[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

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
Time to leave!

There is not much of the city left, but the park is holding together as those anchoring help those who are not voidtreckers through back to where they belong. Monsters continue to attack and a little further out there is a battle of hearts and minds being fought with the mass of colours and chaos.

Eventually, after the bulk of citizens had been evacuated everyone with SCA's on would hear Jin-Roh's voice after a few frantic beeps, as Chiff aligned everyone's SCA's. "We are almost done here, if you are with anyone not tethered to a voidcraft get them to the evacuation point, as quickly as possible."

Anan pulls out of the anchoring point to call out to any defenders in the park. "Come on! Anyone who isn't a voidtrecker! It's time to go."

Luckily those off fighting the entity headed the message and made their way to the park as Jin Roh spoke again.

"Everyone else get ready. When we call it you need to leave. If you don't have your SCA on then get to someone who does."

As the last people rushed to the park Anan calls out again, through her SCA and outloud to the park. "You need to unanchor, before you can evacuate. Everyone be ready."

She goes in again though, because there are some last people, those from the large battle, getting through as another message was called.

"Almost there. Be ready. On my command..."

Anan unanchored again. "Quick everyone unanchor."

"NOW" Jin Roh's voice came through strong on their SCA's. Hopefully those with SCA's would grab those without.

There is some outside help as well, the train pulls anyone who is unconscious or still under the entity's control, forcibly evacuating them. This includes Wei Wuxian, Lan Wangji and Zagreus.

Luggage Carriage

There has been a mass evacuation before and that was crazy enough but since then the population of the train has almost doubled and now it is an extremely tight squeeze as everyone crashes into the luggage carriage at the same time.

The train jerks and rolls as they enter into the void at breakneck speed and again as they seem to slow, rather than speeding off though the void.

There's a crackling from their SCA's. "Voidtreckers? Voidtreckers come in!" Anan's voice. "Please tell me you made it..."

There's only a few moments of signal and soon they are flying though the void again, away from the strange non-world, the entity sealed for now. To new adventures, but first hopefully some time to recover from all that has happened.
[personal profile] voidtreckermods


YOU R̴̨̬̗̞̺̖̣̱͌̋̅͊͒̃͘Ų̴̨̨̦͎̭̥̰͍̞͙̲̰̞̭̎̆̓͂́͒̑͌̆̉̕͝Î̶̲͖͙͍̮̮̯̭͘͝N̵̡̢̢̛̛͔̳̲͚̙͕̘̠̞̈͊̂̋̆ͅÉ̸͖̟̻̯̪̭͉̭͖̱̙̠̺͎̥̿D̸̥́͒̈́̔̓̅̋͛̉̀͒̇̚̚ MY WORLD





A TL;DR notes version of days/prompts: (click to show)
EVENT BASICS:

DAYS 8-9 (M11-M12):
  • Buildings had begun to disappear during days 7&8, facilities and even whole streets begin vanishing. There are signs of crumbling infrastructure everywhere they look.

  • In the early morning of Day 9 (M12), the cracks in the city - in this illusionary world - finally spread. The void sky above shines brightly in its colours. Chaos - also referred to as the Entity, or That Guy - is heard screaming of vengeance against the Voidtreckers, blaming all that has happened onto them. It shows what happened to the original Diagad: It was destroyed by blocky shapes in the sky that came down and destroyed it, while Chaos itself fell into the void.

    There is also some light mind torture, as a treat, to really wake people up. Memories, visions of their past assail them. This is the sort of stuff the voidtreckers have been training against and it's a good time for them to put all that work to the test.

  • Anan's group then takes over any electrical device still left. She explains that they have a way to get the non voidtreckers (4th wall characters and npcs) home and also a way to temporarily seal the world. The entity takes offence at this and the screens smash. The entity appears as a cyclone of crackling colourful energy.

  • Illusionary creatures are sent around to find and attack Voidtreckers, but they're also going after 4th wallers/NPCS. There's also monsters from other worlds leaking through, real monsters. People will have to move around more carefully, as going out on the streets is dangerous.

  • However, there's word that buildings are disintegrating/disappearing farther out from the centre sector. People see where the city limits are as the illusion of there being more to the city has completely faded.

