Mesa Roja Information Thread

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Overview/Notable Features​ (top)


“The Cloudless World” - This desert world is a wide, flat, disk covered in a massive desert. The outer rim consists mainly of rolling dunes and barren stony chasms dotted by the occasional oasis, but as you move towards the center you may find scrub brush plains, delicate savannas, and eventually run into the vegetation-dense areas around the rivers that flow from the only source of water on the world, which are rich with life and blooming civilization.

Terrain/Climate​ (top)


Scattered throughout the untamed badlands are flat mesas and impressive geological arches and spires, which seem to attract all manner of campers, settlers, and bandits. The outer territories of Mesa Roja are a dangerous place not only for its arid climate, but also for the rushing marauders, mutants, and diesel-powered war bands. The red that the world is named for comes from crimson cloth of blood that lasts delicately upon its surface. Ruins of long-dead civilizations lie here, The rivers that flow from the center of the world have all but petered into nothing here, only small trickling creeks and muddy runoff quench this land.

The scrub brushes, plains and savannas beyond the arid wastes are home to ranchers and small, dusty towns and moisture farms, horses, trains and land speeders zipping and riding along to accomplish the tasks required to sustain their meager lifestyles. Outlaws regularly make their way into these more hospitable areas, and law enforcement is taken rather seriously. A few moderate sized rivers flow through the area, towns and Settlements usually cropping up beside them. Smaller trade boats make their way from the more populated center to these areas.

The innermost aspect of Mesa Roja lies behind a winding series of chasms, valleys and tumbling waterfalls, lined with trees and other greenery that is not usually seen further out. The rivers can be diverted to do some small amount of farming, and the flood seasons deposit rich silt along the banks. Beyond the riverbanks, little more than red rocks and large, flat stone is found, though meager cities and towns can be found littered throughout the area. Ziggurats to forgotten gods, Pyramids in honor of venerable rulers, unexplored ruins and a rich, complex series of strange and mysterious societies dot this section of the world, waiting to be explored.

Anyone who approached Mesa Roja from space would think they were looking at a giant brownish iceberg, albeit one that is vastly wider than it is tall. The underside of the disk might look like stout mountains if one were to fly toward Mesa Roja while it was 'up side down.' From time to time, people have dug down deep below the surface, yet there are few accounts of people 'falling through' into space. Most stories often end with the parties involved perishing in collapsing tunnels or at the hands of some vile, subterranean monster.

Wildlife​ (top)


The creatures of Mesa Roja are all heavily adapted to the extremely arid landscape. On this desolate world, it isn't enough to simply be able to survive in the desert; they must be able to thrive. This includes giant scorpions, looming buzzards, and immense desert lizards. Many of these creatures are also popular as mounts for raiders that find themselves without jeeps or buggies. The outermost perimeter of Mesa Roja is so dry and lifeless, that no 'natural' life can exist, but one might encounter elemental creatures or similarly arcane fauna.

The inner areas of the Great Disc are more lush, and can support a more diverse ecosystem of wildebeest herds, elephants, lions, and other more mundane, yet exotic, species.

Points of Interest​ (top)


Karim
Uruk
The Scarab Temple

Factions and NPCs(top)


Plaineview Inc.
--Daniel Plainview

Jasper's Army
--Jasper

House of Gerudo
--Riju

House of Wakanda
--Ramonda

Karim Underground
--Rick Blaine

Ahn'Qiraj Empire
--Twin Emperors

Errata​ (top)

  • Mesa's surface area is roughly the size of Earth's Asia
  • Mesa has twelve hours of daylight followed by twelve hours of night (just imagine a coin slowly flipping)
  • Despite being flat, Mesa Roja has gravitational forces as if it were a sphere, as well weeks, months, and years like an Earth.
  • Mesa Roja AMA (Live Doc)
 

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Arbiter

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Faction World Quests​

"Smuggler’s Delight" (Faction Quest)
Quest Giver: Various in Karim
Quest Length: 5,000 words
Quest Location: Karim
Quest Prerequisites: Must not be Hated with your Faction of Choice

Quest Description: Karim is many things. It is a beautiful desert oasis. It is a city with several thousand years (if not more) of rich history. It is the tether that metaphorically (and economically) connects Mesa Roja to the rest of the Crossroads. It is a city with a rich culture, both in the fine arts and cuisine.

