Table of Contents
Major Planetary Zones | Regions | Sites
SOLAR PARK
- Type: Site
- Nearest Settlement: None
Overview
In late 2626, ExoHuman engineers broke ground on the Solar Park — a 100 MW photovoltaic macro-farm carved into the red sands of the Tijonara Desert. A flagship of post-Crash ambition, its vast fields of canopy-style panels were intended to feed Tier-1 and Trick-2 Trickle Energy Redistribution Nodes across the Asari Region in the Habitual Belt via DC transmission lines. Persistent dust storms, supply-chain bottlenecks, and rapid panel fouling stalled work, and construction ground to a halt at roughly 20 % completion when the Great War erupted in 2629. Though never finished, the Solar Park stands as the largest centralized solar attempt on VOI 700 D, its skeletal support frames ticking in the night wind.
Facts and Figures
| Established | Construction Halted | Intended Capacity | Status |
| ——————– | ———————– | ——————— | —————————— |
| Beta Age (Late 2626) | Early 2629 | 100 MW | Abandoned at \~20 % completion |
Cultural and Strategic Importance
- Symbol of Hope: Represented the first large-scale pivot to renewable energy after the Loss of the Last Frontier at Day Zero.
- Logistical Showcase: Tested long-distance DC transmission and microbial backup integration for remote relay stations.
Look and Feel
Beta Age (2626–2629)
A shimmering expanse of silver-framed panels reflected relentless desert sun across cracked red earth, punctuated by half-erected support towers. Dust devils twirled among scaffold lines as sun-burnt technicians in mirrored overalls and Maintenance Bots clambered atop unfinished arrays to secure photovoltaic mounts. Supply Caravans of the New Kourou Courier Service rattled in from New Kourou over sand-blasted tracks; each shipment of PV cells was greeted like precious water. The midday glare off unshaded steel made the air shimmer, and every weld hissed under the heat. The wind carried the rhythmic clank of pneumatic riveters and the metallic echo of loose scaffolds — a testament to ExoHuman determination beneath an unending, blazing sky.
Gamma Age (Post-2631)
Now, the Solar Park is a graveyard of corroded struts and empty panel racks. Wind-scoured dunes have reclaimed half the site, swirling sand over rust-pitted conduits. Now, the Solar Park is a graveyard of corroded struts and empty panel racks. Wind-scoured dunes have reclaimed half the site, swirling sand over rust-pitted conduits. Scavenger birds like the Borr pick at exposed wiring, while solitary storm-warning beacons stand bleached and silent. The deserted access road echoes with the whistle of passing winds — a haunted monument to unfulfilled dreams. The deserted access road echoes with the whistle of passing winds—a haunted monument to unfulfilled dreams. Amid this dereliction, Aкzna stalk the skeleton arrays, their scissor-like pincers clicking on metal, venomous tails poised for any unwary creature that crosses their sun-baked hunting grounds.
History / Legacy
Conceived as the capstone of ExoHuman solar development, the Solar Park embodied the Beta Age’s “Energy Renaissance.” Early enthusiasm yielded to frustration as panel shipments from salvaged Last Frontier stockpiles dwindled. When the Great War drained resources and mandated military priorities, assembly crews were redeployed and the site abandoned. Its remnants influenced post-War policy: the Peace Treaty ultimately forbade new energy installations outside municipal rings, consigning the Solar Park to ruin.
Tactical Advice for Dungeon Masters
Beta Age Hook
- Stormbreak Sabotage – As the Solar Park nears its inaugural test in mid-2628, convoys of brand-new PV panels vanish en route under cover of a towering sandstorm. The PCs are hired by the Free State of Settlers to escort the next shipment, unmask the saboteurs in the logistic chain — be they tribal raiders, rival Trade Guild agents, or disgruntled labor droids — and ensure the park’s activation survives VOI 700 D’s relentless dust.
Gamma Age Hook
- Desert Heist – Rumors swirl of an Outlaw Gang hoarding functional PV modules from the derelict Solar Park and are selling them on the Black Market. Deputized by the Federal Sheriff, the PCs must navigate shifting dunes, infiltrate the gang’s makeshift camp, recover the stolen panels, and decide whether to return them to the Federal Allotment Agency or cut a secret deal for their own gain.