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- ! event log,
- ace attorney: ryunosuke naruhodo,
- adventure time: finn mertens,
- adventure time: jake the dog,
- alice in borderland: shuntaro chishiya,
- fear street: ziggy berman,
- grishaverse: the darkling,
- justified: tim gutterson,
- lockwood & co: anthony lockwood,
- mobile suit gundam: garma zabi,
- pacific rim: newton geiszler,
- red vs blue: felix,
- star trek aos: james t. kirk,
- star trek aos: leonard mccoy,
- star wars: cassian andor,
- the old guard: andromache,
- the x-files: fox mulder,
- yakuza: zhao tianyou
MISSION: A MATTER OF IMPORT, PART 1
● ● ● M I S S I O N 1 3 . 1

This time when the familiar ping of a new mission file alerts everyone aboard the Ximilia, it isn’t with the same feeling of urgency as — those opening the file may get about halfway through it before Viveca’s voice reaches them.
For a moment the communications devices go silent, and perhaps you’ll think she’s finished — but her voice returns for a few more words.
That is all. For those unfamiliar with Badrock, a series of explanations for how the groups will work, their different points in time, and any miscellaneous tips will be included in the file. Essentially while they all use the teleportation device together, each assigned group will arrive at a slightly different point in time to stagger the arrivals and better blend in with the locals.
The two days are quick to pass, and eventually comes the time for everyone to gather at the teleportation platform in the centre of the station. The hum of the machine has already filled the room when you arrive; and next to it, Viveca and Degar await, conversing with each other in quiet tones. When everyone has gathered there, Viveca takes a step forward.
But the growing hum of the teleportation platform is finally too much, and her words are drowned out — before you can ask her to repeat the name, you already feel it: that tug in the pit of your stomach that is so familiar to some of the team by now, but a new sensation to some. Without any room for one last word, the station blurs around you and for a moment you simply hang in balance, as if suspended between worlds… before a whisper in your ear and the cool change in temperature has you finally opening your eyes to some place wholly unfamiliar —
— now you find yourself sitting within a spacecraft, one among many in the large arrival hall in Naephus. Welcome to the Complex of Ndiera.

As you exit the spacecraft, you'll walk into a bustling hall that seems to go on forever — beneath a metallic dome there are countless spaceships arriving and taking off one after another in an intricate and very efficiently scheduled dance. Making it through the crowds of new arrivals, you'll hear a calm female voice from the speakers, echoing an announcement around you:
This announcement follows your steps out of the arrivals hall — and after you step out, well, it may be that you forget about any lurking danger of the ghost matter as the skyscrapers rise in front of you, stretching into the horizon, all competing for who can touch the sky first. Between them, speeders, shuttles and freighters create their own highways in the air, with small taxi-pods flitting around the larger ships. So best get yourself on one of the shuttles that will take you where you need to go, and get used to the bustling city that never ends.
1.0 Once you've found your space-feet on Naephus, it is time to explore the planet. You will soon find that “the City That Never Ends” is quite the literal moniker: the entire planet is indeed covered in skyscrapers and buildings, without any sign of plantlife, nor any sign of the natural state of the planet left. Many of the buildings bear the insignia of the Federation — and though the upper management within the Federation stay on The Supreme, the Federation’s banner-ship currently stationed between Naephus and Deumia, many still make weekly trips into the offices planetside. The uniform of the Interstellar Ops is a common sight around the planet: simple, straight silhouettes, monotone black, white and grey, and identical across all genders and species. Security officers are easily seen in similar monotone uniforms around the largest office buildings, hospitals, universities — it's very clear that the Federation takes protecting its citizens seriously.
Most of the Federation's buildings are only accessible to those who are meant to be there: the Federation offices, for example, can only be entered by Federation employees, and in order to get into the many University buildings, you will have to have successfully enrolled. To be allowed into the hospitals, you will either have to work there or have a credible reason to be visiting any of the patients currently admitted.
