The Sanrafsix Crisis, Part I
< for Diplomats, Commanders, and League Members - the Situation Room >
Aboard the RSS Endurance, a crewman replays an unsettling distress call for the gathered officers and diplomats. The message crackles, thick with static.
"skzzt-skrzt- This is Ranger-Sergeant Anderson, 5th Fleet -skzzt- shot down on Kirdo III. I repeat, shot down on -skrzt- heavy -skzzt- slaver activity in sector five, requesting -skrzt- immediate support from any available -skzzt-"
The signal ends just as suddenly as it began, Sergeant Anderson's words lingering heavily in the room. All eyes are on the crewman who intercepted the transmission. His expression is grim. Over half-a-dozen distress calls have come across the League's scanners in the past month, each of them solidifying a dark reality: A new slaving guild is on the rise. Worse yet, they're on a streak slipping by the League and abducting entire villages before the Rescue Service can respond. Without a trace, hundreds of spacers, colonists, and native sentients were stolen from their homes. This time, though, the League has caught a lucky break.
An Abednedo officer steps forward from the crowd, his gruff voice ending the silence on the bridge.
"Is there anything else? Anything we can use to track down these mongrels?"
Whispers and murmurs follow his words. Another diplomate chimes in, "Do we even know if Sergeant Anderson is still alive?" The crewman shakes his head.
"It's on a loop, replaying the same message over again until the transponder is deactivated."
He looks over the League members before him, swallowing hard before adding, "That's it. That's all we've got."
< for Rescuers, Rangers, and Freedom Fighters - the Ground Team >
Just beyond the slavers' sensors, hidden under the cover of a Kirdoan sandstorm, the Rescue Service has established a forward operating outpost among the dunes. Already, preparations are underway to provide the people with food, water, medical supplies, and emergency evacuation if necessary.
"Right then," a Rodian Ranger shouts over the howling winds, "your target is a fortified camp on the other side of the ridge. We have the high ground and the element of surprise, so use it to your advantage." He taps at the screen of his gauntlet-mounted holopad, setting off a series of blips and pings throughout the base.
Across their personal devices, the ground team is delivered a rough curation of sector maps that reveal the slavers' fortifications; According to scans of the area, the slavers are encamped in the remains of a crashed freighter, relying on the derelict vessel for protection, security, and control over the sector. Surrounding debris and surviving cargo pods have been retrofitted into crude holding cells for the Kitonak, a nomadic people native to the deserts of Kirdo III.
Rescuing the slaves from their captors is the League's primary concern, but any data recovered while infiltrating the camp could go a long way in shining a light on the Outer Rim's newest slave traders.
< for Wayseekers, Pathfinders, and Lone Wolves - Tell Your Own Story >
Kirdo III is a planet rich with culture, mysteries, and untold stories just waiting to be discovered.
The arid planet's deserts are littered with the remains of spacer vessels left largely untouched by the simple Kitonese nomads, attracting all sorts of salvagers eager to pick through the forgotten ships; Kitonak who were spared by the slavers are in desperate need of consolation and reassurance, opening a new avenue for diplomatic connections to be made; Canyons, ravines, and caverns beckon for explorers to map them, furthering the League's knowledge of Kirdo III.
Feel free to explore your own original objective.
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