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tushanshu_ooc2014-06-09 10:06 am
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Entry tags:
MISSIONS | June 2014
Hello Chelonauts!
As a result of the metaplot progression as outlined in May 2014 State of the Shell, Keeliai is now at war! With Malicant occupying the Palace, missions have temporarily taken on a narrowed and grim focus, as the Foreigners and NPCs of Tu Vishan try to combat the Enemy living literally in their own house. Remember that we also have a new monthly schedule for mission time frames, meaning that the IC play of them now run from the 15th to the 15th of the following month.
This month we have THREE prefabricated missions with plenty of opportunity still for player missions. We also have a comment header where you can suggest the sorts of missions you'd like to see in the months that follow! Feel free to be as succinct or not as you please, as we take these suggestions into account when creating the next month's missions based on this feedback as well as a comment for mission-related questions. Please don't hesitate to for more information or clarifications... we're still fine tuning everything to make sure players are able to get the most ICly and OOCly out of these missions.
MOD MISSIONS
Each month, a player can volunteer a character for up to three mod missions. Like other limited space elements in the game, we ask that each player only submit one character from their roster for the mod missions, though their other characters can be submitted for player missions, so long as it's one mission per character per month. To sign up, fill out the information below and choose your top three missions in order of preference. If there are more signups than available spaces for a mission, we will RNG characters into the slots. If your character isn't RNG'd into the first mission, they'll be added to the pool for the second mission, and so on for the third.
Mod missions will be tallied and their participants notified on the11 13 14th of the month @ ~9:00PM EST. Unfortunately we cannot guarantee that everyone who signs up a character for a mission will be chosen for one of the mod missions, as it is based solely on the number of signups for each one. In the event that your character isn't chosen for any of your three choices, you can still sign them up for a player mission before 9:00PM PST on the 14 15th.
This month's planned missions are as follows:
→ EKLI'SES (ITEM RETRIEVAL)
→ THEY-LUN (INFORMATION)
→ AKRANON (EXPLORATION)
PLAYER MISSIONS
Player missions can involve either just your character or a pre-planned group, or even have open signup! Once your mission is approved by the mods, including any clarifications or extra information needed, you're set for playing it out. Remember that the mission can take place at any point throughout the month. For convenience purposes, we've also created the %missions tag in the log comm and we'd be very appreciative if it could be added to mission logs when they get posted.
MISSION CREDITS
Each mission your character undergoes (threaded out with at least ten comments from your character, across any number of threads in the log) is worth a credit, and each handwaved mission is worth half a credit. Please note: only missions that you yourself come up with can be handwaved. The 'mod missions' are ones where participation is considered mandatory, as you are filling a limited slot. If we notice a trend amongst any one player of signing up for missions and leaving their mission-mates hanging, we will be speaking with them to determine a suitable outcome.
Mission credits can be claimed on the following month's AC post, where they will be confirmed by the mods and added to a spreadsheet for tracking.
As a result of the metaplot progression as outlined in May 2014 State of the Shell, Keeliai is now at war! With Malicant occupying the Palace, missions have temporarily taken on a narrowed and grim focus, as the Foreigners and NPCs of Tu Vishan try to combat the Enemy living literally in their own house. Remember that we also have a new monthly schedule for mission time frames, meaning that the IC play of them now run from the 15th to the 15th of the following month.
This month we have THREE prefabricated missions with plenty of opportunity still for player missions. We also have a comment header where you can suggest the sorts of missions you'd like to see in the months that follow! Feel free to be as succinct or not as you please, as we take these suggestions into account when creating the next month's missions based on this feedback as well as a comment for mission-related questions. Please don't hesitate to for more information or clarifications... we're still fine tuning everything to make sure players are able to get the most ICly and OOCly out of these missions.
MOD MISSIONS
Each month, a player can volunteer a character for up to three mod missions. Like other limited space elements in the game, we ask that each player only submit one character from their roster for the mod missions, though their other characters can be submitted for player missions, so long as it's one mission per character per month. To sign up, fill out the information below and choose your top three missions in order of preference. If there are more signups than available spaces for a mission, we will RNG characters into the slots. If your character isn't RNG'd into the first mission, they'll be added to the pool for the second mission, and so on for the third.
Mod missions will be tallied and their participants notified on the
This month's planned missions are as follows:
→ EKLI'SES (ITEM RETRIEVAL)
→ THEY-LUN (INFORMATION)
→ AKRANON (EXPLORATION)
PLAYER MISSIONS
Player missions can involve either just your character or a pre-planned group, or even have open signup! Once your mission is approved by the mods, including any clarifications or extra information needed, you're set for playing it out. Remember that the mission can take place at any point throughout the month. For convenience purposes, we've also created the %missions tag in the log comm and we'd be very appreciative if it could be added to mission logs when they get posted.
