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


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

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

"Approaching Voidbase now. Prepare for docking."

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

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

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

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


AT THE VOID BASE



~ VOIDBASE INFO ~ OOC INFO

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[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.

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[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
"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
”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 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] laurefindil
Glorfindel set out targets along a part of the beach away from the train (and facing away from the train, just in case). There were some things that were not practical to practice inside a small enclosed place, with squishy, easily damageable fellow passengers in it.

Like Najaran's spell card practice, or Energy manipulation practice, or full powered archery practice, to name just a few. He'd been practising with Piccolo on producing a ki blast, but was not confident in his control to try it on the Train.

But out here, in the wide open space of the island. It was game time.


You will find Glorfindel meditating near the target range, an unstrung bow by his side. Feel free to come talk to him or just come use the range.
[personal profile] voidtreckermods
After the passengers see a glimpse of a life that is not their own they appear in a cave. It is light, a strange moss glowing on the walls and ceiling illuminates the cave nicely and it is large enough for them to pace around in without trouble.

They are not alone. In the cave with them is another voidtrecker. Maybe someone they know well, maybe someone they have only seen in the aisles of the train. But they are together in this cave together.

The cave has no exit, at least not yet. They know that it will, eventually. When the time is right.

But for that time to come, they first must talk...

(OOC: For reference: memories!)
[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
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
On the second night those still on the train may be woken by rough seas, the train lurching and rolling in the waves.

If they manage to sleep through the choppy waters they might instead be woken by the voice over the ICPs. "Orange team to doors. Orange team to doors."

Those that head the instruction and exit out of the luggage carriage or dressing room doors will be met with a strange sight.

The sea is glowing. Or at least part of the sea. Underneath them, from where Bui lies there is a light that shines upwards through the dark water, rippling over the water, breaking into specks of light in the waves.

It seems it is time for another investigation.

Night Dive

The water is even colder at night, the water eerie as they make the dive down to the city. The whole city is lit up, light reflecting off shells and coral.

The light seems to be coming from the far palace. Outside the palace there is a sigil, in the shape of a shell, glowing brightly. It had not been there before, nothing to suggest there had been anything special about that patch of ground. Yet it glows now.

Crabs

The city of Bui, until now, has been peaceful, eerily empty even. But as they investigate they will find a different problem. Some of the giant crabs have found their way to the city. Not overwhelming numbers, but enough to be a problem, especially as their aim seems to be attacking the sleeping citizens.

On the Train

For those who remain on the train dawn brings it's own problems. Dawn breaks into darkness, the sun barely penetrating. Shadows are deep and the temperature cooler. It is not too dark to see, more like an endless twilight.

The seas remain rough and choppy, like a storm is brewing.
[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)

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Jun. 25th, 2019 05:57 am

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