[personal profile] voidtreckermods
"Good Morning Passengers, today is day six of the month of Kazoo." 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

They have an hour or two to prepare. Enough time to read their briefs, make decisions, meet in their teams and gather anything they may need. The dressing carriage is open with tents and other basic camping equipment.

"Shortly arriving in system #86525656412355. Drop order is Orange and Blue followed by Red and Purple. Orange and Blue to doors, arriving in ten, nine, eight, seven, six, five, four, three, two, one."

The train lurches as it exits through the void, before descending smoothly to the world below.

Blue and Orange

Arrival

If anyone peeks through the windows as the train lands they will see a glimpse of cracked and crumbling walls, a city on its last legs. As they exit the train, however, any passengers who aren't immune to magics influencing the mind will find themselves looking at grand, sturdy walls, flags with a blue field and golden tower fluttering from the ramparts.

They aren't too far from a gate, depending on where on the train they exited, and the gates are opened and unmanned. Inside, people are going about their business, selling their wares, while children run around playing among dogs and chickens.

The newcomers don't get too much attention, even though their hoodies and combat trousers seem very out of place in this city.

The Towers

The towers stand in each corner of the city. They are solid stone, no windows all the way up. The ground floor is the largest, grand doors leading into a functional yet beautiful foyer, and from there into smaller chambers. Wide, curving stairs lead up into the tower proper.

As they climb the towers they will come to the different levels which are all trapped, to dissuade intruders and train their disciples. They will be able to descend the towers and exit and enter again as many times as they like as they work their way up to the top.

The City

It will soon become apparent that persuading these people to fight isn't going to happen. The war has already been won, the demons were defeated. The world is safe once more. Welcome, travellers, to the Shining City.

Their SCA's show them the locations of the entrances to the catacombs. There are a handful, scattered around the city, clearly designed for quick evacuation should the city defences ever be breached.

Persuading people that the city needs to be evacuated might take a good while.

The Catacombs

The catacombs are cold and dark, lamps having gone unlit for months. Those that are sensitive or can sense magic in any way will be able to tell that at least here the wards hold: no demons will be able to enter.

The tunnels are narrow, able to fit two people side by side at their widest points, but more often than not they must move single file to avoid collapsed walls or leaning pillars. Or, sometimes, piles of bones spilled from the tombs set into the walls. Side tunnels extend out into the darkness, signposts or symbols marking old, unused storerooms, bunkers for temporary shelter, or private tombs and crypts.

At points the tunnels widen out into large chambers, rooms or galleries that have been used as cemeteries for centuries. At other points the tunnels have collapsed or become almost impassable. People will need to wriggle through the gaps or find ways to stabilise the tunnels in order to pass through.

Purple and Red

Arrival

"Red and Purple to doors." The train flies back into the air after dropping Orange and Blue at the city gates. It doesn't go very far; it's less than a minute later that they're landing again. The doors open and they can step out into the destroyed countryside.

They don't get much time to get their bearings as the train flies off again, because coming over a nearby hill is a band of demons, a gate crackling behind them. The band is mostly footsoldiers, with several of the larger breed interspersed.

It's hard to say which side is more taken by surprise, but the Voidtreckers will only have moments to ready themselves before the demons rush in.

Defending the City

It's a wide area to cover, surrounding the city, and there is plenty of work to be done. Bands of demons roam around, most headed towards the city. They run, claws digging into the ground, leaving a trail of destruction behind them. Sometimes they will have a larger demon or even two with them, armed with toxic whips that they use with dangerous accuracy.

Other times there will be smaller demons, carrying ornate daggers, whispering foul spells to drain and bind their enemies. These demons become more regular as the days progress as it becomes obvious that taking the city will not be as easy as they first thought.

Closing the Demon Gates

The gates nearer the city are smaller, and easy enough to find, but the SCA's of the red team pinpoint more and more gates as they open in the areas further out. Triangular markings on their SCA maps indicate distance and direction.

The gates must be closed from the other side, so the first thing is to enter them. Entering the gates feels strange, uncomfortable, as if something were tugging and clawing at their very being, trying to pull them out of their own skin.

That feeling lasts for a moment, albeit one that feels stretched, and then they are in the demon realm: a monochrome world devoid of life, where every step taken tires the body, where even existing is exhausting.

The gates are guarded, so adjusting will need to be done in combat. Smaller gates have fewer guards than the larger, but all will fight savagely to protect the keystone.

