go wild with the setting and have a fun and relaxing time. You can use this post as a catch all for your holiday or make your own posts on
middleofsomewhere. More information about how the memory event is structured is here!)
It is a very strange morning message that rings through the train on the morning of day twenty three but as the passengers of the Voidtrecker Express wake their screens glow with the colour of the void and a holographic screen pops up for them to read.
It is a popular void-traveller destination, particularly among void missionaries as a place to rest and recuperate after difficult missions.
The Voidtrecker Express will spend three days here, arriving today and leaving on day twenty six of the month of Grasshopper. The dressing carriage is open for your convenience.
It is time for a holiday it seems!
Preparation
For those who go to explore the dressing carriage they will find a variety of beachwear and wetsuits. One cupboard has a pile of tents and groundsheets in all four team colours.
One cabinet is exclusively filled with beach towels, in a kaleidoscope of colours, designs and patterns. Another is filled with different shapes and sizes of plain towel dressing gowns. There is even a cabinet with buckets, spades and small rock-pooling nets.
It seems they are in for quite an adventure.
Arrival
"Shortly arriving on World #2554098133741. Exit from void in ten, nine, eight, seven, six, five, four, three, two, one."
The train lurches and rattles as it leaves the void they will get a glimpse of silver-purple sky and a beautiful ocean below.
However some passengers might be a little more than distracted, one staring at that table for a second too long, another seeming lost in thought for a couple of seconds, a longer than normal pause in a sentence. They see a vision, a glimpse of a life that is not their own. Not all at once, but here and there as the train descends to the island.
But then it is gone and things are back to normal. Just in time, as they come to land.
Jema’grethy Island
The train has landed on a grassy ridge, overlooking a beautiful beach of white sand and the ocean beyond. It is warm, but not too hot, a cool ocean breeze cutting through the heat making it pleasant. Behind them is a grassy plain, changing to forest in the distance. There is the sound of birdsong in the purple sky. To the west the land is more craggy, the silhouette of a fortress in the distance. In a word, it is idylic. A sense of peace permeates the island.
A little more worrying is the volcano-like structure in the north. But even a quick glance will show it is not a typical volcano. There is no smoke and the liquid slowly running down it in rivulets is pink and blue.
Exploring the passengers will find beautiful beaches, ragged cliffs to walk and caves to explore. Where it is more craggy the beaches are made of pebbles- perfect for rock pooling.
The place has no people, but it is clearly maintained. The eastern beaches have racks of shallow boats, both canoes and one- or two-person sailing dinghies. There is also a small building in which scuba gear is stored, along with several waterproofed manuals and instructional literature.
Ruins of ancient houses are scattered across the island, but the main settlement is built into a rocky section in the north-west that has been secured with ropes and stairways cut into the cliffs, perfect for scrambles and hikes.
There are no living quarters, but there are sheltered sections with basic toilet facilities marked as camping grounds in five different sections of the island - by the hot springs, within the ruined fortress, beside the harbour, on the eastern beaches, and on the northern face of the mountain.
Hot Springs
To the west are the hot springs. They have both outdoor and indoor areas; the indoor areas being wooden loghouse saunas, changing rooms and storage sheds, whilst the outdoor areas are a tiered series of pools spilling down the side of the mountain and shaded by brightly flowering trees. The waters are hot, mineral-rich and soothing.
Perfect for overly stressed, world weary Void heroes...
(OOC: More setting information is here, please feel free to go wild with the setting and have a fun and relaxing time. You can use this post as a catch all for your holiday or make your own posts on
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Final: Red and Orange
Jul. 19th, 2020 06:19 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Orange: Clustering
Luckily for those in the facility, with help of some Terran friends they have managed to restore the lights inside the laboratory. It gives them reprise at least.
The night of the sixth day (G10) they will notice a large amount of creatures outside. Away from the light of the facility, but as close as they can be. Surrounding the place. More each hour. Some even get closer, clambering up onto the roof.
A few try to break the glass, but whatever this facility is made out of is tough enough to withstand it. They seem to have learned something these last few nights, sneaking through the shadows, avoiding the beam of light. Others go for the lights themselves, trying to smash those. For the most part they are unsuccessful as well, though a few of the roof lights go dark, creating more shadows for monsters to swarm.