  • Their SCA's begin to work fully, including comms. Of course not everyone was wearing their SCA when they got pulled and the 4th wallers don't have one so it will be up to those who do to make sure everyone is kept in the loop.

  • The main tasks are as follows.
      1. Protecting people from attacks. Monsters have appeared, but people are also still brainwashed. Some even start to take on chaos features, streaks of colours dancing under the skin. These are so far gone it might be best to render them unconcious rather than trying to talk them round.

      2. The non-voidtravellers need to be evacuated. As Anan explains, the 'unhooking' must be done by those with an SCA. Those that are evacuating people from the city will not be able to take part in the boss fight. Please note that those unhooking will suffer some effects afterwards and it will take them a good week or so to recover their full strength.

      The city has many many people, so it is perfectly fine for the played 4th wallers to be the last to evacuate if they wish to take part in other things first!

      3. The evacuation area needs protecting. Though the entity will hopefully be occupied by the main battle there will still be monsters targeting the area. Anan will encourage those who can fight to guard and those who are not strong combatants to take the role of evacuating people.

      4. Getting people through the city- the city is unstable though there are strange creatures, almost children, partially animal who seem to be formed of the chaos all around them. However far from cruel they act as guides, mostly focusing on the children or those with pure hearts, helping them to safety.

      5. Taking on the entity. There are two boss battle threads! Here and Here


Read more... )
[personal profile] voidtreckermods


JINNJAR CITY


"Welcome to Jinnjar City! A city famed as the central power of all of Diagad, and where the magic happens. It has a big history: the birthplace of the first Heroes Association that led to the creation of the Interstellar Justice Alliance, the protectors of the universe. Compared to other places, Diagad's what many people call a superheroes world, but that isn't true. A lot of us don't have the crazy powers that some of the popular folks have! And people like me? We don't care about saving the world! I'm just trying to make it through school, hang out with friends. Live my life!

People tell thousands of stories about us though, and that I can be proud of. When other planets call for help, it's us that comes running to their aid. Our heroes put their lives on the line for anyone who needs a hand, and sure, I don't count myself one of them... but I want to share their story anyway.

Well, I don't need to be telling you about this city, do I? You're a part of it! Always have been, just like me. So I should talk about some funny stuff that's been going on lately instead…”




A TL;DR notes version of days/prompts: (click to show)
EVENT BASICS: Un-apped AU characters were taken 1 week before the event from their own worlds, their minds altered to believe they were always from Jinnjar, Diagad. They have a superpower because of this and a new life either living alone or with family (other NPCs or PCs). Go to the OOC post for more info.

DAYS ONE-TWO:
  • Strange streams of colour in the sky have appeared, and looking at them for too long causes strange headaches. At this point you’re not sure what they’re about, but you can investigate them. However, trying to get right close to them is impossible. You will never get high enough. Regardless, let us know if characters will be investigating anything!

  • Voidtreckers arrive, be on the lookout. People are excited about finding these infamous criminals, and may be bothering those wearing peculiar watches, or the colours of Blue, Red, Purple, or Orange. You might be one of them: the bothered, or botheree. Many games or movie criminals are some adaptation of these Voidtreckers. A lot of people are worried they’re behind the phoenonem in the sky.

  • Nevertheless, people will still have their own lives to deal with, regardless of worrying events. Play around with what job your character has, if they’re in school, what work they do; if they’re drawn to a night life or just hanging around wherever they like. Characters not used to technology in-canon may find themselves having trouble with this world (despite believing they’ve always lived here).

  • Some of the Voidtreckers who are most resistant to illusions and mind control will be breaking out by the end of the first day. They will have to lay low and plot in secret, figure out how to make contact with others. The SCA comms do not work.

  • Other Voidtreckers might begin having dreams about their past by day 2-3.

DAYS THREE-FOUR:
  • Those who have been brought to the world begin to dream of their real and past lives, if just in very small and confusing snippets. Some of those dreams may bleed into reality, and people may start to recognise absolute strangers, but don't quite always know why. This is stronger for Voidtreckers than 4th wallers.

