voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
EVENT: Into the Unknown

Our next event is here! The voidtreckers have returned to the void base to drop off the scientists and continue with some of the research and experiments that were started last time.

Information about the base itself is here, and voidtreckers will be allowed to do whatever they wish during their time there: be that relaxing, or helping out with research. The voidbase will have training areas, recreational areas (shows, music, videogames, e-books), and sleeping quarters.

The train will be accessible at all times.

They will be at the voidbase between day 23 and day 26 of the month of Symphony. (14th-20th August)

However on day 25 the ministry workers will gather them to let them know that they believe they have pinned down an anomaly in the void. This was first detected and thought to be a voidstorm. However it has not moved or changed since it was discovered. Further more the energy readings that they can receive from it are unprecedented.

They would like the voidtreckers to go and investigate. This will be voluntary- though those who stay behind will be trusting that the tether looping to the void base holds up. For those that do go, they are warned that the ministry do not know what lies inside this seemingly permanent voidstorm...

Part Two will go up on the 20th August (Day 26) and will last until Day 28 (25th August)

TL;DR: The Voidtreckers return to the void base, more experiments happen. After a few days they are told of an anomaly in the void to investigate, this involves travelling purposefully into a voidstorm.


VOIDBASE INFO ~ EVENT LOG (PART ONE)
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
It is day twenty nine when the Voidtreckers finally leave the void base. They have made good progress, a lot of research has been done, the train memories have been unlocked and the scientists have a lot of data to work with. It will take longer for them to work with that data and they promise to keep the Voidtreckers updated on their progress. Reaching out is slow but that is to be expected, hopefully the Voidtreckers learned enough to keep trying even as they are back on the train.

Here is a quick summary of the memory history that they have now learned:
~ Before this event characters knew that system #1015 (the train’s homeworld) had been destroyed by the world eating shapes. This happened when the voidtrecker was their dealing with an existing threat. Most of the crew were killed, and those who survived tried to find a way to save the others.

~ They also knew that there was no recollection or record of system #1015 existing at all, which was not the case with other systems that had been eaten.

~ They knew that the train could go back in time for short bursts. That is how catastrophe missions work- a place has already been destroyed, and the train hops back five hours to try and stop whatever destroyed the world.


During this event the train was able to show the memories that the voidtreckers had gathered in the memory cave last month. They showed the pieced together memories here and the voidtreckers now have learned:
~ The survivors decided to go back in time- to force a catastrophe mission and return to system #1015 to try and rescue people before the shapes arrived. This was illegal but they were desperate enough to try anyways.

~ They knew they would only have five hours and their weren’t a lot of void tethering stations- they didn’t have the portable tethering technology that the ministry now have (that was used in Osiga). Even worse, there were no tethering stations on their second planet of Thistea. Two of the crew found a way to turn off the safeguards on the voidtrecker express so they could skip the tethering stations, and tether people directly to the train.

~ When they arrived, there was strange lightning- something they noted they hadn’t noticed the first time they had been there. Their attempts to not run into the other Voidtrecker Express failed, and they caused a time paradox, shattering reality.

~ That was the end of the memory on screen, but some people entered a trance and felt as the train had then, lost and alone seeing the first ten passengers of this current crew and reaching out to take them.

Outside of the memory things people did some research and if you haven’t it might be worth having a quick look at what they found.

People also trained in combat, helped with experiments on their tethers and powers, and began trying to reach out through the void to their lost friends.

A few takeaways:
~ Those that trained with the batons are given one to use, or to give to someone else who they train.

~ Though exactly how the Voidtreckers tethers work is still a mystery, the scientists have managed to make some SCAs that create a temporary tether to the Voidtrecker Express. They give the Voidtreckers a crate of them, in case they are in the position of needing to evacuate people to the void again. There are a couple of tethering data tablets with them. They make it clear that if they do tether anyone to the Voidtrecker Express, they will need to get them to the void base as quickly as possible as the temporary tethers will only last a week at most.

~ They have also got an upgrade for the voidtreckers SCAs. This will allow them to message the ministry. It will be a case of ‘leave a message’, but all voidtreckers will be able to do so if they need to.

~ After a passenger request and with the permission of the Voidtrecker Express, they have installed some of the holo illusion technology into the VR game system. This is a much simpler version of the simulation rooms on the void base. They can be programmed to meadow, beach, prayer temple or mountain top. People will be restricted by needing to be wearing the VR equipment, but it allows for relaxation and calm.