A Discovery: Red.
Following the map on their SCA’s takes them to not far from the laboratory where Orange team are currently holed up. Perhaps an hour or two walk away. Provided they make good progress in daylight hours they will come to the place on the map by mid morning of the seventh day (G11). There, in a sand dune, is a giant orb. Larger than any they have seen. About five meters in diameter. Apart from that it seems much the same as the others, silver, eerie and beautiful.
It floats in the air. There are other orbs around it, normal sized. A great cluster. As if they have been drawn here.
Preparations: Orange
The alarm has been sounding more every night and the line growing larger. It seems whatever is approaching is close.
More immediate by the seventh day (G11) perhaps is the now many orbs surrounding the facility and floating just off the roof. Knowing what they do about them they might not want this many close once night falls.
They also may wish to fix the broken lights and maybe find some way to create more light, position some of the spotlights found in the laboratory perhaps. Whatever is coming, whatever Red had found, they will most likely need light to deal with it if it is related to these creatures.
And of course, those that wish to can move towards where red team have found themselves. They may need the help.
Nightfall: Red
Night falls. The orbs melt away, all of them sinking to the floor, monsters rising in their place. In the centre of the monster group the large orb melts away to reveal a large silver creature. Silver limbs push off the floor as it begins to move, slowly and steadily in the direction of the facility. It has, like the smaller creatures black gem-like eyes, four pairs even. But watching the creature for more than a moment will reveal that it has a defence the smaller creatures do not: eyelids. It blinks slowly as it moves.
Luckily for those in the facility, with help of some Terran friends they have managed to restore the lights inside the laboratory. It gives them reprise at least.
The night of the sixth day (G10) they will notice a large amount of creatures outside. Away from the light of the facility, but as close as they can be. Surrounding the place. More each hour. Some even get closer, clambering up onto the roof.
A few try to break the glass, but whatever this facility is made out of is tough enough to withstand it. They seem to have learned something these last few nights, sneaking through the shadows, avoiding the beam of light. Others go for the lights themselves, trying to smash those. For the most part they are unsuccessful as well, though a few of the roof lights go dark, creating more shadows for monsters to swarm.
A Discovery: Red.
Following the map on their SCA’s takes them to not far from the laboratory where Orange team are currently holed up. Perhaps an hour or two walk away. Provided they make good progress in daylight hours they will come to the place on the map by mid morning of the seventh day (G11). There, in a sand dune, is a giant orb. Larger than any they have seen. About five meters in diameter. Apart from that it seems much the same as the others, silver, eerie and beautiful.
It floats in the air. There are other orbs around it, normal sized. A great cluster. As if they have been drawn here.
Preparations: Orange
The alarm has been sounding more every night and the line growing larger. It seems whatever is approaching is close.
More immediate by the seventh day (G11) perhaps is the now many orbs surrounding the facility and floating just off the roof. Knowing what they do about them they might not want this many close once night falls.
They also may wish to fix the broken lights and maybe find some way to create more light, position some of the spotlights found in the laboratory perhaps. Whatever is coming, whatever Red had found, they will most likely need light to deal with it if it is related to these creatures.
And of course, those that wish to can move towards where red team have found themselves. They may need the help.
Nightfall: Red
Night falls. The orbs melt away, all of them sinking to the floor, monsters rising in their place. In the centre of the monster group the large orb melts away to reveal a large silver creature. Silver limbs push off the floor as it begins to move, slowly and steadily in the direction of the facility. It has, like the smaller creatures black gem-like eyes, four pairs even. But watching the creature for more than a moment will reveal that it has a defence the smaller creatures do not: eyelids. It blinks slowly as it moves.
Onward: Red
Jul. 13th, 2020 05:43 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Change of Plans
The night of G6 brings rain and wind, though nothing as heavy as the storm currently brewing in Orange’s location. The monsters continue attacking through the night, their numbers greater than on previous nights.
As morning dawns on the third day (G7) they may hope to rest. Their SCAs have different ideas. In unison, the SCA's of Red Team flash with the colour of the void and a holographic message appears.
There is a new dot on their maps, showing the location of this threat as well as the places where Terran need help. The threat is a few days away and the places where people need help are scattered along the route to their final destination.
