[personal profile] voidtreckermods
On day twenty-five of the month of Symphony, everyone is gathered together, at least everyone who follows the request for a meeting to be held.

One of the head scientists - named Till - stands before the group, a look of excitement on their face.
"We have found something, an anomaly in the void. We are not sure what it is exactly, but there is a lot of activity coming from its coordinates. More penitently, initial investigations have picked up readings that are constant with a void storm.

I believe from your own reports you have experienced void storms before, and you know they can be dangerous, but always fleeting, never lasting more than a few days. However, this storm seems to be static. It has not moved or changed since we first detected it.

We understand there may be people who do not want to venture into this storm, and we understand. The loops we have added to your tethers will allow you to stay on the base long enough for those investigating to return. You may experience some discomfort and disorientation during the time your craft is away, but it should only be mild and temporary.

For those investigating, we know little of what you will face. Every storm is different, and this one is already stranger than anything we have come across before."


The scientists stick around to reassure people and help them make their decisions. Those going to investigate are told to report to their craft in the morning.


INTO THE UNKNOWN: PART 2



SYMPHONY 26-29 ~ OOC POST ~ QUESTIONS ~ FIRST PART


Read more... )
[personal profile] voidtreckermods
"Good morning Voidtreckers and passengers of the voidtrecker Express. Today is day twenty two of the month of Symphony. As you are aware we have some guests on board and our next task is to deliver them safely to the void hub. The tethering kits can only keep them tethered to this craft for a short space of time. We will be arriving at the void hub tomorrow."


Until now the scientists have kept themselves to themselves, remaining in their room and rarely exiting out. However after this announcement they emerge more and more, interested in asking about the void hub, the ministry workers and what they might expect from the situaion.

The next morning, just before lunch, the train makes another announcement.

"Approaching Voidbase now. Prepare for docking."

There is no shaking, not leaving the void: instead those who risk looking out of the windows will see a large structure ahead of them. The void turns to metal around them as they enter the structure, and for a moment, there is nothing outside the train but darkness.

"Welcome Voidtreckers." A voice speaks over the ICPs. Not the voice of the train, this is a male voice, sentient. "The filtration process takes a few moments, so please be patient. Meanwhile, I am sending some information about our void base over to your SCA's."

They will receive a small pamphlet on their SCA's explaining about the void base, this is the same pamphlet as last time but will be useful reading for those who are new, or those who didn't pay attention the last month. It explains that the base was set up as a research base and has been expanded to provide living quarters for some of those rescued from system #78961112094711. It explains that they had made the decision to invite the voidtreckers there to further unravel the mystery surrounding them. They would be quartered in ministry sleeping areas, and have free access to the ministry part of the base. Anyone who wished to visit the citizens of system #78961112094711 could do with good reason.

It's not too long before the filtration process is completed, and the doors of the Voidtrecker Express open. This time they are greeted just by the scientists who welcome them back.


AT THE VOID BASE



~ VOIDBASE INFO ~ OOC INFO

Read more... )
[personal profile] voidtreckermods
On day twenty seven, five days after the Voidtreckers arrived on the Void base they receive a message on their SCA.

Voidtreckers. I have managed to piece together the memories you found for me. The ministry have agreed for me to link to one of their viewing rooms so that I can share my findings with you. This will begin in one hour for any who wish to be present.

A room number is included and when they get there they find it a large auditorium with a sphere in the centre. Ministry workers will help them find the right room though they will respectfully step out before the showing begins.

When the hour is up the doors are closed and the sphere begins to glow. Around them a scene begins to play out.

The pieces click together... )
[personal profile] voidtreckermods
A message board network system for the Void Base.

Messages can be in text, video or voice.

Voidtreckers will need a user name and each new thread will need a subject title!
[personal profile] voidtreckermods
The day after the Voidtrecker speaks to the voidtreckers they arrive at the voidhub.

"Approaching Voidbase now. Prepare for docking."

There is no shaking, not leaving the void: instead those who risk looking out of the windows will see a large structure ahead of them. The void turns to metal around them as they enter the structure, and for a moment, there is nothing outside the train but darkness.