  • Random electronics seem to be glitching in odd ways, particularly the training centres, which lock people in together, even random strangers. Mostly it's harmless and more of a pain. People also swear they think they see the tops of buildings 'glitching' or colouring out. People have been speaking about pets going missing on walks, though the zoos and such are mostly fine, save for some of the higher up bird sanctuaries.

  • More of the Voidtreckers and some of the more resilient guests will begin realising the reality of the place they find themselves in. That this is not their own world at all.

  • The propaganda of the city starts to escalate, warnings about the dangerous voidtreckers and reminding people of how great the city is.



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
The End?

The Voidtreckers make their way through the circles. Some pressing forwards, others gathering civilians and evacuating them back to the city. Some get lost, stuck among dreams or nightmares.

Those voidtreckers who manage to press on through the third circle will find themselves surrounded by colours, the same colourful almost-lightning that had crackled overhead as they made their way through the maze. Here the colours are thick, swirling. Getting close is almost like getting close to a bonfire. It is not heat but power, something no Voidtrecker can withstand.

Something no creature could withstand yet for those that risk the blinding colouful light they will see a shape. A person? Perhaps. It shifts shape, never still. Thick multicoloured veins run over it. It is hard to focus on, just trying to look into the colours is difficult.

"Fine. Fine. Fine."

It is not just those in the centre who hear the voice but everyone. As if it is speaking directly into their minds.

Indeed for any Voidtreckers who are with civilians, those in the city do not seem to react, as if they cannot hear it at all.

"I know where I'm not wanted. I'll go. I'll go. But know this. KNOW THIS."

For those in the centre the colours seem to pulsate, enough to cause anyone looking at them a headache if they don't avert their eyes.

"I know you now. I will find a place. I WILL FIND A HOME and you will pay. YOU WILL NOT STOP ME. I know you all. I know your souls and you will WEEP BEFORE MY MAJESTY."

The colours seem to erupt, dazzling anyone close enough to see and then they vanish. It all vanishes. The maze, the circles, the illusions. Those inside the maze or the circles still will find themselves stood in the smog, outside the city. Those in the centre of the circle will find themselves in fog, unconscious citizens scattered around them.

Clean Up

It takes a few hours for the last of the civilians to be found and returned to the city, once again the hospitals are full but it seems the quick action of the Voidtreckers prevented any fatalities.

The city bounces back quickly, the people shaken but not broken, not bowed. Any help the Voidtreckers offer will be accepted but it quickly becomes clear that the illusions are gone. No more creatures, no more strange images. The fighting rings have paused for now, as they take stock and try and understand what had happened.

But after a couple of hours all Voidtreckers get a message on their SCA. All teams to return to the Voidtrecker Express.

Their maps will pin point the station, which is luckily a lot quieter with everyone still coming to terms with what has happened. The Voidtrecker Express is there and once all passengers have boarded it flies off, into the void once more.
[personal profile] voidtreckermods
It’s been a weird mission. The Voidtreckers have been busy investigating, making headway in mapping and saving citizens from the video games and strange illusionary creatures. Those in the fourth tier have made contacts, followed leads and gotten close to the high and mighty of the criminal underworld.

Yet what exactly is happening here is still unknown. Their new found ally Anan is as stumped as the rest of them, but even so, the hackers and technological knowledgeable voidtreckers have been successful in isolating the virus to study and make an anti-virus. A netpoint network has been set up across the city, and enough access data stolen that they can start throwing everything into the systems and networks across the city.

While the illusions remain a mystery and how they got there, finally the world is purged of the strange virus as the anomalies begin to clear up by noon of day ten. Spectura victims wake up in hospital beds, dazed and confused, while no more sightings of the impossible plague those on the other tiers.


On the morning of day eleven, the once housebound and terrified citizens leave their shelters with the first tendrils of light reaching through the fog surrounding the enclosed city. An exodus of people, from fighters of tier four to elites of tier one, are making their way into the streets...and heading down into lifts and outside, out into the smog-filled wasteland.

“It’s so beautiful,” is heard, a rumbling through the crowd as people smile, laugh or wave into the fog.

”I won.” Fighters from tier four look around in wonderment. Other exclamations, about a blue sky, a greeting to a friend fill the air.

