The Revival Project Mods (
trpmods) wrote in
revivalproject2019-11-14 09:33 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Go toward the light...
Temperatures are slowly starting to drop on Agra 10, but that’s not the only new thing you wake up to this morning (Friday). No, there’s something else afoot… and it’s mint. Lots and lots of mint.
The mint appears to have broken out of the greenhouse. And it’s everywhere. Any little crack in the pavement, on stairs, even climbing up the walls and dotting the exterior of the shuttles (is that a thing mint normally does?). If you venture into the forest, you’ll see that the mint has also taken over much of the forest floor, carpeting the underbrush and crawling up trees.
At least everything smells good?
But you’re not the only one who smells it, apparently.
It happens that night. After darkness falls, a cluster of furry, glowing animals walk the streets of Temba, bleating a noise somewhere between a sheep and a horse, scattering out without purpose. They’re not quiet and don’t care if they walk into a place where you’re sleeping or if you’re in the middle of their path.

They’re glownies, and they’re on a mission, it seems. Apparently attracted by all that mint, they begin munching it up like they’re starving.
And if all that noise doesn’t wake you up, then congratulations! You get the pleasure of waking up on Saturday to see the puffy horse-like animals wandering around everywhere. They’re inside the hotel, drinking out of the fountain, nosing up to the shuttles, and even… well...
It seems they’ve eaten their way through the mint in the forest, too.
Or, at least, some of it. Now, there’s a long, obvious path in the minty carpet, glownies all up and down it, munching on the edges as if trimming it. It seems almost inconceivable that they’d be able to do all that in a night but the proof is staring you right in the face. The forest now has a long, clear path going straight through it which, if followed, will lead you to the sound of crashing waves and low, distant moaning noises that echo out of unseen places.
The glownies have cleared a path right to the ocean.
The water is clear and laps against a bluish, almost purple sand. Shells sometimes wash up along with a wave, each one smooth and opalescent from the years of being polished by saltwater. Now and again there will be small animals that look like fat, green lobsters walking around. When they get too close to a glowny, the animal will give it a sharp kick before the meaty claws do any damage. A smart move since the claws have a toxin in them. It won’t kill you but it will definitely have the pinched body part swelling up and itching like a bad wool sweater. If you can manage to catch one, though, they are as delicious as their Earth counterparts so choose your own adventure there.
There are fish splashing around in the water and plenty of sticks around for attempts at spearing them or making a pole. If you have string, of course. Or, maybe, as you look around to try and find some, you stumble upon something even more interesting than that:
Caves.
Dotted along the coastline are stone outcrops that have dozens of caves. The low moaning sound comes from some, but that is probably just the wind, right? Go investigate and you’ll find that they’re laced throughout with the same mineral deposits that seem to make up the power sources you may have found in the city. And this stuff seems far more potent. Your communicators will “wake up” and glow more brightly, seeming to charge up when you pass a vein of the stuff. They might even turn on and off erratically.
And if you have anything on you that’s made of any kind of metal (including vibranium, Starfleet alloys, etc.), or powers that are linked to energy or, well, power… you’re in for some weird - and possibly inconvenient - side effects.
Maybe you keep getting static shocks out of nowhere. Sand and dust might stick to you mercilessly, like you’re electrically charged. Maybe your metal [insert body part here] seems to glow sometimes, or function erratically. Or your powers might be dampened - or boosted. You might swear you can feel electricity buzzing in the walls, but there’s nothing there. Gosh, that’s annoying.
Additionally, some of the deeper, darker caves might have a few hidden treasures inside:
Mod notes:
The effects of the mineral deposits are totally up to you! Note that it cannot be anything that would permanently maim or kill your character; but otherwise, feel free to have fun with it, especially for characters with metal bodies/body parts or powers particularly attuned to energy. The more annoying, the better, in fact!
If you have questions about possible effects, or anything else your character might encounter/find in the caves, just drop them below!
The mint appears to have broken out of the greenhouse. And it’s everywhere. Any little crack in the pavement, on stairs, even climbing up the walls and dotting the exterior of the shuttles (is that a thing mint normally does?). If you venture into the forest, you’ll see that the mint has also taken over much of the forest floor, carpeting the underbrush and crawling up trees.
At least everything smells good?
But you’re not the only one who smells it, apparently.
It happens that night. After darkness falls, a cluster of furry, glowing animals walk the streets of Temba, bleating a noise somewhere between a sheep and a horse, scattering out without purpose. They’re not quiet and don’t care if they walk into a place where you’re sleeping or if you’re in the middle of their path.