MISSION CREDITS
Each mission your character undergoes (threaded out with at least ten comments from your character, across any number of threads in the log) is worth a credit, and each handwaved mission is worth half a credit. Please note: only missions that you yourself come up with can be handwaved. The 'mod missions' are ones where participation is considered mandatory, as you are filling a limited slot. If we notice a trend amongst any one player of signing up for missions and leaving their mission-mates hanging, we will be speaking with them to determine a suitable outcome.
Mission credits can be claimed on the following month's AC post, where they will be confirmed by the mods and added to a spreadsheet for tracking.
Mod Mission Signups | Player Mission Signups |
AKRANON (EXPLORATION)
Mission Duration: Two to three IC weeks.
Mission Difficulty: ★★★ & ½
Mission Type: Exploration / Intelligence & Recon
Projected Plot Impact: Seeking volunteers to discover Malicant's possible origins.
Proposed Worldbuilding Changes: Introducing the land of Akranon, a vast desert teeming with secrets, and two new races, the Scurris and the Viili.
DOSSIER
Akranon
On the western edge of the world, low, dry scrub along the shoreline gives way to a vast desert, ringed by high mountains. Approximately the size of the Sahara on Earth, the land of Akranon is a test of the most hearty, the toughest, the ones capable of barest survival. Water is both currency and vital necessity. The desert itself has areas capable of sustaining life, a few blue oases dot its area, but they are rare. Dunes dozens of feet high are the norm, whipped into slithering peaks by dry winds. An occasional ruin is visible through the sands, lost temples and civilizations devoured by the unforgiving desert.
Animals adapted toward low-moisture live here, reptiles and small mammals that can survive with limited water intake. There’s also a Turtle equivalent of a camel, a great big thing with a high sloping back and a prehensile trunk. These are called ‘nukks’ and they’re about ten feet tall at the shoulder. Plant life is sparse, mainly cactus-type plants with lots of thorns. The nukks can eat them, but most humans will find them unpalatable. During the day, the temperature in Akranon can reach up to one hundred and twenty-five degrees Fahrenheit. At night, they can reach lows of just above freezing.
There are two main Oases in the desert, and two cities surrounding them: The Curra Oasis, and the Truul Oasis.
Curra is about five miles square, and the only place in the desert where characters can rest, find food and items, and talk with the locals. The central part of the city is a lake of water about a mile across, the largest open water source in the desert, fed by an underground spring. The water is clear, drinkable, and protected by spells and city guards. Don’t mess with the water supply. You won’t get a prison term, you’ll be executed on the spot, no trial. The “city” surrounding the water is closer to a village, with a few low, adobe and thatch buildings for trade centers, but mainly tents are used for housing. That, in turn, is surrounded by date palms, thorn bushes, and other desert plant life that does bear fruit. (Good eating on one of those date palms…)
Truul, located about twenty-five miles from Curra, is much larger, and much darker. The pool of water is three miles square, but it’s polluted and gray, undrinkable. There are several ruined buildings around it, the largest of which is a five story tall temple. It’s made out of granite, a stone not native to the desert. Below the surface, the temple descends hundreds of feet, and is spread out over two miles of labyrinthine passages and rooms.
The Skurris
A formerly nomadic people, the Skurris have finally settled at the Curra Oasis after thousands of years of wandering. The Skurris are short, stocky, and covered with thick scales, like a pangolin. They don’t have tails, but they do possess wicked claws and a snake-like tongue. They aren’t openly hostile to strangers, but aren’t exactly welcoming, either. They speak the language of trade and money, and will happily attempt to rip off characters who don’t approach with caution. They will also discuss the state of the Truul Oasis with characters, if they ask the right questions. The Skurris are led by their chief, a woman by the name of Salm, who is the matriarch of the clan. She has been leading the tribe for three hundred years. She’s very wise, but will not hesitate to put problems down. If that problem happens to be a Foreigner, well…
(Players are encouraged to write their own Skurris NPCs for this plot, using the personality and physical trait guidelines above. Salm will be written by the mod handling the mission.)