~ They will also be given a small box of void rock pebbles. They are smooth flat stones that sit well in the palm of a hand. The meditation instructors suggest that using those as a focus- especially if they connect to their craft using the methods they tried when first attempting to find the train memories (here for info) might help them in their efforts to find their lost friends.

The voidtreckers will now return to travelling, though the ministry promises they will be in touch soon.
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
EVENT: 12 OF BEETROOT

During Rabbit 9 to 11 (OOC dates: 17th-24th May), the train will be dropping off Voidtreckers in system #2554098133741, on the island of Jema'grethy. They can relax, but another reason for visiting is to help it find its lost memories surrounding its old crew.

There is also the option for characters to share memories with one another, and enter a mental bond with them. Otherwise, this can be a time of relaxation!


EVENT OVERVIEW ~ LOCATION INFORMATION ~ MEMORY CAVES ~ TL;DR
ASK QUESTIONS ~ BONDING SIGN UPS & PLOTTING ~ TRAIN MEMORIES SIGN UP

Once upon a time... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
EVENT INFO: OOC DETAILS

On the 24th Quicksand, there will be a train announcement just after breakfast (that will be posted on the 14th April, forward-dated). The train has picked up signals for a catastrophe mission, which they believe to be similar to the one experienced during the month of Egret, involving the Kingdom of Biq. This was the event that first introduced the world destroyers (also known as the world eater), the shapes in the sky that led to the destruction of Diagad and Enrara.

The train plans to respond, and will lead Voidtreckers to system #78961112094711 - the system of Osiga, and voidscout Anan's world. Here they will help in getting people tethered, and onto their own voidcrafts to escape the approaching danger

This event will last for 1 IC day, and OOCly runs from 16th to 22nd, with a conclusion going up on the 23rd. Every objective leads to the same desired result:

Save as many people as possible.


TEAM OBJECTIVES ~ LOCATION INFORMATION ~ OTHER DETAILS
ASK QUESTIONS ~ SHENANIGANS ~ TEAM PLOTTING ~ MISSION TASKS/REWARDS



You have five hours. )
voidmissions: (Default)
[personal profile] voidmissions
The mission conclusion is up and we hope everyone had fun!

Since we were trying out something new with this mission we would like your feedback about the system of tasks. What did you like? Dislike? Want to see more of?

Comments here are screened for privacy.
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
MISSION 17: OOC DETAILS

It's that time again. Mission begins 13th March (7 Quicksand) and lasts until the 26th. There will be a start log on the 13th, and then Ongoing on the 21st (11 Quicksand). A conclusion post will go up on the 26th March.

But before we get into the mission itself, we do need to address a change being made.

!! PLEASE READ !! NOTE: A NEW MISSION SYSTEM.

ABOUT ¤ As you saw above, there is no finale post mentioned. That's because we're testing out a new system, where we will be putting more emphasis on the completion of team goals deciding a mission's outcome without a big boss battle. We want to reward people's efforts for threading, and to give more breathing room to do tasks. This is not planned to completely take over our normal mission system, but if it works we will look into using both, depending on which one works best for the plot of the mission we have planned.

MORE OBJECTIVES ¤ Since we're trying something new, we will be keeping this mission simple, with no escalation on our parts - promise! There will be additional choices to choose between from team objectives (a maximum of three), to hopefully give more for characters to pick from. If your character has the idea to do something not listed but that's helpful, let us know - we will be calculating what's being done and what isn't to decide the mission's outcome.

As such, during Ongoing, we will give an idea of areas that are getting better, but what might be lacking. So most objectives will carry over, but we may throw in a few more.

PROOF ¤ We will have a post where people can let us know what tasks their characters are focusing on, or have worked towards.

This is what we're looking for:
  • A check-in that tells us what your character focused on during Starting and Ongoing. No links required.
  • Link to all threads done, who with and which task(s). Any length is fine, but threads with five comments is perfect! If you don't have a thread for a task your character would have done, just note it down.
10 comment threads are for mission rewards only!

Some tasks will have a higher priority over others, and it will usually depend on the mission and objectives which will be more important.

REWARDS ¤ Characters will still only receive points for threads with 10 comments total. We hope the new list of objectives will give people better ideas of what Team Colour the task they're doing falls under. (We also want to properly reward the cooks and healers for their jobs!)