Rescuers
All the points lead to tunnels that are near the surface. The Terran are trapped within offices or small barracks. For the most part it is not difficult to free them, it just takes people on the outside to move larger rubble and debris.
Luckily these offices can also serve as refuge points once night falls, for the red team to hole up away from the monsters that roam the surface.
Or they can fight, if they wish: the monsters seem determined to get into the tunnels.
A bigger threat
The daytime is the best time for travelling, as they make their way towards the point indicated on the map. As the days go on they will see a large building on the horizon, familiar from the Orange team’s drop-off on G5. They are drawing closer to the research facility.
They will also start encountering a slight larger variation of the monsters. These are not so much taller than the original monsters but much brawnier. They are slightly more resistant to light, though sunlight and bright light shone into their eyes will still destroy them.
They will first encounter a couple of these on the night of G8 (the fourth night of the mission) but as the nights go on and they get closer to their target, more will be mixed in with the regular monsters.
The night of G6 brings rain and wind, though nothing as heavy as the storm currently brewing in Orange’s location. The monsters continue attacking through the night, their numbers greater than on previous nights.
As morning dawns on the third day (G7) they may hope to rest. Their SCAs have different ideas. In unison, the SCA's of Red Team flash with the colour of the void and a holographic message appears.
Red Team
Unknown threat detected. Assignment: travel to the new location and eliminate the threat. The specifics of this threat are currently unknown, though it seems to be related to threats already present on the surface.
Travel overland. There are a number of tunnel entrances that have taken damage, trapping Terran civilians. Assignment: free them. They may wish to travel with you to aid you against this threat.
There is a new dot on their maps, showing the location of this threat as well as the places where Terran need help. The threat is a few days away and the places where people need help are scattered along the route to their final destination.
Rescuers
All the points lead to tunnels that are near the surface. The Terran are trapped within offices or small barracks. For the most part it is not difficult to free them, it just takes people on the outside to move larger rubble and debris.
Luckily these offices can also serve as refuge points once night falls, for the red team to hole up away from the monsters that roam the surface.
Or they can fight, if they wish: the monsters seem determined to get into the tunnels.
A bigger threat
The daytime is the best time for travelling, as they make their way towards the point indicated on the map. As the days go on they will see a large building on the horizon, familiar from the Orange team’s drop-off on G5. They are drawing closer to the research facility.
They will also start encountering a slight larger variation of the monsters. These are not so much taller than the original monsters but much brawnier. They are slightly more resistant to light, though sunlight and bright light shone into their eyes will still destroy them.
They will first encounter a couple of these on the night of G8 (the fourth night of the mission) but as the nights go on and they get closer to their target, more will be mixed in with the regular monsters.
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Talk to All
Talk to Team
Talk to Individual
For the third option, a list of passengers appears and names can be searched for by letter. Anyone who has been working to try and make communications happen on their own devices will find those linked in to this network- though it is still only possible to use voice. If they have headphones from the music room they can make it so they work like earpieces.
Talk to Team
Talk to Individual
For the third option, a list of passengers appears and names can be searched for by letter. Anyone who has been working to try and make communications happen on their own devices will find those linked in to this network- though it is still only possible to use voice. If they have headphones from the music room they can make it so they work like earpieces.
Deep Dweller: Start
Jul. 9th, 2020 04:39 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
After the dreams some of the voidtreckers report on day Four of Grasshopper those that have been on the train for a little while will be expecting what comes the next day. Their SCA's glow with the colour of the void and a holographic image will appear.
Preparations and Arrival
As promised the dressing carriage is opened for optional extras. There are flight suits, similar to those they wore into space but without the helmets. There are instead hard hats and some basic climbing gear as well as bags to put supplies in. There are even a few red tents if any of those planning on tackling red's mission want to grab one, they hold six people in two inner compartments and are relatively easy to put up and take down.
They have a few hours of preparation before the announcement comes. Soon approaching system #789327772. Planet Terra. Drop order: Orange, Red, Blue, Purple. Orange to doors. Leaving the void in ten, nine, eight, seven, six, five, four, three, two, one. A sharp jerk, a judder and the view from the window changes from the void to dark cloudy skies and very red sand.