"Welcome Voidtreckers." A voice speaks over the ICPs. Not the voice of the train, this is a male voice, sentient. "The filtration process takes a few moments, so please be patient. Meanwhile, I am sending some information about our void base over to your SCA's."

They will receive a small pamphlet on their SCA's explaining about the void base, that it was set up as a research base and has been expanded to provide living quarters for some of those rescued from system #78961112094711. It explains that they had made the decision to invite the voidtreckers there to further unravel the mystery surrounding them. They would be quartered in ministry sleeping areas, and have free access to the ministry part of the base. Anyone who wished to visit the citizens of system #78961112094711 could do with good reason.

It's not too long before the filtration process is completed, and the doors of the Voidtrecker Express open. They are greeted by a group of ministry workers. Among which are Lia Nine, Ten Nank, and Anan- who isn't strictly a void ministry worker, but is there to greet them nonetheless.


IN PURSUIT OF KNOWLEDGE



22-29 RABBIT ~ VOIDBASE INFO ~ OOC INFO ~ NETWORK
SCA EXPERIMENTS ~ COMBAT TRAINING ~ REACHING OUT ~ ARCHIVE RESEARCH

Read more... )
[personal profile] voidtreckermods
It's been a couple of weeks since they had evacuated Osiga. In that time, many of voidtreckers were busy with a project to try and solve some of the many mysteries that surround the train they travel on. By the eight day of Rabbit they've exhausted all avenues, and whilst they have learned quite a bit, there are still some clear gaps.

Just as that investigation comes to a natural end, passengers are woken up by an announcement.
"Attention voidtreckers and passengers of the voidtrecker express. We are travelling to system #2554098133741. I have sent word to the ministry who have arranged recuperation packs for you. You have had a difficult mission and you deserve a rest.

But it is not just for rest. Last time we visited the system voidtreckers shared memories. Though it is understood that many of you did not enjoy the experience it is notable that certain voidtreckers saw memories of this voidcraft. They were memories that this craft had not accessed. It led to more pathways opening up in the operation of this craft.

I have done some research on the system and I believe we can trigger the caves of memory. This voidcraft understands this might be difficult for the voidtreckers and passengers of the voidtrecker express and it is hoped that only those of you who consent to this experiment will take part.

Regardless this should be a time for relaxation also and the dressing room is open for your convenience. We will arrive in the morning.

The dressing carriage is indeed opened for those who go and look. It's filled with swimming costumes, beach ware, summery clothes and sun hats. There's even a cupboard of buckets, spades, rock pooling gear and picnic blankets.

There are also team coloured tents for those who want to go and sleep under the stars for a night or two, though the train is remaining on the island for those for who camping is their idea of hell.



12 OF BEETROOT



RABBIT 9-12 ~ MEMORY CAVES: BONDING ~ MEMORY MAZE: SEARCH FOR THE TRAIN'S MEMORIES
ASK QUESTIONS ~ LOCATION INFORMATION ~ MEMORY CAVES ~ MEMORY MASTER POST



Read more... )
[personal profile] voidtreckermods
Passengers see a vision, an instance of someone's life, before just as suddenly - they find themselves inside 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're not alone. In the cave with them is another voidtrecker; maybe someone they know well, or maybe someone they've only seen in the aisles of the train. But they are together in this cave, and they will come to find out that it was one of their memories that the other witnessed. And them, one of yours.

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: Memories can be written either in this post or over here)
[personal profile] voidtreckermods
Time ticks down, five hours turn to three hours, turns to one hour, turns to mere minutes. All the while the Voidtreckers rush to tether people to void craft. All efforts are now on reaching the furthest communities.

The effort is monumental, an evacuation that was improvised at every stage and yet was successful. The planet quietens as its citizens vanish off into the void, villages emptying, creatures gone too.

By the final half hour they can be pretty confident that on Osiga at least the only people left are those who have chosen, for whatever reason, to do so. Even now it might not be too late to save them, the right word in the right ear could change everything.

Minutes tick down, and the question becomes: Do the voidtreckers evacuate, or do they stick around to try and convince that last person? Do they save lives by force? Leave them to their chosen fate?