Thanks for reading the above. You can leave us any questions below, but for now - click below for your mission of Quicksand!


MINISTRY MESSAGE ~ TEAM OBJECTIVES ~ LOCATION INFORMATION ~ OTHER DETAILS
ASK QUESTIONS ~ SHENANIGANS ~ TEAM PLOTTING ~ MISSION TASKS/REWARDS

Read more... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
On Day Twenty Eight, once everyone has managed to be safely anchored back to the train from their worlds they are called back onboard and the train once again attempts to enter the void.

This time it works, leaving the platform behind and entering the void with only a bit of extra turbulence. A few hours after they are back on their way the train will make an announcement.

That night as they rest and sleep some voidtreckers may experience a dream.

At first there are colours, the swirling colours of the void and within the colours are voices. As many people as possible.

Can you remove the safeguards?

How long left?

What about...

Focus on tethering.

Safeguards off. Do I need to tell you how dangerous this is? The voices come from nowhere and everywhere, distant and close at the same time.

The void shakes and melts away. You arrive in the middle of a battle. Around you there are shouts, explosions, screams. You are in space. Floating. Robots and space ships swirl around you, constant movement, constant light. It is an overwhelming moment, there are too many voices to pick up but the overwhelming feeling is fear.

A deep sickening fear and one that only intensifies when you come face to face with yourself. Your exact likeness, staring back at you, face twisting in horror as they see you.

They scream. You scream. The scream is echoed and the dream cracks into a thousand fragments. The pieces fall into blackness and you fall with them. Into nothing.


The dream is vivid and sharp and those dreaming it will likely wake at its conclusion with a feeling of great dread. Characters do not need to experience this dream but they may if you wish them to.
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
PART 2 DETAILS
~ Part 2 takes place through February 20th to 25th (Poi 26-28). On Poi 26, the train will finally communicate with the passengers onboard about its unsuccessful attempt to retrieve untethered individuals. Now, it is their turn to try.

~ For Returners (those who returned 'home'), as well as the obvious strange things that are effecting them they will begin noticing strange thing in the world itself. Namely colours flash across the sky, clouds reflect and kaleidoscope of colours. It is not constant but it builds and becomes more obvious to those around them.

They might also become aware of strange dreams in the general population. People speak of dreaming of bright colours, or just very vivid dreams. They might claim to have seen the past or the future or another place altogether. It's not everyone by any means but enough that it can't be dismissed so easily.

~ For Returners with Ministry contracts around, they will get a message to their SCA. Detecting large readings of void energy. Use caution. If contacted they will say they are working on figuring things out but have no answers as of yet.

~ Below is the information on anchoring given to Voidtreckers:
ANCHORING: NOTES
In the unlikely event a tether gets stranded on a liminal space platform or between their own world and the platform space, you should, in the first instance contact the Void technicians who monitor their non-travelling self. However, in the case they cannot be reached or there is a mass displacement of tether, an anchoring procedure can be carried out.

Ideally, this will involve two fully tethered individuals to retrieve the lost tether. One should be a stationary anchor. They should be outside of their void raft but if possible in physical contact with it. The second should be a roaming anchor reaching to draw the tethers back. In situations of mass tether displacement the stationary anchor can hold mutiple roaming anchors but it is recommended to not exceed five. In this situation it is recommended that anchors rotate between stationary and roaming.

To start an anchoring of this kind those anchoring should activate their anchoring program. Those staying station should reach out to the tethers of those they plan to steady. This might cause some emotional upheaval and they will need to stay steady, especially if connecting to more than one roaming tether. Roaming anchors then must hold the person they search for in their thoughts and move towards them. It is recommended that the lost tethers activate their emergency beacon to facilitate being found and returning but this is not a necessity.

Once the roaming anchor has found the lost tethers they must keep hold of them and guide them back towards their craft, the stationary tethers must draw them back, pulling them through.
    ~ You can have your characters do both jobs, since rotating will be necessary. Those being stationary can hold onto up to five people and their main job will be holding fast and trying to keep themselves from being lost in the swirl of consciousness. During the rescues they will be able to communicate mentally with those they are holding on to and to an extent be able to see and hear what they do. This will be more difficult the more roaming anchors they hold onto.

    ~ All those on their worlds will find themselves returned to their anchor point. If they had no world or you chose to have them stuck on the platform they will find themselves in a foggy space all alone, a message will tell them to hold fast and that help is coming.