They land smoothly, and indeed it seems they have landed on train tracks. A few moments later they pull up outside a huge metal and glass building.
Orange Team
Arrival
Jumping down from the train they will find themselves outside large metal gates. Noticable is the spotlights that shine even in the day time, reflecting oddly off the red sand. It is hot and dry outside, a slight breeze sending red dust rolling around their feet.
The gates aren't locked. There is no lock though they will notice devices that are probably security cameras. The doors are glass and inside is light and airy. They enter into a large lobby, a large circular desk in the centre and a glass walled waiting room to the side.
It is empty. No people at all. All the lights are on. Time to explore.
Exploration
Going up two floors and down five the lab is large and full of all manner of interesting things. Scientific equipment, monitoring stations measuring chemical levels in the air, temperature, water levels. Where to even start is a good question. The lights remain on, which might be annoying at night.
Red Team
Arrivals
Red team to doors. The train continues travelling along the train tracks, looking out the windows they will see endless rolling red sand. Factories rising up from the ground, dotted across the landscape. As the train gets close the air outside seems hazier, through the fumes. They may even see in the distance, strange silver floating orbs.
Eventually it pulls up at a station. Just a raised block really, but easy enough for red team to disembark.
The land stretches out around them. Train tracks criss cross the surface but apart from that there don't seem to be any boundaries. No fences, roads or sign posts.
It won't take them long to find the first orbs, strange silvery spheres and seem almost liquid, until they are not.
Night Time
It grows dark quickly after sunset here, which might take them by surprise. Taking them more by surprise however may be the scraping, scuttling noises in the dark. Skittering close. There is no light out here on the surface, they are far away from the research facility that Orange found themselves in.
If anyone manages to catch a glimpse they will see grey, long limmbed creatures. They shy away from light but anyone in the dark is likely to be attacked. They fight with claws and teeth.
When the sun rises they are gone.
Blue Team
Arrival
Blue team to doors. The train continues across the landscape, passing more orbs, just floating there silently. It stops at the entrance of a cave.
The cave slopes downwards into darkness and soon turns into small tunnels. They don't need to go far when they meet the first ground of Gry. A group of young Gry, practising with spears in an wider section of cave.
Despite being very surprised at the sudden visitors no weapons are pointed at the voidtreckers, instead they are met with curiosity. They are soon led further into the tunnels and soon come to the living areas.
The Gry lead simple lives but they are all pretty fascinated to see their visitors and will allow them to look around their home and answer any questions they have.
Night Time
Most of the Gry sleep in a large communal sleeping area and the Voidtreckers are welcome to join them, though the Gry won't be insulted if they choose to seek out a more private area.
If the Voidtreckers awake in fear in the night, after strange dreams they will find they are not alone. Many of the Gry have awoken too and will reassure the Voidtreckers, tell them it is an honour to communicate with The Burrower.
Purple
Arrival
Purple team to doors. The train continues on the tracks and soon enters a tunnel itself. It's a bit of a bumpy trip, this train was clearly not made for warren systems but after some uneasy twists and turns they pull to a stop.
They are at a train station, not that it's easy to see because it is pitch black. But it is clear there are people around, some looking very confused at the very odd train.
Once the last of those going on the mission leave the train it speeds off into the darkness.
The Terran's are large and tower over most of the voidtreckers but they are friendly enough, if a little confused, once it is explained that they are here to help. They will be led over towards the collapsed section of city.
There is a lot of activity. People digging at rubble, others using their sheer size and strength to hold up beams. There is an array of rescue equipment and a group of official-looking Terran's holding large devices that are comparable to a tablet-computer and discussing solutions.
There is plenty to do to help, smaller rubble to clear, injured people to tend to. Worried Terran's to calm and reassure. Those brave enough can volunteer to use their smaller size to help get supplies through to those trapped and those with any scientific know how, great strength or magic can put their skills to good use.
Rest Time
Throughout the day people are rescued and other parts of the tunnels stabilised. There is more work to be done but the Terran's seem to be working in shifts and they will encourage their surprise allies to rest as well. They will offer to host them.
They live in large groups and will happily invite the voidtreckers into their homes. They will be curious about the voidtreckers but will also answer questions. Telling them about the strange storm and the collapse of the tunnels. They are urged to sleep early and the next day it will be back to work.