The keystones are smooth black obelisks about a foot high, usually stood on a plinth or set above the gate location as a centrepiece. Each can be destroyed by blunt force or any other ability able to shatter stone, and once it is they will have a short amount of time to leave before the gate closes. Their SCA will helpfully start a timer indicating this.
[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
”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
"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!
[personal profile] voidtreckermods
Island Hopping

The islands don't move fast but they float through the air, never clashing with one another but often getting close. For the brave this means they can jump from one island to another to get around. Flying would be safer, for those with the means.

The calla lilies don't cover each island, sometimes they can find small fields of them, other times they must go through undergrowth and forests to hunt down the small flowers.

The flowers themselves are delicate, but with steady and careful fingers the crystal can be plucked out without damaging the flowers. The huma birds fly around the islands and if called to swoop down to take the crystals. It's probably easiest if they are in a bag that the birds can carry with their claws, otherwise they carry them gently in their beaks.

Huma

The swoop of wings is a constant sound around the islands, the Huma birds have nests all around the islands, high in the trees. The chicks stick to their nests, protected by their parents though they might venture out under the wing of an adult, never going far. Huma birds run as well as fly and will often waddle across to those harvesting, to demand crystals. A competition of sorts appears to be developing between several groups of birds, regarding numbers of crystals freighted down from the woodlands, and competition for the attention and loyalty of efficient gatherers is heating up.

More worryingly though are the blighted birds. These are pretty obvious, their feathers stick each and every way as if they are constantly in a fierce storm. They divebomb crystal harvesters, talons out, screeching in rage.

Other times they fly at any who are island hopping, trying to knock them off course. Luckily for the voidtreckers, their regular fellows are keeping a close enough eye on proceedings to turn any falls into something rather less lethal… if a little too thrilling.

Sprites

The first sign that the sprites are aware of the trespassers in their domain is a flurry of leaves and down that whistles through the islands like whispery laughter. Smaller gusts and breezes break off to investigate individuals or wind through stands of smaller trees to collect stray leaves, whipping hair or loose clothing around and rattling branches.

Some sprites are more mischievous than others, and while lone sprites can do little more than disturb and bluster, changing directions and messing up hair and clothing, larger groups of sprites are capable of more alarming feats. Such as winds that spin a person rapidly on the spot, or ‘helpfully’ increase the distance of a jump several times over, or blow things carried loosely from fingers too slow to grip when the breeze comes by. They’re easily entertained, however, and can be distracted very easily by being given things to carry, or new scents to bring drifting along within themselves.
[personal profile] voidtreckermods
"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!
[personal profile] voidtreckermods
"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 [community profile] middleofsomewhere. More information about how the memory event is structured is here!)
[personal profile] voidtreckermods
A Stormy Night

The night of day six of Grasshopper begins to get blustery, and rain begins to fall shortly after the sun sets. Just after midnight they are facing a full-on storm. It’s quite interesting to watch, for those who need a break from investigating. Especially up on the top floor, where the glass roof gives a good view; all the instruments are set up to monitor weather patterns and are operating perfectly, a fascinating watch for those interested in such things.

It’s a little noisy, but not too bad for those that want to sleep; it’s just another distraction along with the perpetual light. Still it is, for the most part, a peaceful night.

Lights OUT

Peaceful, that is, until about an hour before dawn on day seven, their third day on-world. A large clap of thunder booms overhead, a massive flash of light brightens even the sky around the station… and something hits the facility so hard that it seems to rock. The lights go out.

Every single light and screen in the building go dark at once. 

It’s only a few moments before the machines whir back to life. Monitors and equipment rebooting, a cascade of beeps and whirrs and start-up tones. The lights, however, do not come back on. Clearly emergency lighting has never been a concern for a people that can see in the dark.

It’s a concern now. From across the facility, everywhere there was an orb, there are now monsters. A lot of monsters. Grey, long limbed and ready to attack.

Luckily for the Voidtreckers, the monsters on the very bottom floor have found something more interesting than hunting them. Within moments, they smash through the grates along the floor, and begin clambering downwards.

Downwards seems to be through some kind of service shaft, though easily big enough to fit a person in. They skitter down into the darkness, if any of Orange try and follow they can. It will be a steep, treacherous descent; they may need to break out that climbing gear to descend safely. 

Something Approaches

Back in the facility, the monsters that didn’t descend are instead attacking anyone they find with mindless savagery. A little while after the attack starts those near the top floor will hear a siren, ringing out into the darkness. It is not constant, rather it peaks and fades. Anyone who goes to investigate will find it comes from a black metal machine on the top floor, its screen showing a now constantly flashing, wavy green line and the words SIGNAL FOUND. As time passes, the green wave on-screen grows taller.
Luckily, they only have to last the remaining hour until dawn and when the sunlight shines through the glass of the facility the monsters shatter. In their place rise familiar orbs. Any monsters on the sub-levels remain active whilst the facility is in darkness.