    ~ Those roaming must move through a foggy, void river whilst thinking of the person they are wanting to find. Getting to them will be easy enough and once they are at their side they must hold onto them as they move back to the train. For those who anchored in fake Diagad this is very similar. They will be bombarded by images and voices from the person they are rescuing's world and life. This will be like a siren song that they must stay steady against.

    ~ Once they get close enough to the train the person getting rescued will glow gold and vanish, waking up in the luggage carriage. They will be very tired and need to sleep but those that are rescued early can help by anchoring on later days if they wish.

    ~ Comms will not be working - but all those in a anchor chain will find they can communicate mentally with each other even across distance. Any attempts to talk to the train in any way during this time will be unsuccessful.

    ~ Anything they took with them comes back with them unless they left it purposefully in their world. Nothing they picked up in theirs or any other worlds comes back with them.

    ~ Everyone who anchors will suffer a deep and total exhaustion that will last the rest of the month, though they will be back on their feet by the next platform.
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
On day eight of the month of Poi, the Voidtreckers' SCAs glow gold and a holographic screen appears.
We have been asked to assist the Ministry on System #281992471, Praeus. 150 years ago, outside influence led to the gods of the world becoming severely harmed, and now its lands continously suffer time distortions that cause fragments of the past to appear in the present. We have been sent information to help prepare for the mission. The weather will fluctuate, but will be mostly warm.

Red Team Some of the time distortions come from places of war and strife. Move in and shut them down. This will require battling the threats so that the equalisers can be set.

Orange Team Set up Equalisers once time distortions have been neutralised. Prepare camps for those rescued from time distortions. Monitor signals of new time distortions and coordinate with other teams.

Blue Team Rescue those displaced by time distortions and take them to the prepared camps. Help maintain calm in the camps and provide medical, nutritional and emotional support.

Purple Team Help neutralise time distortions. Protect orange team as they place neutralisers and help protect the camps from any threats that may escape out of time distorted areas.

Notes This is not a catastrophe mission. The Voidtrecker Express will be given a place to station if Voidtreckers and passengers wish to not participate in the mission. Map data will activate when we arrive on-planet. The Ministry believes it worth noting that hostiles will commonly be human for those who would find this distressing.

More information will be available when we arrive.

On a planet where the past met a future... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
THE EVENT

    With Anan's transmission verified, it is on Orchestra 22 that the Voidtrecker Express announces their incoming arrival into system #78961112094711. Voidtreckers will be able to witness from the windows as the kaleidoscope colours of the void disappear to a full-on star system, planets and stars a treat before they finally come to the planet of Osiga.

    This event lasts through Orchestra 22-25 (11th to 16th of December), and will have NPCs present for those interested in the plot side of things. There is also a form for characters to fill in if they decide to, though this won't be available until the event goes up. Read on for more details.




OSIGA AND THE IRUE GROTTO )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
THE EVENT

    On the morning of Day 7 (ooc: 13th November) passengers will notice that the void looks… weird. It swirls faster and more readily than usual. The colours seem bolder and shift violently from one extreme to another. They have entered a void storm. The storm will rage for Days 7-9 (13-18 November)

    This Void storm manifests differently than the last, as void storms do. For one it seems more extreme, the train itself is being battered and buffeted around more than the previous one. It will hold, but some systems will go a little haywire. Between that and the mental effects of a void storm it makes for an interesting few days.

    The singing that can so often be heard in between carriages becomes louder, loud enough to be heard from every carriage. An almost eerie choral sound that will bring about a general feeling of unease. Additionally it seems as passengers move through the train, things are… strange. Walking through the doors they may find themselves not where they were expecting. They know that the quiet coach should lead to standard, but instead they find themselves in the music carriage, or the library…

    And within the carriages themselves, all is not as it seems... )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
On day 21 of the month of Nebula their SCA's glow gold and a holographic screen appears.
A space station is System #903849 has requested void assistance. They are under attack and experiencing a systems failure. No space ships from their own system are close enough to help.

Red Team Find out where the enemies are coming from and stop them, secure any breaches to the space station.
Blue Team Find the survivers of the attack and protect them until the enemies are cleared.
Orange Team Repair the space station and get the vital systems back online.
Purple Team Clear the station of all hostiles, secure areas for survivors to be taken to.

