Conclusion

Jan. 26th, 2021 08:40 pm
[personal profile] voidtreckermods
Thank you.

For those inside the system the voices of the Great-Seasons ring out around them once the red mass has vanished and the blue plinth it was smothering is freed once more. They don't have all that much time to reflect on that before they find themselves waking up once more in their bodies around the tree trunks.

Or at least, around the tube that is the Great-Season they entered through. All illusions have vanished now, all that is left are pipes and metal.

The Great-Seasons allow them passage out from the centre, no sentries or pipes attack them this time. Everything seems to have been put to rights, the walls in the Autumn sector have stopped moving, there is no strange weather effects in the Summer Sector, no engineering problems in Winter and all the camaloid creatures in Spring are calm. Any Helpmates they come across are doing their jobs and no longer malfunctioning.

After a small amount of time, enough to check that all is well, their SCA's light up. All Passengers are to return to the Voidtrecker Express.

Considering the vast distances involved it is probably best that they use the evacuation function to return to the Luggage carriage.

Once all Voidtreckers have returned the train returns to the Void once more.
[personal profile] voidtreckermods
Inside the System

The forest seems endless as the Voidtreckers move through it, soothing the red vines that constrict the trees as they go. But eventually they will start to come together, as though they are being funnelled towards a centre.

The trees end, the forest opening out into a large clearing. Vines carpet the floor and climb up the trees, curving to create a dome of red mesh that blocks out the sky. As everyone gathers in the clearing, vines weave past them to cover the entrances, closing them in. The red light does little to light up the gloomy dome, but as their eyes adjust they will see a huge gnarled and broken tree in the centre. It pulses with the same sickly red glow.

From the gloom creatures emerge, more of the mongoose. These ones are larger, teeth and claws are sharp as they circle the clearing, hissing and snarling.

The tree begins to move, its branches and roots are huge and they swing towards the gathering Voidtreckers with a speed that seems unlikely for their size, roots rise up to try and tangle around limbs.

The vines creating the dome can be soothed, but there are so many of them it will be a lengthy job and the mongooses patrol the edges, attacking anyone who is trying to clear the roots. Often they will give chase to anyone who tries to run, trying to hound them into the path of the tree roots or into the range of the attacking branches.

All the while more vines are growing from the tree, pulsing red strands that spread towards the walls of the dome and beyond.

Outside the System

For those that did not enter the system it has been a long vigil over their unconscious teammates. The sectors still have problems but these seem to lessen: there are fewer emergency alerts in Winter, the walls stop moving in Autumn, all seems calm in Spring and the weather calms in Summer.

But as Day Eleven of the month of Jelly begins there seems to be a shift: the sky darkens, going from the usual clear blue that is has been for days to a dark, burnt red.

The Helpmates have mostly calmed the last few days, but now there are more of them and they will attack on sight. The only place they will not enter is the inner sanctuaries of the Great-Seasons, where the bodies of those who have entered the system still lie.

A few times the ground ominously rumbles and for anyone still in the Spring sector there are certainly a few frightened alpaca-type creatures to calm.
[personal profile] voidtreckermods
The first few days are taken up with solving the problems in the various sectors, all the while getting closer to their goal. The Great-Winter, Great-Summer, Great-Spring and Great Autumn.

On Day 9 of the month of Jelly they will see on their map a clear indicator of where to go. As they draw near it will be obvious what they are looking for.

The Overseers

In the centre of each of the sectors there is a large metal tube, hundreds of pipes lead from it, spanning up to the ceiling above and down below, creating a field of pipes and tubes to clamber over and crawl under to reach the central tube. On the tube itself there is a panel, wrapping around it in a circle. The SCA's of the Voidtrecker show an exclamation mark, if they click on them they will see the message.

Reach the panel, enter the inner systems and give your aid.

As Voidtreckers step towards the tubes it will seem as if the world shifts around them. Instead of metal and wire they will see trees. The Great-Spring is a tree in blossom, pink leaves spreading up across the canopy. Great-Summer has strong green leaves, Great_Autumns leaves are brown and falling and Great-Winter has no leaves at all.

The panel is still there, the only part of the scene that doesn't look organic. As the Voidtreckers move towards their goal the tree begins to move, branches fighting against those trying to get through the roots. The aim seems to be to push intruders away, going as far as flinging them back with higher branches.

The branches aren't the only security measures in place. As they push forwards they will find creatures coming at them from the trees.

Strangely the creatures look like creatures from their own worlds, any creature they would expect to see in a tree. Regardless of species they attack with claws and with lazers from their eyes. They don't move far from the branches, but try and stop invaders from getting close to the trunk.

For those that get through they will find that as they draw close to the 'trunk' the attacks stop, as if they have reached an eye of a storm.

Going Further

The panel is a simple glowing screen, there are no instructions but their SCA's will beep softly and if they press their SCA to the panel they will find everything vanishes, the trees, branches and weird animals.

Or perhaps it is they themselves that vanish as they find themselves in a large white room, everyone is together here. No matter what sector they had travelled through and which overseer they entered through.

There are four tubes filled with liquid, pink, green, orange and white towering over them.

"Our systems have been compromised." The four voices ring out. "Heal what has been harmed, destroy what should not be here. Find the source and purge it from our world."

The overseers and the room vanish and the voidtreckers find themselves in a forest, a forest that is slowly being choaked by red sickly vines.

The Voidtreckers themselves will find themselves looking different, almost like the hard-light holograms of the Helpmates though they certainly feel like themselves. They are carrying a sturdy stick but nothing else and depending how imaginative they are will quickly find they can alter their appearance to fit their wishes.

Heal and Destroy

The voidtreckers will find themselves drawn towards the vines, if they touch them they will be able to soothe, a glowing blue light from their hands that runs down the vine before it fades away, freeing the trees that it held in its chokehold.

There are many pathways, many vines and it will be a long task to clear it all. It is not long also before the first threats find them. Threats that look like mongeese, small creatures that will lunge at them, teeth bared and claws out.

Luckily the Voidtreckers will quickly learn the ability to soothe is not the only power gifted to them.

On the Outside

For anyone who does not enter through the panel it will seem like their fellow Voidtreckers have entered a deep trance. The area they are sat around the tree is calm, no threats enter there. But outside that area there are still threats, the branches attack, the animals attack and sometimes Helpmates try to evict those they see from the area, claiming it 'restricted.'
[personal profile] voidtreckermods
"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.
[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.

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