Whatever their choices, time is rapidly running out.


CRASHING DOWN: CONCLUSION

Time is Up )
[personal profile] voidtreckermods
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.
[personal profile] voidtreckermods
"Good morning Voidtreckers and passengers. Today is day twenty one of the month of Orchestra. We will be arriving in System #78961112094711 later today and the dressing carriage is open for your use."

It is indeed, with thick winter coats, hats, scarves and gloves in all sizes. There are also some bags suitable for carrying food, for anyone who wants to add to the festival food with more food!

They have the morning to prepare before another announcement.

"Shortly arriving in System #78961112094711. The weather is extremely cold, voidtreckers and passengers should wrap up warm and wear their SCA's at all times. Arriving in ten, nine, eight, seven, six, five, four, three, two, one."

The train shakes as they leave the void and they will see dark skies with glowing flecks of light falling down around them. It's only a glimpse before there is rock to both sides as they enter the landing area.

The Waking of Neran
Read more... )
[personal profile] voidtreckermods
The third night is as long and creepy as the others...

It might be that they found the engine room, solved the puzzles and found themselves in the hangar bay with no way out. It might be that they were still in the station hiding from the invisible monsters. Or it might be that they had been plucked from the mission and were waiting in their holding room.

Either way morning dawns on the fourth day...



ENEMY: UNKNOWN

Day Four Dawns... )
[personal profile] voidtreckermods
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.

The comms are a bit crackly. They cannot reach those who have vanished.
[personal profile] voidtreckermods
"Good Morning, Voidtreckers. Today is day 21 of the month of Nebula."

The voice echoes through the train as passengers wake up in their beds. It is as normal of a day as any, as people make their way to the dining car, to the kitchen, while others head to the showers. For most of the day, everything is normal. Friends meet, the training gym is put to use; an art class is in session. Lunchtime comes and goes.

...and then by 3PM, everyone's SCA glows with the colours of the void, and a holographic image appears.

As strange as it seems, it's time for a mission.



ENEMY: UNKNOWN
TL;DR notes version of event/prompts: (click to show)



EVENT BASICS:


Day One
~ They arrive into a hanger, after some searching they will find a device that allows them to register their SCA's to enter the main station.
~ There are two main directions. North (purple and red) and West (orange and blue).
~ They will find the door to the next section but be unable to get further yet.
~ After exploring they will be found by security bots and then invisible monsters. After the chaos calms down many of the voidtreckers will find themselves trapped in sleeping/living quarters for the next five hours.
~ Jake, Ansem, Inigo, Danny, Kitty and one of the Lan Wangji's dissappear.

Day Two
~ Once the lockdown is over they will be able to explore more eventually gaining access to more staff areas. In these staff spaces their powers will work though they will not be able to escape the station and any life or energy sensing powers will not give any answers.
~ In the staff areas they are more likely to find invisible monsters, but less likely to run into the bots.
~ The surroundings are a lot less stable here- rusty bridges, exposed wires etc. There are less places to hide and the choice is powers here or a slightly safer time back in the first area.
~ Tidus Masumi Sera, Ken Amada, Rich, Essek and Xehanort vanish during day 2.

Day Three
~ Demyx, Elidibus, Freeza, Zelda, Lan Jingyi and Zagraeus vanish during day 3.
~ It becomes more obvious that there doesn't seem to be anyone to rescue here, just the invisible monsters and weird bots.
~ Those that are still searching and investigating will come across the Engine control rooms These however seem to be a set of puzzle rooms, rather than a true engine...
~ OOC note: You can decide whether your character can get through to the engine rooms and how successful they will be. This is a separate thing to the trick or treat.
~ Those that succeed in solving the engine room will find themselves in a large empty hangar bay with no doors for the final night...

A conclusion will go up on the 20th October

For those whose characters were chosen to vanish please go here. If you cannot see the post please make sure you have granted access to voidmissions. If you still cannot see it please speak to a mod. For everyone else~ the post will be made public on the 20th so everyone can see what happened!






Yet nothing is as it seems... )
[personal profile] voidtreckermods

Attention Voidtreckers. You are all in need of rest and relaxation. Shortly arriving in World#5562102024. Please see your Safety Control Aparatus for further information. Don't forget your suncoins and all Voidtreckers must wear their SCA.