Notes This is not a catastrophe mission. The Voidtrecker Express recognises that voidtreckers have already been out on a mission in the month of Nebula, however we appear to be the only voidcraft in range of the distress call. All parameters look normal and it is not anticipated that it will be a difficult mission for voidtreckers to complete.

But what is really happening? )
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
Voidtreckers. The readings that are understand to be from the entity originating from system#401837400141 have been found in large quantities.

The system we are going to is not void active. The system we are going to does not have a system number, it is not known to the void ministry. This is exceptionally unusual. No data can be found on the history of the system.

It appears to have multiple breach points- these are areas that merge with the void itself. Voidtreckers have seen these before, on the Void Nexi that the Voidtrecker Express has visited. A world with this many breach points should be known and have been studied. Yet there is no data on this world past five cycles ago.

Despite this there are life forms and they are in danger.


As always the light on their SCA lights up on the morning of Day Six. Time for another mission. However it does not remain up for long, enough time to read it, to realise that there are no team goals and then...

The mission begins.
jinn jar binks )
voidtreckermods: (sparkly train)
[personal profile] voidtreckermods
We've had quite a few questions so here is a summery of our most frequent/most broad questions for ease of reference.

The World

My character is planning on ignoring the train warning and will remove their SCA. What happens?

They will suffer an instant-onset migraine, nausea, extreme dizziness. If they get their SCA on or gets back to the train it will fade within half an hour to an hour. If your character is planning on pushing through regardless please post to character shenanigans.

My character wants to poke the Endless River. What happens?

Their SCA will beep in warning. It will be painful, a sharp pain that is almost like touching something far too hot. The instinct will be to pull their hand away. If they push through that, please post to character shenanigans.

Can they collect the endless river in a jar?

Yes, but the liquid will evaporate very quickly.

What if they drink the endless river?

Their SCA will beep and flash red. If they still drink the liquid it will poison them, resulting in a swift death.

What if they decide to swim in the endless river?

Their SCA will beep and flash red. They will feel pulled into the river and there might be a chance to evac our or get pulled out however if that doesn't happen pretty quickly they will die. Either way if they go for a swim, please post to character shenanigans.

What if my character uses scanning ability/emotion sensing/one of the other powers they were warned not to use on the endless river?

Headache Bad Times and sensory overload. They will have a headache all day and anything they try to sense with their magic will result in pretty colours and a headache. Please post to character shenanigans to let us know if they do this.

What about passive scanning? Will my character get auto-headaches?

The passive scans automatically make Bad Things Happen. These senses will blur over the river and give the rest of the lay of the land.

Can they collect the rocks and bits of mushroom?

Yes, they can.

Messages

Can my character send a message to someone who is dead?

Yes they can. Everything is feelings-based so they can send to whoever they wish.

Can they send a message to someone they don't personally know but know of?

Yes they can.

If there is another version of a character on the train but my character is trying to send to their own version, will it work?

Yes, it will go to who they intend it to go to. Please trust the magical stone postal service.

Can they send messages to characters on disappeared hiatus?

Yes, those characters will receive them when they wake in the suitcase.

What about dropped characters? Will they remember if they return?

They can send them to dropped characters. Dropped characters have no memories between leaving and returning to the train but they would remember/receive the message when they appeared on the platform.

Can they send messages to other characters on the train.

Yes, it will work. It will be pretty intense. They will get the feelings/message and probably a good solid headache to go with it. Depending what is sent they will feel the emotions attached to it for a while.

What happens if someone tries to put something physical into the bag as well? Will that be destroyed by the water? Will it be delivered with the message?

There is nothing to indicate that other objects would not be destroyed by the River. But there is nothing to indicate whether it would or would not be delivered with the message, it would be an act of faith.

What is the uppermost length a message can be?

Approx two minutes of concentration is the most before they get the sense the pebble can't absorb any more.

Do the characters know when a message has been received? If so, how?

No, they have no way of knowing.

If a character sends a message to someone who is later apped, would they have the option of apping in having received the message?

Not really. Seeing as time isn't stopped on their world. Say Character A wants to send a message to Character B, who is specifically the B from their world. B is already 1-11 months past A's canonpoint, in a reality where A is missing. An OU character B would not be from that reality and so won't be the character who received the message.