The alarm subsides during the day. The machine’s wave remains the same size, pulsing only occasionally. Once night falls on the third day (Grasshopper 7), it shrills, and the wave continues to grow.
[personal profile] voidtreckermods
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)
[personal profile] voidtreckermods
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.
[personal profile] voidtreckermods
After fleeing the strange shapes in the sky the voidtreckers are perhaps not looking forward to yet another mission and indeed the first few days of Fiddlesticks go by without any strange dreams, no warning that another mission might be nigh. Yet on the morning of day five their SCA's will glow with the colours of the void and a holographic message will appear.

Preperations

The dressing room is open once again, though the clothes this time are simple in choice. A wet suit for each void trecker as well as a pair of flippers, a helmet and a breathing pack. It at least has instructions and there will be a little bit of time for them to figure out how to use them. Apart from that there are some waterproof packs for supplies to be packed in.

They will have a couple of hours to get ready for their mission.

Arrival: Blue and Red

"We are now approaching world #7625000129523. Drop order is Red and Blue, Purple then Orange. Red and Blue team to doors. Arrival in world #7625000129523 in ten, nine, eight, seven, six, five, four, three, two, one."

The train shudders and lurches as they exit the void, the view from the window goes from the ever shifting void to a beautiful deep blue sky. They fly through the air and swoop down to land on a sandy beach. The doors open allowing those who are taking part in the Blue and Red missions to debark. The doors close and the train swoops up into the air.

The beach stretches from one side to the other, in the distance as the beach turns into sloping green hills they can see a village. Beyond that there is a jungle. Any red team who check their SCA will see four points, the rock pools.

The villagers have noticed the huge train sweeping down onto their island and so contact is made quickly. They will be quite accepting of the help and explain the situation. They will help any of red team to the rockpools if asked.

Red

The rockpools are built up and indeed made so the water will reach a persons waist if they stand in them. The water is cold but not overly so. When the water shoots up anyone in them will shoot up also.

They will find themselves in a vortex of water, with anyone else who enters that rockpool. The water itself seems to be fighting them, tendrils of water reaching out of the whirlpool to try and drag them further into the chaos. It takes a whole lot of willpower to stay in the centre, the water can be fought with weapons, even with fists. They feel as if they are falling or flying, perhaps both. Surrounded by the pure chaos of the ocean.

Blue

Hopefully they spend the day helping with preparations because when night falls the monsters emerge from the sea. Terrifying twisted creatures. The villagers only have simple weapons but will tell them that fire is helpful against these water creatures.

Hold off the monsters and keep the people safe.

Purple

The doors close and the train flies off into the sky, flying over the island to the other side where it lands on a rocky bay, near tall towering cliffs.

"Purple team to doors." The doors open, allowing the purple team to disembark before flying off once again.

In the cliff face there is a large cave entrance, over the entrance there are symbols, translated by their SCA's. Clear mind, clear heart. Come those who seek to serve.

There are six people stood by the entrance, looking quite surprised at the new arrivals. One, a woman with silver hair recovers enough to speak first. "Ah. Void warriors. We are honoured by your help."

Once introductions are made the spiritual leaders will happily accept the escort and their adventure can begin.

Orange

They fly up and out across the ocean, a longer flight than before but eventually they descend and there is a slight juddering before they land, floating on the ocean.

"Orange team disembark, please use luggage or dressing carriage doors only."

They will step out onto an inflated platform that streches around the train. Down below are the depths of the water and their SCA's show them at the point of Bui. It is below them so all they need to is dive.

The dive takes a while, and depends on their swimming ability but hopefully with a bit of teamwork they arrive at the silent city of Bui.
[personal profile] voidtreckermods
Until now there has been one mission in every month. The practice in Apple and since then one for each month. So for those that have been on the train for a while they will be extremely surprised when on the twenty fifth day of the month of Egret their SCA’s glow gold and a hologram appears. Another mission.

Strange or not preparations need to be made, the voidtreckers are needed, strange timing or not.

Preperations

As promised the dressing room is open once again and there is a collection of leggings, shirts and tunics. All are in bold, differing shades of team colours and are made of sturdy material. There are a couple of cloaks, like those they wore in the goblin world they look medieval in style but will keep rain off as well as a modern raincoat.

As usual they have about an hour of preparation time, to gather supplies, get changed and help those who need more help disguising themselves to do so.