(OOC: Information is here)
Preparations and Arrival
As promised the dressing carriage is opened for optional extras. There are flight suits, similar to those they wore into space but without the helmets. There are instead hard hats and some basic climbing gear as well as bags to put supplies in. There are even a few red tents if any of those planning on tackling red's mission want to grab one, they hold six people in two inner compartments and are relatively easy to put up and take down.
They have a few hours of preparation before the announcement comes. Soon approaching system #789327772. Planet Terra. Drop order: Orange, Red, Blue, Purple. Orange to doors. Leaving the void in ten, nine, eight, seven, six, five, four, three, two, one. A sharp jerk, a judder and the view from the window changes from the void to dark cloudy skies and very red sand.
They land smoothly, and indeed it seems they have landed on train tracks. A few moments later they pull up outside a huge metal and glass building.
Orange Team
Arrival
Jumping down from the train they will find themselves outside large metal gates. Noticable is the spotlights that shine even in the day time, reflecting oddly off the red sand. It is hot and dry outside, a slight breeze sending red dust rolling around their feet.
The gates aren't locked. There is no lock though they will notice devices that are probably security cameras. The doors are glass and inside is light and airy. They enter into a large lobby, a large circular desk in the centre and a glass walled waiting room to the side.
It is empty. No people at all. All the lights are on. Time to explore.
Exploration
Going up two floors and down five the lab is large and full of all manner of interesting things. Scientific equipment, monitoring stations measuring chemical levels in the air, temperature, water levels. Where to even start is a good question. The lights remain on, which might be annoying at night.
Red Team
Arrivals
Red team to doors. The train continues travelling along the train tracks, looking out the windows they will see endless rolling red sand. Factories rising up from the ground, dotted across the landscape. As the train gets close the air outside seems hazier, through the fumes. They may even see in the distance, strange silver floating orbs.
Eventually it pulls up at a station. Just a raised block really, but easy enough for red team to disembark.
The land stretches out around them. Train tracks criss cross the surface but apart from that there don't seem to be any boundaries. No fences, roads or sign posts.
It won't take them long to find the first orbs, strange silvery spheres and seem almost liquid, until they are not.
Night Time
It grows dark quickly after sunset here, which might take them by surprise. Taking them more by surprise however may be the scraping, scuttling noises in the dark. Skittering close. There is no light out here on the surface, they are far away from the research facility that Orange found themselves in.
If anyone manages to catch a glimpse they will see grey, long limmbed creatures. They shy away from light but anyone in the dark is likely to be attacked. They fight with claws and teeth.
When the sun rises they are gone.
Blue Team
Arrival
Blue team to doors. The train continues across the landscape, passing more orbs, just floating there silently. It stops at the entrance of a cave.
The cave slopes downwards into darkness and soon turns into small tunnels. They don't need to go far when they meet the first ground of Gry. A group of young Gry, practising with spears in an wider section of cave.
Despite being very surprised at the sudden visitors no weapons are pointed at the voidtreckers, instead they are met with curiosity. They are soon led further into the tunnels and soon come to the living areas.
The Gry lead simple lives but they are all pretty fascinated to see their visitors and will allow them to look around their home and answer any questions they have.
Night Time
Most of the Gry sleep in a large communal sleeping area and the Voidtreckers are welcome to join them, though the Gry won't be insulted if they choose to seek out a more private area.
If the Voidtreckers awake in fear in the night, after strange dreams they will find they are not alone. Many of the Gry have awoken too and will reassure the Voidtreckers, tell them it is an honour to communicate with The Burrower.
Purple
Arrival
Purple team to doors. The train continues on the tracks and soon enters a tunnel itself. It's a bit of a bumpy trip, this train was clearly not made for warren systems but after some uneasy twists and turns they pull to a stop.
They are at a train station, not that it's easy to see because it is pitch black. But it is clear there are people around, some looking very confused at the very odd train.
Once the last of those going on the mission leave the train it speeds off into the darkness.
The Terran's are large and tower over most of the voidtreckers but they are friendly enough, if a little confused, once it is explained that they are here to help. They will be led over towards the collapsed section of city.