There is a pull. The voidtreckers will feel it too, though to them the world looks and feels no different. This pull is easy to resist, or they can follow and investigate it, attempt to lead citizens back inside the city. It’s not safe in the smog, no one has canisters, but none will heed the warnings.

Nor is there time for better efforts when a crackling sounds in the air, light and colours flashing in the smog, everywhere at once and too quick to get a hold on.

“STOP THWARTING ME!” booms out, and a great force pushes them back while pulling the citizens farther into the wasteland, sand and dirt kicked up in a frenzied storm. The voidtreckers can hear the civilians in the smog, but getting to them will prove harder than they may like.

Grabbing an air canister is highly recommended for those who prefer life.



CIRCLE ONE: THE MAZE

No matter where one leaves the city from, they will find themselves in a maze of walls, of metal sheets, each blending into each other. It feels surreal, as if nothing is quite real, nothing quite solid.

But it is solid. For those voidtreckers who cannot see illusions it will look like they are merely stood in the wasteland of the world. But when they begin to move they will learn those walls are tangible, and those that look close enough will see the same almost-light as the creatures that purple team have been fighting as the source.

For those who are not immune to illusions it is a strange place indeed. No smog to be seen, just high unyielding barriers. The pathways are different colours giving off hues of brightest pink, red, purple, neon green, glowing white, darkest black. Sometimes there are symbols on the walls, Capsule Corp, royal insignia, ravager flames, HYDRA, marks of royalty. They are emblazoned on the walls, the floor, sometimes even in the sky. And the deeper in they get...

    WINDING ROADS
      It's noisy as they move around. As well as the distant noise of the citizens in the distance they can hear an acoustic guitar, erratic piano playing, the sound of bamboo on stone. Or perhaps an eagles cry, a lullaby or a song is heard as they move their way through the maze.

      Objects stand in their way, blocking paths and needing to be moved or destroyed. Larger than life playing cards, red apples, flowers. Spears and daggers hang in the air as does the moon and the sun. Water often cascades through routes, making it difficult to move through or fire creeps up walls, nonthreatening but ever present. There are clouds of butterflies and ravens perched on walls, watching their every move, and the smell of sugar often hangs in the air.

      But it’s better to navigate these turbulent passages with perseverance than violence. Daggers and apples will shatter and slice apart to attacks, creating a way through to begin with - but those that try the method of destruction to solve their problems will find these walls crowding them tighter, rising higher, becoming all the harder to destroy than they were before. They will become trapped, and will need assistance from the outside to untangle them from webs or jails made from crystal.
    STALKING THE STREETS
      It isn’t just the Voidtreckers or locals who wander the maze. Wolves, dogs, zombie sheep and ghost animals mostly mind their own business, sometimes inclined to growl or bahh, but easy to pass. But other times, you may sense that you’re being followed, a presence hovering over you...while another companion will see as well the large shadow shrouding you before a decaying hand grabs at you from above, threatening to send its victim to some other part of the maze if not stopped.

      Monsters also stalk these paths from various realities. The dead will be met in robes of white while others in armours from medieval times. All are fast, unrelenting in their attacks, unconcerned with pain or stopping without being properly slain. Ghouls of all shapes and sizes search for prey, and many more seek victims.

      How they act and how to defeat them may be known to some, but not all. Is it worth the effort to stay and fight illusions, however? Sometimes those illusions don’t give a choice, but in other instances, a person from the city may be found on the ground unconscious, the smog air getting to them. They’ll need help, and fast.


CIRCLE TWO: IS THIS HOME?

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

And then, when they finally do…

    FAMILIAR
      It is almost dream-like as they walk, areas changing without them fully crossing the distance needed. One moment they are in a shopping malls food court, the next the interior of a spaceship; streets of palaces, temples, and mansions line up as a mish-mash of glamour, while others offer more humble abodes, taverns, family homes, bakeries. Medieval structures blend into tech bases, maintenance bays and dark rooms. Beautiful gardens, beaches and dusty souks all share space. But as they move through it, they will be tempted towards what is theirs.

