returnjourney: (Default)
The Return Journey ([personal profile] returnjourney) wrote in [community profile] returnjourneyooc2022-02-09 12:50 am
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PORT: MEODRIOTOPE



PORT: MEODRIOTOPE



Feb 11, 2022 – Feb 13, 2022

Welcome to Meodriotope. The Peregrine is due to touch down on February 11, in a stretch of land that is wide and open, with rolling grassy hills stretching as far as the eye can see in all directions. The grasses are long, about knee-high in most places, and very good at hiding burrowing holes. There's a small village around a five-hour drive west; it'll be marked on your map in case you'd like to take an expedition into town. The sky overhead is grey, with clouds on the horizon. Passengers will be here for 72 hours, so hopefully we'll beat out the rain; it can be very lashing without any cover.

It isn't exactly a huge shopping destination or pinnacle of civilization, but there's fresh air and a place to stretch one's legs. Good practice, the Navarch reasons, to test new wardens and new inmates alike — can't have anyone disappearing into a crowd, now, can we?

The Navarch will announce the port the day before landing, along with any additional details. A log will follow.

You can use this post for any OOC plotting! If you have any questions about the event, please ask here. You can familiarize yourself with port basics on our events page.



Port Statuses

Money: Wardens will have their usual spending allotment. Since this planet doesn't use cash money, they will have a variety of Earth knick-knacks valuable for their trading capacity with fish-people — dice, beads, tarot cards, ballpoint pens, paperclips; that sort of thing. (Those who have been partaking in the minibar will have less. Or significantly less. Or none.) Inmates get their usual "taxi fare" amount.

Overboarding: If your character is going overboard, they can be a fish person, an outsider living off the land, a funky rare animal, or anything you can dream up.

Cloaking: None, this round. The ATVs are uncloaked and passengers are unchanged.


Landmarks, Animals, and Objects of Interest

Burrowing holes — Beware your ankles: the fields are home to colonies of littari, rabbit-like creatures the size of labradors. They leave large holes that are easy to fall into, if you're not watching where you step. This time of year, they usually stay deep in their warrens, but occasionally they pop up to smell the wind and scavenge for edible plants in the thick grasses. They're largely harmless, preferring to flee when possible, but they may go for the calves with their large, blunt teeth when cornered or struck. (They also taste good with mint sauce.)

Lover's Kiss — These little plants can be difficult to find, as they thrive under the grasses' shade, but when you find one, you find a lot of them. Each vine has fifty or more bright, red blooms, pinched at the sides and bowed in the middle like a pair of juicy lips. The Navarch requests that they be harvested; they're used in medicines on a neighboring planet and the Admiralty has asked the Peregrine to pick some up while we're in the area. Be careful, though: if you pluck them too roughly, they'll explode, and the red markings take weeks to wear off skin, even with dutiful scrubbing.

The Fishwives' Village — Five hours west is a small village close to the shore, home to...well, who knows if they're wives, but they have fish heads and bodies with humanoid arms and legs, and they wear little robes. Kind of like reverse mermaids. They are quite small, barely reaching four feet tall, and they speak their own language, leaving communication to little gesticulations and gestures. They live in small stone huts, arranged in concentric circles with a small market in the middle, and barter roast seafood, handicrafts, crabgrass beer, and small tools for off-world goods. Most of their culture seems to revolve around fishing and goods made of woven grasses. The fishwives are fussy about outsiders and carry little fishing spears when they visit, just in case.

The Shoreline — Long, long, long coastlines looking out at the sea, with beaches made up of smooth stones. There are plenty of interesting sea creatures to see in the rocky tide pools, but try not to handle anything indiscriminately (many things bite and some of those things are venomous). You can walk a long way out before the water gets deep, but be careful and make sure you aren't too far out when the tide comes in.

Rock Formations — Weathered in fascinating shapes from centuries of storms and high winds, these formations curl across the southeastern plains. They make swooping sounds when the wind passes through them, like deep and echoing woodwinds. Suneoff, resembling cat-sized mudskippers, dwell in the formations' shadow, while the bat-like knassu nest in the better protected crannies.

The ATV Campsite — There'd be a lot of walking without the ATVs, so the Navarch has deployed them to serve as both transport and housing. While passengers are free to stay aboard the Peregrine, camping gear is available for those who would rather stay on the surface as much as possible.



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sanctus_dei: (004)

[personal profile] sanctus_dei 2022-02-09 01:40 pm (UTC)(link)
He really just does not want to talk to anyone yet but especially not wardens! Which of course means everyone should try and make him.

If this planet has strip clubs... let us not think about reverse mermaid strippers
dealwiththe: (047)

[personal profile] dealwiththe 2022-02-09 03:11 pm (UTC)(link)
Yeah the strip club will have to wait for a more appropriate port stop

But you bet your ass it’ll happen if they ever get to a port that has one
sanctus_dei: art by GrimmeHooke (003)

[personal profile] sanctus_dei 2022-02-09 03:16 pm (UTC)(link)
Both of my guys will be so mortified. Do it