There is a lot of activity. People digging at rubble, others using their sheer size and strength to hold up beams. There is an array of rescue equipment and a group of official-looking Terran's holding large devices that are comparable to a tablet-computer and discussing solutions.
There is plenty to do to help, smaller rubble to clear, injured people to tend to. Worried Terran's to calm and reassure. Those brave enough can volunteer to use their smaller size to help get supplies through to those trapped and those with any scientific know how, great strength or magic can put their skills to good use.
Rest Time
Throughout the day people are rescued and other parts of the tunnels stabilised. There is more work to be done but the Terran's seem to be working in shifts and they will encourage their surprise allies to rest as well. They will offer to host them.
They live in large groups and will happily invite the voidtreckers into their homes. They will be curious about the voidtreckers but will also answer questions. Telling them about the strange storm and the collapse of the tunnels. They are urged to sleep early and the next day it will be back to work.
(OOC: Information is here)
Under the Sea: Conclusion and aftermath
May. 21st, 2020 05:22 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Ritual
The jellyfish is no more and as red team take stock of their injuries, or collapse from exhaustion the lights zip around them, singing their song of joy. They gather around the light that had been inside the jellyfish and now that it has been released it is obvious this light is different. Stronger. They surround it and the song gets even louder as they begin to move towards the plinth.
In the caverns where the purple and orange team are there is a stillness. For those in orange team still in the cavern they can only hope that the instructions they gave out had been followed. Luckily for them they have been, Purple team have done a remarkable job of defeating the crabs and cleaning the temple. The priests gather around the shell on the alter, arms linked together in prayer as they seek to re-sanctify their temple. As their prayer begins they will invite the voidtreckers to join them, though no one is forced into taking part in the ritual. They suggest that they use their strange wrist jewellery to open communication with their friends in Bui.
The monster on the beach is defeated and though the fight is still raging against the crabs, a beacon has been built and lit. The islanders who are not fighting gather around it, linking arms, drawing any voidtreckers who don't object to joining them into the circle.
The song begins hesitantly, almost as if everyone has forgotten the words and only half remembers the tune. The SCA translates, the prayer is simple, a blessing on the land and its people, deliverance from the darkness and hope for the future.
The light from the jellyfish reaches the plinth and is set upon it. The song heightens and the light shoots upwards, blinding in its brilliance.
Through the dark storm clouds a light streams towards the island, most of it towards the beacon on the island though there is a break away light that goes towards the train, where some of orange team have set up a second beacon. It swirls around those on the train roof, singing a song of happiness and bounces back towards the island.
The light reaches the main beacon and hits it with a strength that lights up the whole sky. The light splits more solidly into two and speeds off over the ocean. Light pours into the underground caverns, not caring about the ocean and rock in the way, the light pools into the shells, the caverns glow warmly.
Outside the storm calms, clouds roll back, the sun shines. The sea stills. The wind stops. The sun is rising, a beautiful dawn. Any monsters left scuttle away, vanishing into the ocean, away from Bui.
Those with any powers that they couldn't reach before find them returned in a rush. Those who can sense life find this world teeming with it. A song that dances between every plant and creature.
Some of red may have evacuated to the train but those who stayed to see the ritual through, the world around them seems to melt away and they find themselves back next to the rock pools. Among their number there are some confused looking islanders who intrinsically draw closer to those who helped free the lights.
Orange and Purple
Down underwater there's noise and a babble of voices as the citizens of Bui wake up. There's a shimmering around the city now, like a shield though they can pass through easily. Parents scramble to locate their children and all check on loved ones and friends.
The familiar voice of train announcements is heard through Orange team's SCAs. Orange return to the VoidTrecker Express. Once everyone is on board it flies low over the ocean, skimming the waves.
In the underwater temple the priests finish sealing the ritual and then it is time to begin the return trek. There are no monsters this time and after a few hours, as they emerge onto the first of the sandbanks they will find the VoidTrecker Express is waiting for them.
Red and Blue
The monsters gone, those of the island gather everyone from the rock pools and for a few hours everyone sleeps.
At about noon the islanders begin to stir, begin putting things to rights. Wood is moved from the strategic points to more communal campfires on the beach. Any dead monsters that haven't been gathered for food have been washed out to sea, disappeared into the depths. They begin to prepare food and won't turn away any helpers. Though those who have been fighting are encouraged to rest.