There are some exceptions where they could arrive having gotten the message, such as if character A is dead at canon point and character B is from past that point. Or in the case of CRAUs where character A physically left the world and character B is from a point after that. But these would be niche.

Is there a way to hide the sender's identity from the recipient?

No.
voidtreckermods: (train)
[personal profile] voidtreckermods
This months event is a little bit differently as it comes to us from Lisa- player of Rapunzel.

Back in the Deep Dweller mission Rapunzel's hair was cut by the final monster, sealing away her healing powers- but not robbing her of them completely. It is still inside her, yet without her hair she has no way of using it.

The void is a weird place, full of mystery. On the evening of Day Twenty One of the Month of Jelly passengers will awaken to a little bit of turbulence, notice the void is perhaps a little swirlier than usual. But nothing too bad. However it doesn't take long for things to start being a little strange... Passengers may first notice it as small glints of golden light left on surfaces, on floors, across the train. When passengers wake in their beds on the morning of Day Twenty Two they might notice some differences...

Rapunzel's healing power reverses the clock and it seems it has gone into overdrive a little. It won't affect everyone and who it does affect seems random, people who don't know Rapunzel might be affected as well as those close to her and her friends might get away without being affected at all.

~ Passengers will find any recent wounds or hurts healed, these might be injuries that occurred on the last mission, canon injuries or injuries from the train.

~ They might find more permanent things disappear- scars, tattoos, hair might lengthen or shorten. A character who has lost their sight may regain it for the duration of the event. Anything that can be reversed may happen.

~ This might involve emotional hurts- a painful memory might be forgotten, a pain that causes someone to hold back from others might lessen and allow a new connection to form.

~ At the most extreme passengers may find themselves literally becoming younger. This might be just a physical change where they remember everything but now look like they did when they were a child (or a teenager, or a younger adult). Or it may be that they are younger in every way- forgetting the train, shifting their canon point to a place in the past.

~ If a character for some reason normally looks younger than they once were because of shenanigans this effect could cause them to look like their original/older self.

Any other 'turn back the clock' ideas should be alright but if you want to run them past us to check please do!

The train wide affects of this will last for one IC day (Day 22- 12th and 13th February), when people wake the next day they will be back to normal. There is some scope for things to be permanent- healing of wounds or scars etc but any major changes will be reversed!
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
In the afternoon of day 25 of Imagination (ooc: 20th December) there will be an announcement that the train is about to arrive in a world.
World#5562102022: Home of the famous Winter Faire. Voidtreckers may spend the evening here. Please remember your Snowcoins. Enjoy.
The dressing carriage will open with hats, gloves, scarves and thicker winter jackets for passengers to wear. There will also be ice skates for everyone.

Winter Faire

The fair 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 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. There are ordinary paths through the market as well, for the less adventurous. 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.

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. 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. There are indeed woodland creatures within: deer, rabbits, strange white pompom-looking creatures. They are comfortable with people, and won't flee.

All the activities in the faire are free. 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.

The stalls don't sell much that would be considered useful, but are filled with trinkets, decorations, cute hats, sweets, fudge etc. 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.

A log will go up on the 20th December!
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
The mini event is live!. Mid afternoon of day 21 of Imagination each passenger may ask up to three questions. These questions can be about anything and it up to you if they want to ask them all in their first response or ask one and then follow up after they get their answers!

Just some general guidelines to help in keeping things organised:

~ The first post is to 'everywhere'. When passengers reply they are replying to 'engine room' and responses will come direct to the carriage/cabin they are in.

~ Remember that though the train responses are coming in as text passengers can reply with video or voice only.

~ The Q&A will last probably about 10-15 minutes all told in character after which it will disappear from the ICP like a normal network post. Obviously OOC this post will remain open- even if you can't get to this for a few days please don't hesitate to jump in with your question. You will be answered.

~ If passengers want to join up with others who happen to be in the same carriage as them at the time they may! Due to the limited time window it is not possible for characters to move between carriages and join in different conversations but they may join multiple conversations within the carriage they are in. They still only get three questions total.

~ Remember if you do want to join with other threads you must check with all participants of that thread before threadjacking.

~ You do not need to join with others, your character can just ask their questions alone if you wish!

~ During this time the whole ICP system will be used up by this, so it won't be possible to make other videos or calls. After the fifteen minutes it all goes back to normal.

~ If you are writing a lot of introspection, or are in a multi thread with other characters and there is inter-character discussion going on it would be super helpful if you bold your questions to help us pick them out quickly!