It is also a hotbed of intrigue, deception, and subterfuge. While the two ‘ruling Houses’ of Karim collaborate on the surface, there is nevertheless a deep web of lies, backroom dealings, and shady contracts that run deep. Karim, the shining jewel of Mesa Roja, may be a bastion of prosperity and security, but this view also downplays the reality that the city is essentially governed by two tribal powers with their own homelands and their own wants and desires.

To keep Karim safe requires many sacrifices. The Karim Underground are known to peddle in black market goods while also working to keep streets safe. The Gerudo and Wakandans are likewise known to use their authority and influence in the city to procure certain advantages for their own tribes. The role of Plaineview Inc plays in all of this is to often exacerbate things.

For this quest, you’ll be tasked by one of the three factions (House of Gerudo, House of Wakanda, Karim Underground) with procuring ‘something’ that is currently not owned by them. How you do this is up to you, but it’s recommended you at least have the basic skills needed to not get caught or leave many tracks.

Quest Rewards: Standard Coin reward, + 3 Influence with the Karim Faction you supported, -3 Influence with every other Faction on Mesa Roja

Repeatable: Y

"Just Business" (Faction Quest)
Quest Giver: Various in Karim or at a Plaineview Incorporated outpost
Quest Length: 5,000 words
Quest Location: Karim and/or outside Karim
Quest Prerequisites: Must not be Hated with Plaineview Inc

Quest Description: Plaineview Inc. is a busy and … fruitful organization. Since coming into control of abandoned Qiraji mining and archaeological sites, Daniel Plaineview has made a small fortune as a sort of de facto warlord outside of Karim. The fact that he tends to employ roving lunatics and make shady deals with figures like the war boys only serve to add to his aura of capitalist brutality.

Speaking of roving lunatics.

BOY DO WE HAVE A JOB FOR YOU!

Plaineview Inc makes a lot in marketing illicit materials to nobles in Karim, whether those nobles are of one of the major houses (Underground technically included) or not. Lately, some of these deals have gone sour, leading to the belief that a little more ‘muscle’ is required to grease wheels and ensure that transactions go smoothly.

You hear about such an opportunity, and you are offered the role of muscle in such a shady business deal. Are you up for the task?

Quest Rewards: Standard Coin reward, + 3 Influence with Plaineview Inc., -3 Influence with every other Faction on Mesa Roja

Extra Note: You can also choose to betray the Plaineview Inc contact to the Karim Faction of your choice. This will make you instantly ‘Hated’ with Plaineview Inc (they’ll find out eventually) but grant you +3 Influence with the Karim faction you pick.

Repeatable: Y

"Call of the Old Gods" (Faction Quest)
Quest Giver: Various
Quest Length: 5,000 words
Quest Location: Mesa Roja (Various)
Quest Prerequisites: Must not be Hated by the Ahn’Qiraji Empire, Some type of appropriate Master Skill to search for someone/something

Quest Description: While on Karim (or perhaps just from some nomads out in the ‘wastelands’ of Mesa Roja), you hear tales of the Ahn’Qiraji Empire that used to spread across this barren disk World. Seeing something in Karim that just doesn’t feel like your cup of tea, you instead decide to delve into this tale of the Qiraji and their once dominant empire. Perhaps you just don’t fit in with normal societies. Perhaps there’s a voice whispering in your head nudging you to pursue Ahn’Qiraji … either way, you’ll have to leverage whatever skills and resources you have to locate an ‘Emissary’ of the sunken empire. These ‘emissaries’ are spoken off in secret circles in Karim, and rumors of them are often exchanged between nomads, moisture farmers, and adventurers outside the World’s capital city.

Whatever the case, it is up to you to track down one of these elusive figures, and to convince them that you are worthy enough to receive an audience with ‘their people’. Only then will the way to the Scarab Temple be shown to you.

Quest Rewards: Standard Coin reward, + 3 Influence with ‘Ahn’Qiraji Empire', -3 Influence with ALL Karim factions, -3 Influence with Plaineview Inc., -3 Influence with Jasper's Army, entrance down into the Scarab Temple

Repeatable: N

"The Shine of Gems" (Faction Quest)
Quest Giver: Wounded Gem
Quest Length: 5,000 words
Quest Location: Mesa Roja (Various)
Quest Prerequisites: Must not be Hated by Jasper’s Army

Quest Description: Maybe you’ve heard stories of ‘Jasper and the Gems’, or perhaps you have not. Either way, you find yourself outside the central city of Mesa Roja. Again, maybe you were driven out from the oasis or perhaps you just like to style yourself an adventurer of sorts. Either way, you stumble across someone injured in a cavern a few days from Karim (or any real civilization, let’s be honest). This someone appears to be mostly human, but they also exude an aura that is clearly non-human. Closer examination reveals that they are a ‘Gem’ – one of Jasper’s many loyal followers.