The islanders bring blankets and start to gather. Everyone is exhausted but the children, in the way of children find the energy to play in the sea and the sand.
Beach Day
Early afternoon the train lands on the beach and everyone gets a holographic message to their SCA.
Mission successful. Well done Voidtreckers. Enjoy the rest of your day. You will find suitable clothing in the dressing room. A new recipe has been added to the kitchen information points.
The dressing room is indeed open once more, this time it holds swimsuits of every style, shorts, t shirts, wraps and beach skirts. Sun hats and sunglasses can also be found. It's a bit of a mush mash but they should be able to cobble together something other than their uniform wet suits.
Time to laze around on the beach or for those who still have energy swim or play. A few hours later a ripple across the water brings some of those from Bui and they swim or lounge on rocks to talk.
Food and stories
Food is cooked and shared, the islanders will happily try the voidtreckers' offerings and share their own. As the sun begins to set they gather around the fires. Stories and songs are shared and there's even some dancing for the brave.
Voidtreckers can choose whether to sleep in their own beds or spend one last night on the island before the train flies off into the sunrise and into the void.
The jellyfish is no more and as red team take stock of their injuries, or collapse from exhaustion the lights zip around them, singing their song of joy. They gather around the light that had been inside the jellyfish and now that it has been released it is obvious this light is different. Stronger. They surround it and the song gets even louder as they begin to move towards the plinth.
In the caverns where the purple and orange team are there is a stillness. For those in orange team still in the cavern they can only hope that the instructions they gave out had been followed. Luckily for them they have been, Purple team have done a remarkable job of defeating the crabs and cleaning the temple. The priests gather around the shell on the alter, arms linked together in prayer as they seek to re-sanctify their temple. As their prayer begins they will invite the voidtreckers to join them, though no one is forced into taking part in the ritual. They suggest that they use their strange wrist jewellery to open communication with their friends in Bui.
The monster on the beach is defeated and though the fight is still raging against the crabs, a beacon has been built and lit. The islanders who are not fighting gather around it, linking arms, drawing any voidtreckers who don't object to joining them into the circle.
The song begins hesitantly, almost as if everyone has forgotten the words and only half remembers the tune. The SCA translates, the prayer is simple, a blessing on the land and its people, deliverance from the darkness and hope for the future.
The light from the jellyfish reaches the plinth and is set upon it. The song heightens and the light shoots upwards, blinding in its brilliance.
Through the dark storm clouds a light streams towards the island, most of it towards the beacon on the island though there is a break away light that goes towards the train, where some of orange team have set up a second beacon. It swirls around those on the train roof, singing a song of happiness and bounces back towards the island.
The light reaches the main beacon and hits it with a strength that lights up the whole sky. The light splits more solidly into two and speeds off over the ocean. Light pours into the underground caverns, not caring about the ocean and rock in the way, the light pools into the shells, the caverns glow warmly.
Outside the storm calms, clouds roll back, the sun shines. The sea stills. The wind stops. The sun is rising, a beautiful dawn. Any monsters left scuttle away, vanishing into the ocean, away from Bui.
Those with any powers that they couldn't reach before find them returned in a rush. Those who can sense life find this world teeming with it. A song that dances between every plant and creature.
Some of red may have evacuated to the train but those who stayed to see the ritual through, the world around them seems to melt away and they find themselves back next to the rock pools. Among their number there are some confused looking islanders who intrinsically draw closer to those who helped free the lights.
Orange and Purple
Down underwater there's noise and a babble of voices as the citizens of Bui wake up. There's a shimmering around the city now, like a shield though they can pass through easily. Parents scramble to locate their children and all check on loved ones and friends.
The familiar voice of train announcements is heard through Orange team's SCAs. Orange return to the VoidTrecker Express. Once everyone is on board it flies low over the ocean, skimming the waves.
In the underwater temple the priests finish sealing the ritual and then it is time to begin the return trek. There are no monsters this time and after a few hours, as they emerge onto the first of the sandbanks they will find the VoidTrecker Express is waiting for them.