2.0 But there is a wealth of intriguing sights to see in addition to any of the Federation-employed locations: fancy shopping centres that are large enough to allow spacecrafts entrance within; artificial parks inside them, and countless, countless stores and boutiques to find just about anything you're searching for — and whatever you're not. So, hire a taxi-pod, hop into a shuttle, or if you can afford one or are under Federation employ, take your speeder or jet to move around the planet.
If you get hungry, there are a number of highly-rated restaurants with varied cuisine options that offer the best views of the planet’s three-hour long sunset. There are also food courts located within the shopping centres and past them where you have almost too many options to try cuisine from all walks of life, accommodating any unique dietary restriction. For the adventurous, there are hole in the wall eateries, delis, diners, and canteens. And when you've finished with your meal and fancy a walk around the city's streets, you might decide to head towards any number of antiques sellers in the scattered marketplace; they'll have all manner of collections of items from all around the Galaxy available to purchase — for the right price.
3.0 If you've played your cards right with your backstory, you may be invited to any number of the Federation-run fundraisers and gatherings held once a month; these events are the best way to meet with any executives from different departments. One might spot B'nin, Chief of Security, greeting all of the recruits into the security division personally and by name; or Chief of Staff, Haughtford, smiling jovially as he talks to his former Interstellar Ops coworkers. Even those from the Science Department may make an appearance — although Dr. Breezr has been known to rarely attend these events herself, instead sending a small team of people working directly under her to mingle on her behalf.
Perhaps you’ve decided to attend the festivities to get a feel for the planet's culture. Through musical performances, acrobatics, and sometimes even auctions raising money for supporting the hospitals and medical research, there are many opportunities to learn this world's way of life. Or perhaps you're just here for the free food and drinks … no judgements; or maybe you’re here for recon. Whatever the case may be, these are opportunities not to squander, especially if you intend to gain a little face-time with any of the higher-ups within the Federation.
4.0 If you've managed to snag a position under the Federation employment, perhaps you might gravitate towards the many hospitals and Federation-run orphanages around the planet. The former are constantly hiring new medical staff for just about any position, but seem to have a keen interest in those with knowledge in autoimmune systems, pediatrics, and diseases — there are whispers of the why, and every time it comes up, so does the topic of ghost matter … but in order to investigate that a little deeper you'll have to pass those interviews first. If you're interested in working at any of the orphanages, you may be in luck as well — with the need for more space to accommodate the rising number of orphans, the Federation has taken it upon itself to support these institutions generously, making sure that all children being housed here have the right support systems, proper care, and receive a good education. If your skills align with any of these needs, your hiring process is sure to be a quick one.
5.0 Once you have seen all that the official side of Naephus has to offer, it is all too easy to turn your glance downwards below the glistening skyscrapers and busy speederways to the darkened streets that wind like ribbons around the planet’s surface. Despite the Federation's heavy presence across Naephus, crime still manages to flourish — especially on the Outer Edge. There are a variety of gang and criminal organizations that run their businesses from seedy alleys, clubs, parlours, and bars. Mercenaries and bounty hunters can be easily spotted if you know what to look for, either on their way to a job on the other side of the galaxy, or perhaps returning from one and seeking to unwind at one of the local dives.
Here at the Outer Edge, the black market sells whatever you can imagine. Supplied by the many smugglers that always manage to find their way back into the back alleys of Naephus' grittiest shadows, they'll have anything from out-of-date and untested tech parts to off-book street-drugs made from personal recipes, from unlicensed droids to equally unlicensed weaponry. The Federation's standard ghost matter weapons, manufactured on Deumia and issued only to the Security Division and Interstellar Ops, are the only weapon that is practically impossible to find here, no matter who you ask.