As the train rattles out of the void they will see a large dome almost floating in space with brightly coloured signs directing traffic to the correct entrances. It lowers into what can be only described as a voidcraft carpark, where crafts of different shapes and sizes have settled before them. Their SCAs will beep as the doors open, and there will be a map of the site that will lead them to a grand manor, the height and length of many great castles of different worlds.

Inside the lobby is a help desk, and whether they ask at it or figure it out, there are a multiple of peculiar metal pillars with holographic screens right at the front of the entrance, with the words 'WELCOME. NEWCOMERS, PLEASE REGISTER' visible on their screens, as well as spoken.

These are the registration points, and putting on their colour-coded bands and registering them and their SCA will initiate a quick biometric scan, and a screen to approve them.

"Welcome to Aquafir, please enjoy your stay! Map data has been downloaded to your SCA."

And just what can they find and get up to? Bring up your SCA's brochure and maps, and discover all of the facilities waiting for you.



[ Welcome to Aquafir ]


A TL;DR notes version of event/prompts: (click to show)
EVENT BASICS: The OOC post. Event runs for Merriment 22 to the evening of M24 (August 12th- August 17th). Voidtreckers are taken to a dome-shaped resort planet to stay at Aquafir. The train will be staying with them, so characters can go back there/stay there as they please.

Everyone must wear the bands given to them that signify their ages. Yellows for ages 0-12, Green for 13-17, Black for 18+. Everyone has 30 suncoins to spend.

The amusements are as follows:

MANOR: In the East Wing are spas, manicure/pedicures, hot baths, hookah lounges, a bar to smoke at. In the West Wing is a bingo hall and casino, as well as intimacy rooms. These can be pillow cuddle rooms, places to dress up in animal costumes, and also rooms for sexual encounters. The latter rooms can only be accessed by people with black bands, as well as the casinos.

CABINS, EATERIES: The cabins are near to the manor. Voidtreckers are assigned rooms based on their train-cabins. Ideas of cabin interiors can be found here! Make adjustments as you please. There are eateries such as hog roasts (all types of meat), a Pizza Palace, and a fancy cable car ride around the compound. You can also have meal kits, to cook for yourself.

PLAY ZONE: Split into four zones: yellow tag is a giant fun house with multiple ballpits to get lost inside; green tag are obstacle courses, imagine Ninja Warrior; black band has a proper fitness gym, as well as its own arcade. Everyone gets ball pits.

There's also access to an arcade everyone can visit, and there's the Dance Dungeon, a VR experience where you dance to defeat monsters. Sounds like practice for some folks on the train.

SWIMMING PARK: Found in the west There's indoor and outdoor pools, large twisting slides and also deck chairs for lounging on. There's shallow kiddy pools, and also some fake 'caverns' that lead deeper underground into spots where you can suit up, put on a breathing mask (no oxygen tank necessary) and ear plugs for decompression sickness (or handy press-on clips, if you don't have ears) and go for a dip.

EVERYTHING ELSE: To the east is a large forest with amusements inside, an art tent near it (free to use, with sketching, painting, and sculpture work available), as well as a fishing lake (boats can be rented for 1 suncoin). There's hills for picnics and also small platforms for lounging on, or for using their telescopes at night for stargazing.

SHOPS: Given this is more of a holiday park, what can be bought is limited. There will be tourist t-shirts, shorts and sundresses with the name 'Aquafir' on them somewhere, as well as swimwear. There's sunhats, teddy bears, some food and/or alcohol hampers suitable for different species. A better list can be found here.

Read more... )
[personal profile] voidtreckermods


Let's Get Down to Business


On day twenty two of the month of Llama a message comes up on the ICP's.

Voidtreckers have many questions about what happened on system #93426194992 and the entity that was encountered. Analysis shows that the entity on system #93426194992 was also present on systems #86525656412355 and #2207385.

Though it is not known what that entity is, it is clear that it possesses some level of mind influence and complex illusionary magic.