The Viili
The Viili are a non-humanoid race of energy beings, which can inhabit physical, non-living vessels. They’re incapable of possessing people, animals or plants while they’re alive, but inanimate matter is just fine for their purposes. It’s not uncommon for Viili to take the form of tumbleweeds, rocks, and entire sand dunes. They can even take over a corpse, but they find this incredibly distasteful. (So do most humanoids, frankly.) Without a physical form, Viili appear as a subtle shimmering of light, like reflections off of water. They are drawn to the oases in Akranon, as these places have the most opportunity to take on a physical form. They can travel great distances without fatigue, and can even live in other climates, but for some reason, the largest population of Viili are in Akranon.
They’ve been living in the desert since the creation of the world, watching other races come and go. Currently, they prefer not to get involved in any conflicts, and in fact will immediately disengage and flee should one happen. Not just a physical conflict, but verbal or emotional as well. It’s not exactly cowardice, but they have their reasons for avoidance. So when the Skurris took over Curra, the Viili gave ground almost immediately. They have no central leader, nor any sort of inhabitable town or house; individual Viili don’t even have names. They speak via telepathy, able to get through to the most rock-like mind, but cannot control others thoughts. Unfortunately, any telepaths that attempt similar communication will find that it’s impossible, as Viili don’t have brains to read. It’s a one-way communication.
The Viili hold the key to discovering Malicant’s origins.
(Players are encouraged to NPC individual Viili for the mission, following the personality guidelines set above. There will also be a mod-controlled Viili for plot advancement purposes.)
PLOT RUNNER
This plot will be run by Lis. She can be contacted at couervider at gmail or on plurk at
ASSIGNED PARTICIPANTS
> Bucky Barnes (
> Hellboy (
> Hal Jordan (
> Natasha Romanoff (
> Saint Walker (
> Zelgadis (
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With the info given, I can't really think of how I plan to thread out the specifics. Mainly he'll be wandering around these towns talking to whoever he can. Maybe perusing the market and definitely checking out the ruins. When talking to the Scurris, he'll go wherever any possible leads will take him (even if they aren't solid ones). Considering Salm's age and wisdom, he'll be perusing her, too.
As far as talking to the Viili goes, I'll just have to play that by ear. Luckily Hellboy is very sensitive to telepathic communication, and won't have much of a problem conversing with them given the chance.
With the desert itself, though HB doesn't like the sand or heat, he's very durable. He doesn't need to drink, and can withstand those temperatures without worrying about overheating. However, if he's traveling with other people in tow, they should probably go by night. He has a lot of experience with working in the desert, and will share his wisdom however he can.
Hellboy usually enjoys working alone, but he has no problem with working as a team. Chances are he'll be setting off on his own to do his exploring, then check back with people when he can. He may take one other person with him, depending on their skillset and how much they might need another person to back them up.
In the very beginning, he'll be very interested in gathering info on his teammates' past experience and personal skills.
Hellboy himself is not much of a leader. He has a lot of valuable knowledge and experience for this mission, but organizing people has never been his best attribute. If someone more capable were to take the lead, he would follow, and be there to help them and offer constructive criticism as much as he can.
Lastly, Hellboy is very uninterested in the details. When info-gathering about Malicant, he's not gonna be asking around for the guy's life story. He wants to know how to kill it. That's the only important thing.
Re: AKRANON (EXPLORATION)
He's going to be drawn to the ruins, mostly out of habit. He'll have problems talking to the locals, but he's gotten a lot better at it than he started.
Also, given the transportation and danger issues, Zel won't insist on being alone the way he does in canon. He'd rather not have to walk back to the Turtle.
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he's also supposed to be capable of dealing with foreign species as that sort of thing is covered in the job description of a green lantern, but it often doesn't work out like that... so it can really go either way.
also hal likes to lead and the effectiveness varies, but in this situation he'd probably be bad at it and shove himself in to try and do it anyway. /head in hands
the ring is also a complete cheater. if he asks it to check for living things in the area it'd tell him which could be one way of figuring the viili out
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I mean wait that's another desert sci-fi trope whoops.
The start to the Akranon log will be posted this afternoon. For my own sanity and ease of use, I'll be posting with the Ironwood account with notifications tracked. Please contact me on my plurk at
I am typically around all day Tuesday and Wednesday of every week, and after 6:00 PM Thursday through Monday, Pacific time.
If you walk without rhythm, you won't attract a worm.
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If anyone wants to do a group Plurk, my plurk is
Also, Lis, your Dune jokes made me so happy :)
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I just finished re-reading Dune for the Nth time last week, so I'm kinda ridiculous right now.
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Re-reading Dune is always a worthy endeavor. Always.
Also, I have the other four on plurk, I believe? I can put up a plurk asking for preferences?
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NP, and done! :)
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