actual tsundere chrysos kineas (
devotedtothecore) wrote in
exsiliumlogs2014-01-10 11:28 pm
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Entry tags:
(open) mi....ssion??? of unofficial proportions
Date & Time: Jan 10th onwards, for weeks or longer
Location: Various locations in Snowsilium
Characters: Anyone involving themselves!
Summary: After discussions and planning and revisions and briefings over setting up Something Bigger for the Transports in this new Exsilium, it's time to get to work. Double time. Discretion's the watchword.
Warnings: SHENANIGANS. Possible violence against wildlife and trees. Threat of hypothermia and other workplace hazards.
Maybe you saw the network posting, maybe you've had a private chat with one of the guys running the show sometime. Maybe you heard about it from someone else, or you just happen to be going about your business and thought to stick your head in. Either way, it's becoming a busier time in wintered-out Exsilium, in various places.
1. brick and mortar, coil and cable
Everywhere, no matter which of the five sites you might choose, or be assigned to, there's a hundred little things to do. Whether it's clearing debris or laying stones, hammering nails or filling cracks, if you've a pair of hands and a willing heart, there's a job for you. Crates and bundles of supplies and materials come in, now and again, gotta stack those up somewhere, and if you've the time won't you help these other guys hold this pipe up, so another can bolt it in place? Somebody bring a blowtorch or a fire-user over to weld this thing. Mind the wires, there, they're connected to the solar panels and about to go live. Don't forget to check back with the blueprints, or somebody who knows how to read them.
And these busy workers, in turn, could use feeding and the occasional first aid. Accidents will happen, and all that.
2. bounties of the earth
Outdoor work's a tougher, colder affair, but the more you can get from the land itself, the less you'll need to barter for. There's forests of trees further from the central populated areas, though try to avoid being seen by the local woodcutters if you can; and a hill or two might be worth quarrying into for solid stone. The highlands, remote as they are, aren't a bad place to harvest from.
Don't get too carried away, of course; a swathe of stumps might be more than a little suspect to anyone coming across them, and the Exiles are a suspicious enough lot as it is.
3. technologic messing fixing
Plenty of more complex jobs to do as well, of course, needing the hands and minds of the technically-minded. Heating, water, electricity; generating it, directing it, controlling it. There's also the need to jury-rig or improvise the tools and parts and machines all over, more often than not, given that the best Exsilium's rudimentary industry has to offer is what serves the lifestyle they've eked out; agricultural equipment features heavily, and most locals aren't willing to part with that except with great reluctance. (They've got pretty decent solar-energy tech despite the odds, it has to be said.)
But ingenuity more or less finds a way; and there's always picking up a key piece or two from elsewhere, with the help of the Transporter.
4. transports (the four-legged kind)
If not by sea, then by sleigh; and sleighs need to be drawn, one way or another. There's the beginnings of kennels and stables at the museum and the fort, ever occupied by at least a handful of lounging dogs or caribou, or the odd yak, at any time; perhaps you're helping to tend to those? They've had their own long day, after all.
Or maybe you're out romping in the snowfields, to try your hand at taming some of the ones out there. There's still a great number of their wild relatives, after all, and it's a little more discreet (and cheaper) than bartering for another lot of them from the city's merchants.
Try not to get trampled.
5. supply runs (or slides)
Skis and skates work for smaller affairs and smaller distances, but some materials need to be moved quite a ways, especially anything sent out to the highlands. Can't be too obvious about it, of course, so it's best to string the sleighs out, in timing and distance; to keep the size of their loads small and disguised, and the crew attached to a handful or less. Remember to look for all the world like just more of the locals, bringing their wares to or from home.
Watch out for bandits. And mind those yetis, white fur can be tricky to look out for. (Makes you wish for portals, sometimes.)
6. when in rome, speak as the romans do (to the romans)
A silver tongue, a sharp eye, and a decent imagination are valuable assets in helping things along and keeping them discreet. Whether it's in bargaining with that grizzled old merchant for a few more sacks of potatoes or cement, or a smuggler for that extra hydroponic kit; or heading off the half-curious, half-suspicious couple coming to take a look at the clinic's rising framework; or spreading a few casual stories around in a public house or two, reasonable explanations for the stuff being carted in to those warehouses lately. (Be sure to have those cover stories straight with the rest of the crew.)
And for those with the talent, there's always making deeper Connections, as any area with this much of a population-- even scattered as Exsilium is-- has its invisible webs and undercurrents to tap into, with the right words and promises and exchanges. If asked, Chrysos himself might direct you to a certain Madam of some level of influence in various businesses of the region; just be mindful of the fact that she holds her office in a House Of Ill Repute. (That is, if Chrys remembered to mention it.)
7. et cetera
Or maybe you're not quite engaged in any of these things, exactly, but you're involved (or involving yourself) some way or another. Maybe not necessarily helpfully, either. Hey, it's a free(?) country.