      And these can be anything. Ships, palaces, home, and even singular rooms: all of these are seen, doors providing access, doors that draw your character towards it, as if they know what’s on the other side. Spaces personal to the viewer, and with the constant pressure of these illusions, somehow draining to be around, they will find it harder to doubt what they see. Even if their bedroom leads towards a volcano, a blacksmith housing hospital beds right beside it, it will not seem so bizarre to find these natural.
    DEARLY BELOVEDS
      But it’s not only structures that exist in this labyrinth of streets: there are people, animals - family, friends and pets. Beloved mentors, a smiling loved one. The night sky will wash over, the ocean within view; your favourite plush rabbit, a worn jumper. Your favourite song playing, losing you inside this new reality.

      Even people from the Voidtrecker Express are around, whether or not they’re still passengers. Feanor, Zetta, Noctis, Cassie Cage, Jin Ling; Elfnein, Link, Mami, Gyousou, Duo; Senku, Jiang Yanli, Olivia, Bucky Barnes. They walk this plane, friends and lovers of the voidtreckers, coaxing them further into the illusions. Assuring them everything is alright, offering reasons to give in.

      Over all this though, they can still hear the citizens in the distance; their voices sounding more confused, frightened even. To push on the voidtreckers must walk away, ignore these temptations and push on to the third ring.


CIRCLE THREE: TWISTED HEART

For those who manage to get through the second circle, pushing away the temptations of home, they will find themselves back in the smog filled wasteland. But through the smog they will see more, always more. Once again the scenery blurs into impossibilities, from testing labs with padded beds, to other imagery associated with asylums of old, to dark cramped spaces, to hallways raging on fire. They sense fear itself, and even the most stoic will find apprehension digging into them as they make their way forward. Is this their fear? Or is it your own?

It may be hard to discern in this twisted reality.

    MISERY LOVES COMPANY
      This time, as the scenery shifts around them, so does their own sense of self try to match what these places mean. The despair of being lost in darkness, the belief that they can’t be seen by others, all sound fading from their ears. They are on the moon, trapped there for years; at the edge of the vast ocean, on the bank of a river of lava, despair in their hearts. In a wrecked city, their own city destroyed almost beyond recognition. By opposing forces, by weapons of mass destruction.

      They have lost everything. There’s no fixing this.

      A Pandora box of fears have been unleashed, with seemingly no hope. Your worst enemy has been granted a second chance, family stumbling towards you on the verge of death before your eyes; forces that you were meant to be dealing with back home have found you, surely leaving your own world in ruins, from titans to ayakashis.

      Or they might stumble upon a graveyard, stretched out as far as they can see where every name is someone they care about.

      There are even voidtreckers of now and old opposing you: Danny Fenton, Lan Xichen, Darth Vader, Vegeta, Xue Yang. Kerry stands pointing a gun straight at a fellow passenger while shadowy ravens and terrifying dragons swirl in the sky.
All this emotional turmoil will do a number on the voidtreckers, but there is strength in numbers. More civilians have fallen unconscious at this point, and those willing to aid them can take them back to the city. But no matter how the voidtreckers move, they must keep their nerve and hold onto hope as they cross the final hurdles.
[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
The battles rage loud and ferocious at the gates of the city and off in the ruined wastelands of Erda, and on the walls a struggle of a different kind occurs. The team who stayed behind at the towers are small but determined as they move stoically across the walls to right the stones that have become misaligned, even as their friends battle not too far away.

The city begins to hum. It's a quiet hum, not loud enough to be heard out where the others are fighting but it vibrates even through stone. The recovering monks assure them that it is done, the wards are back up and no demon will be able to enter the city.

Eventually the battle is won, all three battles. The demons fought back and killed, a major blow to their gate system that will keep them back for hopefully a long time. Those waiting in the caverns return to the city and by the time they get there the illusions are gone. Everyone can see the world for what it really is.

But despite the ruins of their world the people are relieved, the adrenaline of the fight coursing through their veins and the mood is one of hope. They will build again, their people will survive.

All Voidtreckers please return to the Voidtrecker Express. Departure will be in a few hours

It has landed not too far from the city, cloaked to make it unnoticeable to the citizens, for all the good that does. No one has been particularly subtle this last week. People can begin regrouping, packing up the camp and getting any wounded not already healed to the train.