If you're feeling a little daring and want to explore the black market, you'll need to come prepared with any of the following: something particularly valuable to sell, enough desid (Zeta Alatheia's main form of currency), or a generous helping of charisma — otherwise you may be regarded with suspicion. You can also try to pose as a mercenary or bounty hunter and hope your ability to act will get you access. Those who look like they may have ties to the Federation will be booted out immediately and remembered — your image may even appear on one of the walls alongside blaster-holes and red-markered faces. However, if you're allowed in and find yourself drinking alongside any bounty hunter or mercenary you may find a whole other set of holos decorating some of the walls: images of wanted criminals still at large, including several of Zandr with a large desid amount listed beneath his headshot for any information possible.

After your initial arrival on the dense ecumenopolis of Naephus and time spent collecting the appropriate travel documents, permits and a temporary place of residence, you’ll have adapted to the hustle and bustle of a planet that quite literally never sleeps. The culture shock of Nuhiri might then be immediate with its sleepy mountain range, glassy lakes, and the calming sound of the rivers and birdcall — but it might also be a breath of fresh air. (And the air does, in fact, smell fresher here too.) The weather in Nuhiri is temperate, with crisp mornings and evenings and comfortable daytimes. It’s the perfect temperature for a light jacket and an exploration.
6.0 You’ll begin the way all newcomers to Nuhiri do: at the flight port just on the outskirts of the city. After a presumably smooth space-flight from Naephus, ground shuttles arrive to take passengers into the city. Droids of varying shape, form, and mechanical-make immediately move in to perform their routine maintenance work and refueling on the spacecraft with communicative beeps, whirrs, and squeaks between them. If you linger too long to watch them, a droid at the shuttle will trill a cue in your direction, impatiently prompting you not to hold up the rest of your fellow passengers trying to leave the port. Everything, after all, runs on a timed schedule and the next craft is set to arrive soon.
The shuttle ride isn’t a long one. Surrounded by large windows, you'll get your first glimpse of the gleaming white-towered city and the way it seems to be nestled within a lush and natural environment where both trees and architecture can coexist with each other. Sunlight seems to touch every part of the city’s reach as though lighting the city up from within; lines of trees and beds of white and yellow flowers adorn paved streets; large, formidable pillars mark entrances to institutional structures; smooth, curved low-rise commercial buildings live amidst tall residential towers with sleek pointed tops. Much of the visitor spots are easily walkable; otherwise taxi-pods and shuttles and private forms of transport are within easy access. The people here vary in shape, size, colour, and species. The occasional droid can be found trailing behind an organic, often carrying parcels, or otherwise acting as a companion.
You’ll be let off at the nearest shuttle-port, handed your bags, and after getting past security with your appropriate documentation in hand, be allowed free reign of the city. Explore alone or with a teammate, help another tourist like yourself, do a little shopping or stop by for a meal or a drink — aside from your arrival, there isn’t the same sense of urgency in Nuhiri that seems to exist in Naephus.
7.0 If you’re looking to immerse yourself in the art, culture, and history of Nuhiri, your best bet is to venture into Xaolea, the capital of Nuhiri, where the Federation has helped to provide an expansive and well-financed cultural program for the curious. The small cluster of buildings form a complex with an outdoor courtyard with seating and pleasant shade from the sun under lush, deep green trees. One can spend the entire day in Xaolea’s cultural centre, flitting from the natural museum to the history centre to the arts and sculptures gallery, wandering the long corridors and taking in the stories of great individuals, and marveling at the talents of others. The artwork varies from holo-images and screens to tactile sculptural works crafted by hand; much of it is influenced by the stars and philosophical thoughts about life in this sector of the system. Information about Nuhiri’s weather systems and plantlife as well as the symbiotic relationship between the three planets in this part of the Complex known as the Ndiera: Naephus, Nuhiri, and Deumia can be learned through a visit at the the museum
If you’re in need of a brief break or you’re looking for a place to socialize, there are convenient (and intentionally designed) places to sit for a cup of tea or coffee. The breeze out here is pleasant, as is the gentle birdsong of nearby pibonems, small sparrow-sized creatures with brightly coloured plumage, that make their homes in the trees. Connected to the gallery, there are two small bakeries selling delicate and flaky pastry, and of course … before you exit, why not go through the gift shop?
