A threshold carved in stone, waiting for the sky to break open.
Scarpass clings to the eastern face of Valdris Bluff, where Pleistocene volcanic activity left jagged basalt shelves overlooking the Charcoal Sea. The settlement spreads across three tiers of carved stone, connected by switchback paths that follow the natural joint-lines in the basalt. On clear nights, the generation ship Meridian hangs directly overhead, bright enough to cast faint shadows.
The founders arrived 73 years ago seeking flat land and fresh water; they found neither, only the difficult geometry of the bluffs and the relentless grey water below. The crossing cost three crew members to air-recycler failures in the final months, and the colony lost seven more in its first four years to cave-collapses and fever before learning the stone well enough to build safely. Now, at second generation and 50 souls, Scarpass is stable enough to prepare for what comes next—the Meridian will open a wormhole to bring the third wave, and everything will change.
Scarpass smells of salt-spray, stone dust, and fermented kelp from the drying racks below. The quarries run five days a week, pneumatic drills echoing off the bluffs from dawn until the light flattens. Evenings gather the community in the Great Hall—a carved cavern stabilized with iron-composite beams—where they eat, repair tools, and rarely speak of the Meridian or the crossing.
Farmer, apprentice architect — second gen, age 24
Healer, medical practice — first gen, age 69
Quarry supervisor, stone-reader — first gen, age 74
Teacher, settlement archivist — second gen, age 42
Elder, keeper of systems knowledge — first gen, age 76
Maintenance engineer, systems specialist — second gen, age 31
Master architect, chief builder — first gen, age 71
Craftsman, toolmaker, trainer — first gen, age 68
Kelp farmer, sea harvest lead — second gen, age 27
Architect, settlement expansion planner — second gen, age 38