(( Notes: For any new OOC plotting you might wanna do, check out the briefing post! Feel free to engage in as many or as few locations/tasks as you want. I WILL GET BACK TO EXISTING THREADS IN THE NETWORK POST AND INBOXES AS WELL forgive my slowness ))
Location: Various locations in Snowsilium
Characters: Anyone involving themselves!
Summary: After discussions and planning and revisions and briefings over setting up Something Bigger for the Transports in this new Exsilium, it's time to get to work. Double time. Discretion's the watchword.
Warnings: SHENANIGANS. Possible violence against wildlife and trees. Threat of hypothermia and other workplace hazards.
Maybe you saw the network posting, maybe you've had a private chat with one of the guys running the show sometime. Maybe you heard about it from someone else, or you just happen to be going about your business and thought to stick your head in. Either way, it's becoming a busier time in wintered-out Exsilium, in various places.
1. brick and mortar, coil and cable
Everywhere, no matter which of the five sites you might choose, or be assigned to, there's a hundred little things to do. Whether it's clearing debris or laying stones, hammering nails or filling cracks, if you've a pair of hands and a willing heart, there's a job for you. Crates and bundles of supplies and materials come in, now and again, gotta stack those up somewhere, and if you've the time won't you help these other guys hold this pipe up, so another can bolt it in place? Somebody bring a blowtorch or a fire-user over to weld this thing. Mind the wires, there, they're connected to the solar panels and about to go live. Don't forget to check back with the blueprints, or somebody who knows how to read them.
And these busy workers, in turn, could use feeding and the occasional first aid. Accidents will happen, and all that.
2. bounties of the earth
Outdoor work's a tougher, colder affair, but the more you can get from the land itself, the less you'll need to barter for. There's forests of trees further from the central populated areas, though try to avoid being seen by the local woodcutters if you can; and a hill or two might be worth quarrying into for solid stone. The highlands, remote as they are, aren't a bad place to harvest from.
Don't get too carried away, of course; a swathe of stumps might be more than a little suspect to anyone coming across them, and the Exiles are a suspicious enough lot as it is.
3. technologic messing fixing
Plenty of more complex jobs to do as well, of course, needing the hands and minds of the technically-minded. Heating, water, electricity; generating it, directing it, controlling it. There's also the need to jury-rig or improvise the tools and parts and machines all over, more often than not, given that the best Exsilium's rudimentary industry has to offer is what serves the lifestyle they've eked out; agricultural equipment features heavily, and most locals aren't willing to part with that except with great reluctance. (They've got pretty decent solar-energy tech despite the odds, it has to be said.)
But ingenuity more or less finds a way; and there's always picking up a key piece or two from elsewhere, with the help of the Transporter.
4. transports (the four-legged kind)
If not by sea, then by sleigh; and sleighs need to be drawn, one way or another. There's the beginnings of kennels and stables at the museum and the fort, ever occupied by at least a handful of lounging dogs or caribou, or the odd yak, at any time; perhaps you're helping to tend to those? They've had their own long day, after all.
Or maybe you're out romping in the snowfields, to try your hand at taming some of the ones out there. There's still a great number of their wild relatives, after all, and it's a little more discreet (and cheaper) than bartering for another lot of them from the city's merchants.
Try not to get trampled.
5. supply runs (or slides)
Skis and skates work for smaller affairs and smaller distances, but some materials need to be moved quite a ways, especially anything sent out to the highlands. Can't be too obvious about it, of course, so it's best to string the sleighs out, in timing and distance; to keep the size of their loads small and disguised, and the crew attached to a handful or less. Remember to look for all the world like just more of the locals, bringing their wares to or from home.
Watch out for bandits. And mind those yetis, white fur can be tricky to look out for. (Makes you wish for portals, sometimes.)
6. when in rome, speak as the romans do (to the romans)
A silver tongue, a sharp eye, and a decent imagination are valuable assets in helping things along and keeping them discreet. Whether it's in bargaining with that grizzled old merchant for a few more sacks of potatoes or cement, or a smuggler for that extra hydroponic kit; or heading off the half-curious, half-suspicious couple coming to take a look at the clinic's rising framework; or spreading a few casual stories around in a public house or two, reasonable explanations for the stuff being carted in to those warehouses lately. (Be sure to have those cover stories straight with the rest of the crew.)
And for those with the talent, there's always making deeper Connections, as any area with this much of a population-- even scattered as Exsilium is-- has its invisible webs and undercurrents to tap into, with the right words and promises and exchanges. If asked, Chrysos himself might direct you to a certain Madam of some level of influence in various businesses of the region; just be mindful of the fact that she holds her office in a House Of Ill Repute. (That is, if Chrys remembered to mention it.)
7. et cetera
Or maybe you're not quite engaged in any of these things, exactly, but you're involved (or involving yourself) some way or another. Maybe not necessarily helpfully, either. Hey, it's a free(?) country.
(( Notes: For any new OOC plotting you might wanna do, check out the briefing post! Feel free to engage in as many or as few locations/tasks as you want. I WILL GET BACK TO EXISTING THREADS IN THE NETWORK POST AND INBOXES AS WELL forgive my slowness ))