IMAGINING A DAY OF SCAVENGING ON JAKKU

Via Starwars.com:
Sun, miles of sand and not a tourists in sight…if that sounds like your ultimate winter vacation spot, then you’ll love to let your mind wander through the desert junkyards of Jakku!

It’s often said that “life is what happen when you’re making other plans.” Nobody plans to get stuck somewhere, but it’s often those unplanned adventures that make the best stories. Getting marooned on Jakku, like Rey in The Force Awakens, may seem like a miserable fate, but perhaps it could be fun (sometimes, anyway) if you could learn to make the most of it? Using your imagination could even lead you to some interesting places…

Start Your Perfect Day with Plutt

On your first Jakku morning, you would need to concern yourself with acquiring food and water, above all else. That wouldn’t come free though — you’d have to work for it. Finding yourself at Nima Outpost, you’d want to head straight for Unkar Plutt’s concession stand. He might rent you some basic tools (the fee would be deducted from your earnings at the end of the day), and then he would match you with a team of experienced scavengers who can show you the ropes.

Nima has a great diversity of residents so you might find your team has some strange characters, like a female Dybrinthe wearing heavy brown robes, perhaps a long-necked Nu-cosian named Bobbajo, a couple of greedy Teedos, a snake-like Anacondan named Barley, and a trio of mysterious Junkers. Whether those Junkers are droids or organic beings under their patchwork cloth wrappings and mechanical prosthetics, you might wonder all morning.

Some people say they don’t like sand because it gets everywhere, and they are quite right! As you walk, the first thing you’d notice is the scalding sand building up in your shoes, beneath the soles of your feet. As the wind blows you’ll find it caking up behind your ears, around your eyes, and all underneath your cloths!

Knowing you aren’t accustomed to the exhausting walk on the shifting sands, Jethlo, the tall Dybrinthe, might offer you a ride on one of their lumbering luggabeasts. You might eagerly clamber aboard — that is, if you’ve never ridden a large beast before. At first you might notice the creature’s skin is thick like rubber but uncomfortably course like sandpaper. Soon a musky odour might fill your nostrils and even scent your own cloths. As the creature walks, it’s shoulders would rise and fall, jostling you from side to side and constantly slide you down against the rusty metal casing that covers its head.

If you look across the sand you would realize there is only one trail of footprints — on the path you follow — and everything else is pristine, windswept dunes. To the east you might see the Salt Plains of Chahm and beyond it the Bone Fields of Tuanbinh. To wander off on your own that way would mean a quick death from dehydration, sun burn, and heat stroke. The Bandits or carrion-eaters wouldn’t even find you until long after you were nothing but a shrived parcel of dry bones.

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