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The group subsequently dispersed for a variety of tasks, including material gathering, farming, and cleaning up the Anchor. Tensions rose between some Pathfinders as it became clear some of them were indeed criminals in the eyes of the law. Groups were also quick to claim sections of land for their respective interests. | The group subsequently dispersed for a variety of tasks, including material gathering, farming, and cleaning up the Anchor. Tensions rose between some Pathfinders as it became clear some of them were indeed criminals in the eyes of the law. Groups were also quick to claim sections of land for their respective interests. | ||
=== Part 2 === | |||
Part 2 of the Pathfinder Event took place on July 11th. This event was smaller than the first, serving as a continuation to welcome more stragglers off of the transport shuttles. | |||
New discoveries were discussed, namely the discovery of a strange, dark blue fungus that seems to have overtaken a variety of odd cities underground. The Pathfinders were advised to exercise caution. | |||
In addition, the Pathfinders did some Anchor renovations, having created a farm, a proper storage room, and many now being better equipped. Agent Night checked in on the Pathfinders, approved their current developments, and Elijah Hummingbird took a group to help set up better communications towers to send and receive signals. Who knows what it'll pick up... | |||
[[Category:Events]] | [[Category:Events]] | ||
Revision as of 18:38, 12 July 2026
This page serves as a timeline of events of Solstice: Meridian, primarily featuring GM-run events. This page serves as a means to keep everyone caught up on the events of the server, so those who couldn't take part in the events have access to the same information.
The Pathfinder Event
Part 1
Part 1 of the Pathfinder Event took place on July 10th. This event sorted Pathfinders into three groups: those who arrived legally, those who arrived through criminal means, and the third option, which would be randomly deposited onto the world.
The Pathfinders gathered in the Anchor, meant to be their 'home away from home' for the duration of the Initiative. Pathfinders were introduced to Agent Night, their main point of contact with HSC officials. Agent Night implored the group to conduct themselves appropriately, and introduced the three main buildings in the Anchor.
Agent Night also introduced Dr. Maya Sherazi and Elijah Hummingbird as secondary leaders for the Pathfinding Initiative, and Euna Caisa as the 'town mayor'.
The group subsequently dispersed for a variety of tasks, including material gathering, farming, and cleaning up the Anchor. Tensions rose between some Pathfinders as it became clear some of them were indeed criminals in the eyes of the law. Groups were also quick to claim sections of land for their respective interests.
Part 2
Part 2 of the Pathfinder Event took place on July 11th. This event was smaller than the first, serving as a continuation to welcome more stragglers off of the transport shuttles.
New discoveries were discussed, namely the discovery of a strange, dark blue fungus that seems to have overtaken a variety of odd cities underground. The Pathfinders were advised to exercise caution.
In addition, the Pathfinders did some Anchor renovations, having created a farm, a proper storage room, and many now being better equipped. Agent Night checked in on the Pathfinders, approved their current developments, and Elijah Hummingbird took a group to help set up better communications towers to send and receive signals. Who knows what it'll pick up...