They’re glownies, and they’re on a mission, it seems. Apparently attracted by all that mint, they begin munching it up like they’re starving.
And if all that noise doesn’t wake you up, then congratulations! You get the pleasure of waking up on Saturday to see the puffy horse-like animals wandering around everywhere. They’re inside the hotel, drinking out of the fountain, nosing up to the shuttles, and even… well...
It seems they’ve eaten their way through the mint in the forest, too.
Or, at least, some of it. Now, there’s a long, obvious path in the minty carpet, glownies all up and down it, munching on the edges as if trimming it. It seems almost inconceivable that they’d be able to do all that in a night but the proof is staring you right in the face. The forest now has a long, clear path going straight through it which, if followed, will lead you to the sound of crashing waves and low, distant moaning noises that echo out of unseen places.
The glownies have cleared a path right to the ocean.
The water is clear and laps against a bluish, almost purple sand. Shells sometimes wash up along with a wave, each one smooth and opalescent from the years of being polished by saltwater. Now and again there will be small animals that look like fat, green lobsters walking around. When they get too close to a glowny, the animal will give it a sharp kick before the meaty claws do any damage. A smart move since the claws have a toxin in them. It won’t kill you but it will definitely have the pinched body part swelling up and itching like a bad wool sweater. If you can manage to catch one, though, they are as delicious as their Earth counterparts so choose your own adventure there.
There are fish splashing around in the water and plenty of sticks around for attempts at spearing them or making a pole. If you have string, of course. Or, maybe, as you look around to try and find some, you stumble upon something even more interesting than that:
Caves.
Dotted along the coastline are stone outcrops that have dozens of caves. The low moaning sound comes from some, but that is probably just the wind, right? Go investigate and you’ll find that they’re laced throughout with the same mineral deposits that seem to make up the power sources you may have found in the city. And this stuff seems far more potent. Your communicators will “wake up” and glow more brightly, seeming to charge up when you pass a vein of the stuff. They might even turn on and off erratically.
And if you have anything on you that’s made of any kind of metal (including vibranium, Starfleet alloys, etc.), or powers that are linked to energy or, well, power… you’re in for some weird - and possibly inconvenient - side effects.
Maybe you keep getting static shocks out of nowhere. Sand and dust might stick to you mercilessly, like you’re electrically charged. Maybe your metal [insert body part here] seems to glow sometimes, or function erratically. Or your powers might be dampened - or boosted. You might swear you can feel electricity buzzing in the walls, but there’s nothing there. Gosh, that’s annoying.
Additionally, some of the deeper, darker caves might have a few hidden treasures inside:
One will lead down, the air cold and clammy until you come to a collection of dusty boxes. There is writing on them in a language you can’t understand but, should you open them, you will recognize the containers as holding medicine. Lots of it, actually, with some new items no one (not even medical-specialty characters) will recognize.
One will open up into a large system of hot springs, steaming invitingly from several different pools. This could be a great chance to wash off, relax, or try to sneak into one of the more secluded pools and spend some time with someone special.
And one will have random, scattered piles of what appears to be scraps of fabric and battered, random electronics components, of the type you might find in the city. In fact, it’s reasonable to assume these are Agrii relics… except for the fact that they seem to be in much better shape than their age would imply. Huh. That’s strange, isn’t it?
Mod notes:
The effects of the mineral deposits are totally up to you! Note that it cannot be anything that would permanently maim or kill your character; but otherwise, feel free to have fun with it, especially for characters with metal bodies/body parts or powers particularly attuned to energy. The more annoying, the better, in fact!
If you have questions about possible effects, or anything else your character might encounter/find in the caves, just drop them below!
Saturday
Lady is fascinated by them, chomping at the bit to run and hunt, and Sansa calls her to heel. These animals seem to be peaceful grazers and they have plenty to eat besides; she's much more keen on shearing these animals for wool than hunting them for their meat. Besides, wool grows back and is renewable. Others have come out to see the glownies and Sansa addresses the person nearest her. )
Does anyone have a knife or something? We could try and see if these...creatures will allow us to shear them for wool and milk them to make cheese and butter. It's worth a try, anyway.
( Lady whines plaintively and Sansa curls her hand into the scruff at the back of her neck. )
No, Lady. We will not be hunting these creatures, so disabuse yourself of that notion now.
no subject
[Wanda produces a strange makeshift knife made from scavenged metal and twine crafted from vines in the greenhouse. It's too delicate to be used as a weapon, but the blade is sharp, evidently honed by her powers from the odd warping along the edge.]
It works on plants in the greenhouse, but I don't know if it will cut wool.