This Gem has been injured, and worse off, their gemstone has been broken. As a result, they are weakened and unable to return to their ‘colony’ (a term they seem to use to refer to tribal units). Despite the fact that you are an outsider, they ask your help to return them to the colony, even though they have little to offer you in return.

If you decide to return them, the colony will be happy, and the injured gem will give you the flaked piece of their gemstone as a sort of grim memento.

Quest Rewards: Standard Coin reward, + 3 Influence with Jasper’s Army, -3 Influence with ALL Karim factions, -3 Influence with Plaineview Inc., -3 Influence with Empire of Ahn’Qiraji, Inert Gemstone (vanity item; no Effects)

Extra Note: You could decide that you want nothing to do with ‘Jasper’s Army’ and decide to kill (or abandon) the gem. Finishing the Quest in this manner will instantly make you Hated with Jasper’s Army (they’ll find out eventually) but grant you +3 Influence with one of Karim’s Factions or the Ahn’Qiraji.

Repeatable: N

Unique World Quests​

"The Backwater Gospel"
Quest Giver: Insane survivor
Quest Length: 10,000 words
Quest Location: Mesa Roja
Quest Prerequisites: Must have completed "Don't Drink the Water", 2 players or more recommended but not required
Quest Description: After dealing with the polluted town, you come across one of the survivors who held out against the corrupting effects. They're fading rapidly, whether from wounds, madness, corruption or something else, but manage to tell you that they know where the madman who did this to their town came from. They point out the 'lair', before passing on and succumbing to whatever they were fighting off.

Tracking down the source of this insanity, you find another small town, turned into a vile den of madness and disease, thick with corrupted flora and fauna and built up with thorough, if ramshackle, defenses. The town is organized around a particularly deranged man, styling himself after a preacher or prophet, stirring up and riling up the town to his madness and helping spread the 'gospel' of Darkseid to the rest of the desert by any means necessary.

The entire town will fight back against you -- not just its citizens, but the animals, the scraggly plants, and even the ground and buildings and water! Everything here is driven by madness, and one way or another it has to be dealt with before it spreads too far.

Repeatable? N

“All Hail The Glow Cloud”
Quest Giver: Cecil Gershwin Palmer
Quest Length: 2,500+ words
Quest Location: Mesa Roja
Quest Prerequisites: None
Quest Description:

A strange cloud has made a rather abrupt entrance in Night Vale. It glows in a variety of colors and emits a low, whistling noise; the cloud also happens to be prone to rain down a smorgasbord of small dead animals.

According to a broadcast from Cecil Palmer with the Night Vale Community Radio station, the Sheriff’s Secret Police are concerned and have advised citizens to run directly at the cloud, shrieking and waving their arms just to see what it does.

To complete this quest, you must shriek and wave your arms at the Glow Cloud (all hail), avoiding being crushed by dead animals all the while. Call into the radio station to give your report after. Don’t leave out a single grisly detail!

Repeatable? Y
 
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Unmaking Status

The fools that populate the uncivilized scrap of Mesa Roja seem too preoccupied with their pitiful feuds and arbitrary greed to oppose Darkseid. It is just as well, for I hasten to release them from the toil of their pointless endeavors. Surely, they will clamor and gnash with all the beautiful despair of the other Worlds when their already meager existence is brought closer to Omega, and I shall dutifully witness the lamentations. They will not be forgotten, but they will fall to Darkseid.

Already, those misguided souls who choose to serve my whims have set plans in motion which will uproot the few sanctuaries that remain on the blasted scrap of dust. What they do not know is of the horrors which live beneath their very feet. The Ahn Qiraj have long been spurned their conquests, for fear of a united reprisal from the wasteland natives. All they need is an opportunity, and Darkseid shall gift this unto them.

Level Change since last Cycle: +1
Unmaking Quests Completed:0
Current Unmaking Level: 2
Negative Effects: None
 
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