Before the sun sets on the day, you may decide to visit a nearby temple. These structures are built the same across the Ndiera, with a spacious smooth white dome and an entrance and exit from one side. At the top of the rotunda is a circular cut-out that allows natural light to pour into the space otherwise only lit by dim flickering candera — essentially, digital candles — which then spotlights a place of meditation before a very simple altar that has no specific allusions to any such figure or face. Usually these temples are empty as the Federation and the community as a whole maintains them.
8.0 Nightlife in Nuhiri exists mainly in one part of the city, when the commercial zone closes their retail shops and daytime cafes for the clubs to come to life. Brightly lit signs in blues, reds, greens, and yellows beckon visitors in for food, drink, and other pleasures (with very firm Federation-mandated age restrictions on alcohol, gambling and drug-use) and the establishments don’t close until the skies lose their moons-light (of which there are three moons that surround Nuhiri) and the sun rises again for the new day.
For those not particularly interested in nightlife activities, there are quiet parks for an evening stroll, and plenty of establishments that offer temporary stays from a night up to several months. One can also take a short tour of the city by carriage, led by two docile but large hulking tercens, creatures that resemble oversized naked rodents with stumpy tails and big, shiny eyes. It’s a pleasant ride, partly because the movement of the tercens is smooth and coordinated, and because by now most Nuhirians have gone home and gone to bed for the night. Only the soft chirps of insects can be heard under the pale glow of the moons-light.
9.0 Past the city’s structures are the mountain ranges where visitors and residents alike can take a short-path flight-shuttle (public or private) to either the highest peaks for the snow lodges where they might ski or snowboard, or to a lower range of tree-covered hills and trails for hiking. Here one might pass by beautiful waterfalls (perfect for photographs and holovideo opportunities) and take part in a little bit of recreational spelunking. There are also high cliffs that look over clear lakes: perfect for diving. A number of these areas feel worthy of a little exploration with their winding paths and unique rock formations holding mysteries untold.
At the snow lodges, there are various mountain ranges for every skill level to try their hand at either skiing, snowboarding, or snowtubing. The rules of these sports will feel familiar to any of those who come from a Milky Way Galaxy Earth-based planet. After a vigorous workout and long day on the slopes, relax at the natural hot springs and sauna. Refreshments and food are available at both locations, served at temperatures appropriate for the activity, and offer overnight stays for those who wish to spend more than a night or two away from the city. You might notice that there are always a number of interesting faces who might strike up a conversation with you if you seem approachable enough. Most of the people here are tourists from other parts of the greater system, but you’ll find long-term visitors who make Nuhiri their seasonal destination.

Whereas there is much reason to visit both Naephus and Nuhiri, arrivals to Deumia have generally only two purposes: to work in the various mining conglomerates and factories built across the planet to benefit from the incredibly mineral-rich soil, or to head to the Science Division Offices. The weather here is almost always just a touch too warm, and a little bit too dry, but there are plenty of employment opportunities here and the turnover rate is high for seasonal workers, meaning there will almost always be jobs available.
10.0 If your journey takes you to Deumia from Naephus (or Nuhiri), chances are you’re here for mining work, and you’ll be joined by a number of others just like you from all across the Complex. The hours are long and the work is arduous, but the pay is handsome and steady enough that there will always be a job opportunity if one is hungry enough to take it. Speaking with any of your fellow coworkers-to-be, you’ll learn that some miners make this their seasonal gig and return frequently; others take breaks and come back once every now and then when the amount of desid in the bank runs dry. Before you are allowed into the mines, you’ll need to be trained in proper tool use, safety, and mild conditioning, of course — and once you’ve passed these courses, you’ll be given the right gear to begin mining.