Arrival

”We are now approaching world#27462947582. Warning: Exit from void in ten, nine, eight, seven, six, five, four,” Hopefully even those who are new know to hold on or sit down by now. ”Three, two, one.” A jolt and a lurch and the void from outside the windows disappears to show green grass and a blue sky.

The Voidtrecker Express has landed in a small dip between two hills. Tall enough to mostly hide it and once everyone who wishes to disembarks it vanishes.

The voidtreckers, on climbing the hill, will find they are inside the city walls, just. Here it is mostly farmland still but as they move towards the centre there are more houses and things become more crowded and bustling. The city is big enough that an influx of strangers doesn’t turn many heads.

Their SCA has a map, red team’s has a marker for the northern gate, purple’s show the position of guard posts. Orange and Blue’s shows the main gates that lead out into the kingdom beyond.

Red Team

Getting to the northern gate doesn’t take all that much time and they are let out without much fuss, though fair warnings about the monsters out there. It is clear that though this city is nominally guarded and walled, it has been a long time since there has been war here and people can come and go as they wish.

The desert is, much as can be expected. It is more a scrub land rather than rolling dunes of sand but the land is cracked and dry. They have to move at least an hour away from the city before they come across any monsters at all.

When they do they are strange almost-boar looking creatures. They are vicious and will attack on sight, charging with huge tusks and teeth that are far too sharp to belong to a natural creature. They are clearly intelligent, even if they don’t seem to have language. But they never come across more than five at once and there doesn’t seem to be any movement of them towards the city.

Purple Team

The guard posts are only have a few guards there at any one time. Though questioning any of them the voidtreckers will learn that there are other guards in the city, ready to come to the defence of the walls if the alarm is ever sounded. Those on the walls are there to keep watch.

It might take a little bit of persuading but there isn’t a huge problem with purple team being allowed up onto the walls. As long as they don’t seem to be causing or bringing trouble.

The surrounding countryside is clear. To the north is the desert but to the east, west and south there are rolling hills of green. The kingdom that this city is part of.

For them it is a few hours of tedium and anticipation. Watching the landscape, waiting for a threat. The other soldiers are curious enough that they could be coaxed into conversation or a game of dice.

Blue Team and Orange Team

It is very difficult to convince a city full of people who have not known danger in a long time that they have to pack up and leave.

There are difficult shop keepers, confused farmers, worried parents.

Some are able to be ready quickly and so can follow the Blue team out of the southern gates. It might take more than one group, with a few blue team going with each one. The kingdom isn’t particularly dangerous but who knows when that may change. Keeping everyone together and moving will be the challenge here.

For Orange team there are plenty of logistical problems to get stuck into. Animals need moving, people need help packing or wrangling small children. Older people need help finding carts to ride.

Not to mention the very stubborn ones who will take a lot of persuading. Those who were on the goblin world have had practice in this already of course, and hopefully have tips to share.

(OOC: Information about this event is here)
[personal profile] voidtreckermods
The Voidtreckers turn the tide, save the day. That isn't to say it is easy or straightforward, the battles are tough but together Red Team prevents the mega weapon getting through, orange team maintain shields, blue team fend off those trying to attack the command centre and purple fight the battle of their lives.

The system is safe and everyone who hasn't already evacuated back to the train using their SCA can gather on the space station again. There is a roar of noise as the Void Trecker Express appears in the hanger once more, noise and wind rushing through their hair it is no mystery why the army here reacted in shock at their initial arrival.

Hitrinto is there, as are many of those the void treckers have met in their week in this system. Here to thank them for their timely rescue and to wave them off.

The voidtreckers as well are reunited, the four teams back as one and it is time to re-board the Voidtrecker Express and move on to the next adventure!
[personal profile] voidtreckermods
Arrival

Their flight path makes sure they are well out of the way of both the battles taking place and they get to the shield station within an hour as long as they fly quickly.

There are no enemy ships around but it is clear there has been an attack, the shield disk itself is damaged and there seems to be no power in the station.

Once they dock they will be met by some technicians who quickly explain the situation.

Help is needed everywhere. The power needs repaired, the shield needs repaired from the outside, there are injured technicians who need medical care. There is a small med-bay available.

Maintenance

Once the initial crisis is dealt with it is a case of keeping up with things. A patrol is needed to guard the station from other attacks, there are four shield stations in total and so the voidtreckers may chose to split themselves once things are a little calmer.

Keeping up the shields is an almost constant job, especially with the attacks. Once one thing is fixed it seems another thing is down. The maintenance itself is very technical but there are parts that can be done by the unskilled as long as they have direction.

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Jun. 25th, 2019 05:57 am

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