Hathaway. (
futurologists) wrote2016-10-03 03:22 pm
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MISSION: PERDITION'S REST
MISSION: PERDITION'S REST All characters, established or new, will receive a form of this dossier to their devices. Thus, consider all information hereon as ICly available to all characters. Please direct questions here, and follow this link to view locations. The Bounty Board for Perdition's Rest has extra side-missions for your character to take until the end of the mission, which is currently slated for mid-December. PERDITION'S REST BRIEFING
Perdition's Rest is the primary settlement on Q-65, a boom town colony whose main purpose is to mine for argecite, a crystal that is found in rich veins throughout the planet. Q-65 is a chaparral planet, mountainous terrain mixed with scrubland and the occasional pine forest. It can be very dry and hot in the summer, upwards of 33ºC (92ºF) in midday, but luckily, you'll be here during the winter season. Expect rainfall to break up the otherwise arid conditions, with temperatures averaging around 24ºC (75ºF) during the day and much cooler at night. On arrival, all recruits will receive a modest sum of local currency to spend on clothing, housing, transportation, etc. If more money is desired, recruits may consider taking on tasks for locals. The locals are called the Qorral, a spacefaring species that survives by sending colonists out to argecite-rich planets, mining them hollow, and then moving on to other planets to do the same. The Qorral have brightly-colored eyes and sepia-toned skin, but otherwise appear to be very close to humans biologically; they require argecite in their diet for nutritional purposes, their home world's supply having run out centuries ago. Their society appears to be egalitarian, and are quite accustomed to dealing with non-Qorral people, so recruits should not expect any discrimination. As a spacefaring people, the Qorral are very technologically advanced, though frontier life necessitates they use fossil fuels; they appear to have little use for animal husbandry, all their working animals replaced by mechanical versions. Prior to the Qorral's arrival on Q-65, ALASTAIR has no records of intelligent life here. ![]() ![]() Perdition's Rest has existed as a colony for roughly 30 years, with a few prior years spent at another colony, located at the ruins known by locals as Boneyard Junction. Earthquakes brought on by mining efforts caused this original colony to half-collapse, leading the colonists to move to a location further away from the mines. After 30 years spent mining for argecite, the deposits are nearly depleted and the colonists are working to scrape the last remains from the planet before moving on, resorting to frequent use of fracking, which results in earthquakes. It's only a matter of time, ALASTAIR analysts say, before the entire planet meets the fate of Boneyard Junction and collapses into itself. Within the past year, some Qorral have left Perdition's Rest to live out in a separate camp up in the nearby mountains. These separatists are religious fundamentalists that call themselves the Redeemers, and that the Perdition's Rest population refers to pejoratively as the Deemers. This group proselytizes that the continual galaxy-wide search for argecite can end if they only dig deeper and further into the planet -- a so-called path to salvation. The Deemers' numbers have been steadily growing over the past several months, new members leaving Perdition's Rest to never return. The Deemers are not aggressive, so the sheriff has no cause to raid their camp -- but that doesn't mean there are no bodily threats around Perdition's Rest. Some colonists who have grown unsatisfied with their lot have become bandits out in the desert, robbing any of their former friends and family who stumble too close to their camps. In addition to this, the local fauna includes giant spiders and lizards, snakes, scorpions, and canines. But these threats all pale in comparison to the sandworms that have recently been driven to the surface by the more aggressive mining tactics. As you work toward your mission objectives, be careful -- this planet is wild. ![]() |
no subject
but would olivia's max-level alastair-given healing abilities have any chance of saving the deemers' (bodies) post-taraxa?
no subject
The downside: they remember nothing of who they were. They'll still have basic skills, like feeding themselves, speaking, etc, but their personality as it was before is sadly gone due to Taraxa influence. They'll have to develop themselves from the ground up again--but it's certainly a more hopeful outcome than the alternative.
no subject
thank you, mods!!