Red and Blue
The monsters gone, those of the island gather everyone from the rock pools and for a few hours everyone sleeps.
At about noon the islanders begin to stir, begin putting things to rights. Wood is moved from the strategic points to more communal campfires on the beach. Any dead monsters that haven't been gathered for food have been washed out to sea, disappeared into the depths. They begin to prepare food and won't turn away any helpers. Though those who have been fighting are encouraged to rest.
The islanders bring blankets and start to gather. Everyone is exhausted but the children, in the way of children find the energy to play in the sea and the sand.
Beach Day
Early afternoon the train lands on the beach and everyone gets a holographic message to their SCA.
Mission successful. Well done Voidtreckers. Enjoy the rest of your day. You will find suitable clothing in the dressing room. A new recipe has been added to the kitchen information points.
The dressing room is indeed open once more, this time it holds swimsuits of every style, shorts, t shirts, wraps and beach skirts. Sun hats and sunglasses can also be found. It's a bit of a mush mash but they should be able to cobble together something other than their uniform wet suits.
Time to laze around on the beach or for those who still have energy swim or play. A few hours later a ripple across the water brings some of those from Bui and they swim or lounge on rocks to talk.
Food and stories
Food is cooked and shared, the islanders will happily try the voidtreckers' offerings and share their own. As the sun begins to set they gather around the fires. Stories and songs are shared and there's even some dancing for the brave.
Voidtreckers can choose whether to sleep in their own beds or spend one last night on the island before the train flies off into the sunrise and into the void.
Final: Red
May. 17th, 2020 06:31 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Again time seems to blur, the waves of monsters seem endless, the light out of reach until suddenly they are there. At the light that until then had been on the horizon.
Four columns of white marble stretch upwards into the sky, connected by a marble floor. Inside, floating in the air there are birdcages. Each one is filled with light, a light that sometimes shifts, looking almost like a person. A flick of hair, a scaled tail. But for the most part the light is formless. There is music, a mournful tune that ebbs and wanes. Wordless, a melody that isn't quite there.
But it may be the voidtreckers are more distracted by the form in the centre of the marble. A huge creature, somewhat resembling a jellyfish floats. Tendrils reach out to brush over the birdcages, making the song go sharp and jagged, dimming the lights for a moment.
Inside the mass they will see another light, faint but pulsing, struggling. Behind the creature there is an empty plinth. The creature shifts, blue energy rippling across the tendrils as it seems to sense the voidtreckers.
A skittering behind them will let the void warriors know they have more company. Crabs behind them, this beast in front, it is time to fight.
Even if part way through they might get a little distracted
Four columns of white marble stretch upwards into the sky, connected by a marble floor. Inside, floating in the air there are birdcages. Each one is filled with light, a light that sometimes shifts, looking almost like a person. A flick of hair, a scaled tail. But for the most part the light is formless. There is music, a mournful tune that ebbs and wanes. Wordless, a melody that isn't quite there.
But it may be the voidtreckers are more distracted by the form in the centre of the marble. A huge creature, somewhat resembling a jellyfish floats. Tendrils reach out to brush over the birdcages, making the song go sharp and jagged, dimming the lights for a moment.
Inside the mass they will see another light, faint but pulsing, struggling. Behind the creature there is an empty plinth. The creature shifts, blue energy rippling across the tendrils as it seems to sense the voidtreckers.
A skittering behind them will let the void warriors know they have more company. Crabs behind them, this beast in front, it is time to fight.
Even if part way through they might get a little distracted
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
On day Ten of the month of Fiddlesticks the SCA's light up and a holographic screen appears.
It has three options.
Talk to All
Talk to Team
Talk to Individual
For the third option, a list of passengers appears and names can be searched for by letter. Anyone who has been working to try and make communications happen on their own devices will find those linked in to this network- though it is still only possible to use voice. The short distance radios in their helmets also automatically connect so they can use their SCA communicators without removing life saving equipment!
It has three options.
Talk to All
Talk to Team
Talk to Individual
For the third option, a list of passengers appears and names can be searched for by letter. Anyone who has been working to try and make communications happen on their own devices will find those linked in to this network- though it is still only possible to use voice. The short distance radios in their helmets also automatically connect so they can use their SCA communicators without removing life saving equipment!