Have fun and happy answer searching.
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
On the morning of Day 20 (ooc: 9th October) passengers will notice that the void looks… weird. It swirls faster and more readily than usual. The colours seem bolder and shift violently from one extreme to another. Explanation will come quite quickly through an information piece on the ICP: They have entered a void storm.

What exactly a void storm is and what effects it will have will very rapidly become apparent.

In the Void

The void is always strange and ever shifting, and usually, those who look too deeply might think they can see shapes or patterns. Usually, they are gone in seconds.

Now though, passengers will see faces, objects and scenery in the void. Places and people from home. The colours shift into images from their memories and shift away into chaos once more.

Worse are the voices: calling them are those they have known in their past. Asking them to come closer, tempting them, begging them.

There is no way for passengers to leave the train, but the more they look, the more they’ll want to try and reach out to those they see or hear. The worse the voices get, the greater the temptation to watch the void, until they can do nothing but stare out of the nearest window.

On the Train

The images outside aren’t the only strange thing going on whilst the train navigates this storm. Passengers will find that the train seems a lot more crowded than usual. It may be that a carriage looks normal. Or, they enter a carriage to find it full; perhaps it is, suddenly, strangely, impossible to find a seat at the dinner table.

It may be that they see someone departed from the train, whether they knew them well or not, whether they departed recently or are long gone. Others are unfamiliar, though all wearing the train uniform. These echoes are, for the most part, silent, though they may laugh or say simple things in passing. Never to the passengers, of course, but as if they were speaking to someone else just out of sight. They appear from nowhere and fade just as quickly, going about simple tasks or sitting around: reading, playing games or even eating food. Passengers will find that when they fade so too does whatever they are using or holding, as if the whole scene is an illusion. Passing through an echo will cause chills and weakness, and is generally deeply unpleasant for any sustained period of time.

As the day goes on, these echoes will start following passengers, focusing on those that are alone. Being close to the echoes will cause weakness, fatigue and drowsiness. The more echoes following a passenger, the weaker and more tired that passenger will become.

Countermeasures

To help fight off the effects of the echoes outside and inside the train, characters must spend time together. Talking, playing games, cooking together. Any shared activities will make the voices quieter and the images from the void fainter, and it will be easier to fight the draining effects of the echoes inside the train, or not attract their attention in the first place, when in company.

For the echoes inside the train, passengers will also find that if they name them, or acknowledge them by speaking of a memory or a moment shared between them, that echo will react positively - smiling, expressing goodwill, or similar - and then fade, leaving them alone completely. 

End of the Day

As the swirls of the void are replaced by the pitch darkness of what passes for night, the echoes both inside and out disappear, as if they were never there. The next day the void is back to normal. Or, as normal as it ever is, at least...

Anticipated Questions

My character can sense/talk to/control spirits. Can they interact with the echoes. No. For those that have any kind of ‘spirit sense’ they will find that these don’t ‘feel’ like spirits at all, they won’t get any special sense or feeling from them. They cannot be spoken with or controlled via mystical means. The only interaction people will be successful with is naming them or sharing memories as mentioned in the Countermeasures section.

Can the echoes be recorded on a camera or other imagining device? No. Any photos taken throughout the event will not show the echoes at all, though the pictures themselves will look normal in all other respects.

My character cannot see. Will they still be compelled to look out into the void? They will still hear the voices and will still be compelled to ‘stare’. It will more be a wish for proximity; they may find themselves in the small gaps between cars, listening to the sounds.

What happens if my character doesn’t spend time with others or purposefully allows the echoes to overwhelm them? They will feel weaker and weaker until they fall asleep where they stand, at which point it won’t be possible for them to wake up on their own. However, other passengers can wake them as if from a deep sleep. They will feel quite weak for a few days afterwards.

Will my character be compelled to try and break the train (windows or otherwise) to get outside? If they are particularly weak to mind control/glamours/other such emotional manipulation, they may try to actually break out of the train. They will not be successful.

Are pets or companions affected? No. Pets and companions don’t seem to be able to perceive the echoes at all.

Who might we see? For the echoes inside the train: We have made a list here of past characters who they may see. It doesn’t matter if your character doesn’t know them, and if you have no idea who any of them are, you can be nice and vague about the strange figures following your character! There are others not on that list as well- humanoid for the most part, though some who look more alien. All are in the Voidtrecker Uniform.