All miners must carry a license, and those without one will be fined. Stealing from the mines face heavy penalties if caught, ranging from a hefty fine to detainment time by the Federation depending on the severity of the crime. Even mineral hunters who scavenge the empty mines after the Federation releases these areas for ‘public use’ will be asked for proper clearance before they’re allowed onto the planet at the flight port office. However, the rumour is that the process is well worth it. Sometimes, some might say, the Feds miss some of the good stuff if you dig just a little more. It’s not easy work, but none of it is, and once the mine is deemed 'free', there’s nothing anyone can do about the minerals you claim.
11.0 For those who prefer to work a little less arduously with their hands (and their backs and shoulders and legs) and have some skill in research and science in their arsenal, the Federation’s Natural Resources Research Facilities may be the place for you. Through the Federation’s greater science division, an office specifically set up on Deumia allows the streamlined process of harvesting, cataloguing, and exporting both natural materials (including those native to the planet) and ghost matter from Deumia’s atmosphere to be used in the Ndiera Complex. A large grid of electrium cell containers can be seen next to the office building, sectioned off by way of charged fencing in order to discourage any trespassers from accidentally harming themselves from the high voltage systems. They’re something of an intimidating sight, their vertically pointed antennae giving off the occasional violet spark as it periodically pierces the atmosphere and siphons some of the ghost matter before recalibrating the volume of gathered matter within its collections barrels.
To work at the FNRR facilities, one will need to prove their worth through a brief interview and the right documentation. However, the Federation always welcomes new bright minds for any of the intern and entry-level positions, which mostly consist of gathering and cataloguing samples; it isn’t difficult to score a position especially if you’re eager to learn. Those with a little more science know-how will be given the opportunity to research any newly discovered minerals and test their functionality, offering new uses to better the lives of the Complex’s citizens. These are especially good opportunities to strike up conversation with the head of the department and could lead to further chances to speak with Naephus' Federation chiefs.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• To explore a specific location or speak to any of the NPCs, please submit your search request HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪ ♪
no subject
Then they were moving, Bracken pushing his way past them, and they followed in his wake. Yelena seemed to completely ignore Fyna at their back but Felix glanced back at her once or twice as they left the building and headed outside. He was used to having a bigger partner to watch his back.
Luckily, they had apparently managed to get somewhere with their confession.
"To contain it. You can't destroy the orbs, they are too powerful," Yelena explained easily enough, seemingly indifferent to the potential danger they might be in if she said the wrong thing. Honesty got them here, she might as well keep going with it. "You can only put them in a safe place where they can't cause problems for everyone else in the universe."
Felix eyed Fyna for her comment. The irony of the dynamic of these two mercenaries was not lost on him. He glanced away only to add to the conversation. "It's what we do. We hunt them down and bring them back to a safe place where they can be contained. It's complicated, but that's the important part. We know how powerful they are, what they typically look like, and that they cause a lot of problems wherever they end up. Do you think something like that could have ended up in this system?"
no subject
"Right, here's how this is going to go," Bracken says as Fyna walks to his side so they're facing Felix and Yelena. "You're going to stand right there, and if you move one muscle, reach for a weapon, anything suspicious — you're done. We clear?"
"We're taking a risk and trusting you guys," Fyna adds, lips pursed. "Don't make us regret that."
Next to her, Bracken taps on a device he's got attached to his wrist: it seems to spring to life by recognising the right DNA, showing a small holo-projection of a figure with messy hair, seeming to arrange things inside a ship.
"Hey, things got pretty interesting here. I think you're gonna want to hear this. We within distance?"
On the projection, the figure stops, turns to a screen on the ship, and nods.
"Yeah, sure! I'll be there —"
The projection suddenly cuts off... and between Bracken and Fyna, there's suddenly a man that certainly wasn't there before. His hair is a right mess, and he's wearing a white coat underneath the cloak he's got on. His eyes are sharp and intelligent, and his face, well. His face is plastered on most of the public places around Naephus.