There is a void nexus on system #62138 inhabited by a religious order that, due to their close proximity to the void, employ mental techniques to help with such illusions.

We will be visiting system #62138 for three Days. The Voidtrecker express will remain with the Voidtreckers during this time and due to the nature of the void nexus it is highly advisable to sleep on board.

System #62138 is a wet world. All Voidtreckers will be safe but are advised to keep their SCAs on at all times. This should be the standard on all systems.

Read more... )
[personal profile] voidtreckermods
On the morning of day twenty one of the month of Kazoo there is a message on the ICP screens around the train. Their SCA's will light up the colour of the Void and show the following information.

World #398050 is a void nexus known locally as Tshering. As a void nexus this world has strong links with the void and the connection through worlds. World #398050 is home to the Endless River. Legends speak of this river being powerful enough to send thoughts from one heart to another across any distance. All that is needed is for you to know who it is you wish to reach.


On-board

The dressing carriage is open, filled with clothing best suited to a pleasant spring day. Light, airy and in a rainbow of joyful colours and florals. One closet is entirely filled with wide-brimmed hats bedecked with ribbons, feathers and ornaments. A stack of picnic baskets and containers filled with an alarming variety of passenger-suitable foodstuffs and flasked drinks sits in one corner, next to rolls of thick, weatherproof blankets in the four team colours.

The large box marked Do Not Use Yet, filled with small, empty jute bags, is hopefully still sat in the Luggage carriage, ready for passengers to grab handfuls of its contents as directed by the announcement.

Upon landing (after an appropriate countdown), the train remains on the surface, its carriages partially curved to form a gathering site for the day. Welcome to Tshering, the eighth void nexus!



A Day for Picnics

Tshering, system #398050, is a strange place, only habitable by grace of the passengers' SCAs. The sky is shot through with colours, a cascade of sunsets, and through it, the void shimmering through it in seams like a child's painting of the milky way. Still, there's a beauty to the chaotic mash of colours that soaks through its landscape, and in the shelter of the forests of towering funghi that dot its surface, the Void can go unseen by its visitors.

The temperature seems mild, suitable for the provided clothing, and if there are weather patterns around the world they've taken the day off. The funghi are sturdy enough that what air flow there is doesn't disturb their stalks, and carved grooves and holds in some of the larger examples indicate that climbing them to sit atop their glowing crowns is eminently possible, and, in fact, encouraged.

the Endless River

The Endless River is a font of pure chaos, flowing from a multitude of small rivulets across the area to a central reservoir, from which it pours directly upwards, away from Tshering's surface and out of sight, beyond the world's atmosphere.

Anything bagged and placed within the Endless River will also flow upwards and soon be out of sight, passing, presumably, into the Void. Scattered across the surface of Tshering are small, glittering pebbles, as described in the announcement.

The stones are pleasantly cool to the touch, and all passengers need to do is feel. Messages can be in any form that the Voidtreckers wish. Perhaps words, perhaps feelings, perhaps an image from their mind into the stone. Perhaps a mixture. Once they begin their message the stone will glow slightly and continue to glow as they secure it in the bag and cast it into the river. They will feel, almost instinctively, that they need to focus as they do so, thinking of the person they wish to reach all the while.

There are plenty of bags and many more stones; passengers will not be limited in their sendings.
[personal profile] voidtreckermods
”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.
[personal profile] voidtreckermods
Click here for a list of available quests, and a list of example goods available within the town of Royal Lake Hill.

Sign up below for quests and purchases, earn gold per character in a sidequest-related thread, and turn in wrapped sidequest threads for further lump sums!

On IC Day 1, your character can participate in a maximum of 3 town quests, because each of them will take a few hours. If your character has superspeed, they still have to take a few hours, because the job has to be confirmed and signed off by a person who does not have superspeed, and they're suddenly and inexplicably very busy today thanks to all of these foreign adventurers.

On IC Day 2+, your character can participate in any of the colour-coded quests depending on which mission they're on. This one will be more on the honour system for number of quests turned in; note that generally, threads in which you are completing sidequest objectives may not count towards mission objectives for the ten-comment bonus points, so balance yourself as you prefer.

World Information

Style Credit