For echoes outside the train: These can be any places or people from your characters’ pasts. They will look and sound realistic enough to be tempting but will ultimately be trying to persuade passengers to join them.

Are we seeing the same thing as each other? Passengers will see the same echoes inside the train. If an echo is following character A and character B comes to help, they will both see the same echo.

Outside the train is a little more complex. They see their individual images, but if two people are looking at the same section of void those images may merge or overlap. Basically you can play this as weird as you wish with merged images.

Does my character have to see things? I think seeing X or Y will upset them too much. It is up to you what exactly your character sees. The echoes outside can be as detailed or vague as you wish. If there are past characters that it would upset your character too much to see on the train again they can easily just not run into those echoes. How many echoes they see and how frequently is completely up to you!
voidtreckermods: (voidtrain)
[personal profile] voidtreckermods
Hello everyone!

Hopefully you are all looking forward to the Voidtrecker Express holiday! An event log will go up on the 15th August, where you can post all your holiday shenanigans. There will be some prompts but feel free to go wild with the setting! You can also, as usual, make your own posts on [community profile] middleofsomewhere.

For those taking part in the memory share sub-event, here is some information about how that will work and be structured:

Memory One - The Last 48 Hours

By the time the event goes up everyone will have received their partner and their first memory! This memory will come to the character after the train has exited the void but before they land on Jema’grethy. They will see the memory as if looking through the eyes of the person whose memory it is. When they come back to themselves no time has really passed- to anyone witnessing this it will look like they just lost focus for a second or two.

They might not know it is a memory at first- though it will become apparent that something strange is happening pretty quickly considering the amount of passengers affected. Depending on the memory it may not be obvious whose past they are seeing.

Apart from that small blip the rest of the landing goes smoothly and they will be able to enjoy their first day on the island.

Memory Two - Happiness

Sometime during the second day (always when the character would be in no physical danger should they zone out), they will receive their second memory. Again this will be seen through the eyes of their partner (as if it were their own memory) though the separation is easy enough afterwards. It can happen at any point on the second day, but a pair will go into their memories at the same time.

This time once the memory fades (each having seen the other's memory) they will find themselves in a lit cave, about the size of a small living room, facing their partner. There are no exits but they will understand instinctively that one will appear when the time is right...

Once they're done discussing what they've seen, two exits will appear, one for each of them. When they walk out they will find themselves back where they started before the memory hit. To anyone near them, it seems they zoned out for no longer than thirty seconds. The exit appears only when you ooc as players decide it should: once your thread has come to a natural conclusion, or you feel you've reached a fitting point for them to leave.

Memory Three - Despair

Towards the end of their third day on the island they will feel a pull to climb up the volcano-like mountain. It is not a bad pull (they will feel as if it is a good thing to go there, rather than something bad will happen if they do not) and they can ignore or fight the pull if they wish.

For those that do follow they will find benches to sit around the crater. During the two hours the sun is setting, pairs will feel drawn to the syrup, to touch the surface. Those that take part in the ritual will see their memory earlier rather than later but regardless, every pair will share their third memory by the time the sun has set, even if they do not climb the mountain at all.

This time both characters will see both memories. But from a distance, as if they are watching it unfold in a film. Albeit a very immersive film happening around them. They won't have agency in the memory but will be aware that the other is with them.

Once the memory finishes they will find themselves in the memory cave once more. Again an exit will appear when the time is right.

For those on the mountain top, the people currently memory sharing will look to be in a trance, lasting a couple of minutes.

Threads

There will be a Memory Cave post with top levels for each pair, which you can use as a catchall for threads set after the second and third memories.

We will also make a mingle post for those on the mountaintop on the last day.

Bonds

It is up to you OOCly if you want your character to form a bond with their partner. This will be emotional and empathic in nature but the exact shape it takes is something you can decide yourselves.

Some ideas:

~ A general awareness of the other, knowing when they are about to walk in a room or having a general sense of what direction they are in.

~ A bleed of strong emotions, feeling when the other is joyous, sad, in pain etc.

~ Low level emotion sharing, having a constant idea of what the other's general mood is.

~ Seeing each others' dreams.

Powers won't be shared, and communication would be more image- and emotion-based rather than words. But outside of that feel free to decide what is best for your characters.

If you decide on a bond then only one doorway will appear after the third memory.