However roughly half an hour later another message appears on their SCA.

Passenger Persephone has requested we remain on system System #86525656412355 for an additional day to further assist the people of Erda. The Voidtrecker Express will depart on the morning of Day Fifteen of the month of Kazoo.

The train remains where it is, so the voidtreckers can use its facilities. There is definitely a lot that can be done to assist those of this world and the citizens will welcome any helping hands.

After an extra day they finally depart, returning to the void once more.

(OOC Note: Once the wards are up any characters who are demonic in nature will not be able to enter the city either!)
[personal profile] voidtreckermods
The Far Gate

Given that people have scouted ahead, it will be no surprise when those who arrive at the Red objective find an army of demons there. Unlike the other packs they have encountered, these ones are not roaming, and don't appear to be heading towards the city. Instead, they are guarding something.

A gate. It is larger than the others they have seen so far by an order of magnitude, and if there are this many demons outside, the keystone must be guarded just as well.

For those who are actually on the red team their SCA will flash up a message: This gate has multiple keystones. It is the focal point for other gates closer to the city. Close it.

Around the City

In the Caverns

Once the rockfall was cleared, those that wished to could make their way back towards the city. They might come across demons on the way, small packs scouting the land and hunting survivors, but for the most part their way will be clear until they get to the city and to the Voidtrecker camp.

For everyone else, there are plenty of non-combatants that need protecting. The cavern itself remains warded against demons, but patrols still pass and keeping everyone safe and hidden is important.

Almost all the citizens have thrown off the mind control now. Some of the younger children have started having nightmares, and keeping everyone positive and calm is harder than it was before with a goal in sight.

In the City

The sigils hum and glow. For those feeding them power it's a very long couple of days; though once the monks are free they join in, brusquely waving off any questions or concern about their wellbeing to focus on the task at hand: protecting the city. They will of course accept any extra energy. The wards are not meant to go out completely, it will take a lot of energy to restart them.

By the eleventh day it is clear something else is wrong. Some of the focus stones on the city walls are out of place, either knocked awry in the battles before the false peace, or sabotaged by demons. Either way, for the wards to fully activate they will need those not giving energy to go out onto the walls, to find the stones and align them. It's not too technical but might be dangerous, because outside the walls, a fight is about to begin…

The Battle for the City

The attacks have gotten more frequent but on the evening of day ten they stop. Silence. No gates open, no demons attack. The whole night is spent in a tense, almost eerie silence.

It is broken at dawn the next day, two massive gates open, one to the north of the city and one to the south. Demons march out, heading towards the city.

Not just demons, they each have two large structures, siege machines. It seems they wish to knock this city down completely, securing their victory over the humans.
[personal profile] voidtreckermods
Dawn Attack

It's been a busy few days of fighting demons, attacking keystones and fighting both on the demon and human planes. On the morning of day nine of the month of Kazoo a gate opens close to the base camp that the two teams have made.

It seems the demons have decided to focus on this unexpected threat, because it is a sizable force, with a number of the large demons. They march towards the camp with single-minded focus, the opportunity to stop these unwanted defenders taking precedence over their desire to destroy the city.

The advantage to the landscape being as ruined as it is, is that there isn't much to stop the lookouts from seeing this force headed towards them. A gate opening is not subtle. There should be enough time to make sure the defenders are ready.

Scouting Ahead

Once that skirmish is won those on the Red team will find their SCA's beeping, with an exclamation point far out to the east.

A group of demons is congregating at the location indicated. Investigate why, defeat the demons and close any gates nearby.

It will take a while to get there and there is plenty to do on the way for those that follow the exclamation point. Roaming packs of demons, gates to be closed. Exhausting work, especially for those going in and out of the demon gates.

Protecting the City

Once it is clear that these defenders are not going to be easy to wipe out, the attacks on the city itself get more frequent. The demons have changed tactics: rather than sending in large groups they open many small portals, sending small strike teams to harry and target individuals.

Some of the attacks are clearly meant as traps: they open the gates in or very close to the city, to lure the Voidtreckers in to where they will be affected by the spell. Ranged attacks may be useful here.
[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 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.

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.'

World Information

Style Credit