"So, what's going on? What's the thing I should be interested in?" Zandr says brightly, eyes taking in the new duo.
Bracken relays him exactly what has been said — and sure enough, Zandr's brows furrow, expression turning thoughtful.
"So that's what is going on. Hm, alright. So you're looking for... an orb, is that what you called it?" Reaching to his coat pocket, he pulls out a round, jewel-like object, one that seems to swirl with a smoky grey mist inside it.
"The Federation called it a conduit, but I guess we're talking about the same thing."
no subject
Felix had the gall to roll his eyes skyward but kept quiet. Until, "Speaking of blurting things out, I'm going to guess and say you don't have an ongoing deal with that thing." He was clearly speaking to Zandr as he made eye contact with the criminal. He didn't phrase it like a question but it was most definitely a prompt.
It was tempting to grab it and see what happened--that was one way to know for certain if it had an ongoing deal with anyone. Felix's fingers twitched at the idea but he didn't move. If there was a deal in process, ruining their chances at forming an alliance was a dumb move to make. Besides, he still had nightmares about the last time he touched one of the damn orbs.
Yelena was much more calm as she continued the train of thought that Felix began. She, too, knew what an orb looked like when it was near someone that held a deal with it. "We need to know who was using it last. If anyone has a deal with it, it could be even more dangerous. And we can't take it to the safe place without the contract ending. What was it being used as a conduit for?"
no subject
"I agree with you, this thing needs to be locked up. And I'm happy to give it to you... Once I'm done." Slowly, the smoke swirls inside the orb; quietly active all the time. Zandr drops it back in his pocket.
"It made ghost matter the way it is, now. And currently it's keeping everyone affected by it from dying."
Zandr says it all like he's discussing the weather.
no subject
They knew about the rest. At least, insomuch as their scientists had discovered about the ghost matter and shared with the rest of the team so far. It was enough to see where some of this was going. Yelena and Felix shared a look of their own. They weren't as in sync as their opposites over there but this was really a no brainer.
"So," Yelena said, "how do we help you? There are a lot more of us. One of us is bound to be able to help somehow." She looked directly at Zandr. "They will want to. To protect the people."
no subject
"Can you believe this shit? If I'd known it was this easy to get help, I'd have asked you to wave that stupid thing in front of everyone we came across," she mutters, rolling her eyes.
"Hey, this is good news," Bracken says, a steady presence on Zandr's other side. "We've been working on this for how many years now? You've been working on this," he looks at Zandr. "Maybe, if they've got people like you..."
"Scientists," Zandr supplies, scratching the back of his head and messing his hair up even worse. "I'm going to get rid of ghost matter altogether. And I can't use our smoky friend for it, so I'm doing it the old-fashioned way. So if you have anyone who knows their way around particle alteration..."
no subject
"We can contact them and tell them what you've told us. I don't really doubt they'll all jump at the chance to help the people out here. It's kind of what they do," Felix supplied as well. After a brief moment he added, "We can contact them immediately, all at once, but how do you want us to handle it? If you want them to work directly with you, you'll probably want to set up a place to meet at some point. But some of them are...let's say, undercover and working in labs across the Complex, trying to get as much information and doing what they can to help while we're all here. If you need anything, now might be a good time to ask for it."
no subject
"Yeah, but also may solve some of the problems we had." Bracken shrugs — it may end up being a good thing, in the end.
"I need to set some things up in the lab," Zandr says, "but once I've got it all done, one of us will let you know. It's in Nuhiri, but we'll figure out a way to bring those people in, some way that won't attract attention. And if we manage to create the particle..." Zandr pauses and grins. "That's when the real fun starts."
With that, the trio say their goodbyes — Zandr is gone as quickly as he appeared, while Fyna and Bracken blend into the shadows of the alley and make their way back to their ship.
This search will yield no further results.