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The Mods of LifeAftr ([personal profile] lifeaftr_mods) wrote2017-06-25 09:18 pm
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Locations

LOCATIONS
LifeAftr is comprised of multiple islands and surrounding islets, many of which can be explored by players and many of which, at the moment, cannot. As the surface area of available islands expands and more player characters gather information about the inhabitants, flora, fauna, and potential resources, a more complete picture of the archipelago will begin to take form.
ISLANDS
KEYENSŌMUMONSUNCHOLAI'TUOHZIZIPHUSUMUINUIDANMAATICAHYPDOIONASTRANDIR

LOGSOOCSTORIESMAIN NAVIGATION

KEY

As more of the area is mapped, the following symbols and colors will become vital to understand the maps and visual representations of the islands.

COLOR KEY
RESOURCES

SYMBOLMEANING
GOD/AVATAR ALTAR
MANA POOL
ѱPREY ANIMALS
δBERRIES
ɎVEGETABLES/ROOTS/HERBS
FRUIT
҂SEEDS
ΔTIMBER
OLD TOOLS
§QUARRY/STONE
ΣREMNANT
EMPTY (REGION CLEARED OF RESOURCES/HAZARDS)
DANGERS

SYMBOLMEANING
PREDATORS
QUICKSAND
EXTREME HEAT
EXTREME COLD
EXTREME HUMIDITY
CONTAMINATED/POISONOUS FOOD/WATER
OBSTRUCTION
CATASTROPHE
ENSŌ


A detailed summary of what can be found in each searched square can be viewed here.
The map may be enlarged by clicking on it.




BEACH

A pristine stretch of crystalline white sand flanked by translucent blue-green ocean on one side, and jagged exposed rock on the other. The steep, limestone cliffs have caves carved into them by centuries of tides. Nearby, rising pillars of stone jut out from the sand, and another bends toward the cliff to form a graceful arch.

Just over the lip of the cliff is a riot of jade green vegetation sprinkled with brilliant splashes of color, tropical flowers in bloom. Further down the beach, a curtain of thick, old vines cascades over stacked stones that look deliberately placed despite being so worn with age. If one squints, they might make out pillars and the remains of walls, a ruin of some kind.

The beach is strewn with washed-up debris, waterlogged planks of wood from shattered crates, soggy rope, even broken glass from bottles that didn’t survive arrival, and, of course, the boats. With wooden hulls broken upon the strand, many of them are reduced to waterlogged fragments partially buried in thin layers of sand.

The sun is bright and hot, the breeze wafting in from the ocean not quite cool enough to help, but perhaps some time in the shade would provide some relief. Funny - if not for the fact you’ve all been stranded here, this might have made a lovely vacation destination.

Dangers: Dehydration, starvation, exposure, broken glass
Resources: Whatever items one has on their person and can be found washed up on the shore, local fresh water spring within the temple, shellfish, fish, remains of boats and crates for lumber
THE TEMPLE RUINS

Half-hidden behind a curtain of old vines dripping over the lip of the limestone cliffs above stands the ancient remains of a stone structure. Only a few pillars of stacked stones and about three walls remain, albeit one counts as only half a wall, having lost several large stone blocks to the tides of long, long ago. A great stillness pervades this place, watchful and old.

Inside this ruined structure is a large, red-brown stone standing alone on the sand-streaked stone floor, covered with faded carvings that could be hieroglyphs of some unknown language. The Standing Stone is warm to the touch, feeling sun-soaked even though the heart of this ruined temple lies deep within the cold shade of the limestone cliffs and the curtain of forest vines.

The pleasant babble of tumbling water echoes from closer to the cliff, where, at the opposite end of the ancient, ruined hall is an elevated platform with worn grooves carved into the stone for stairs. At the top, a stone bowl cradles a bubbling freshwater spring, sweet and clean. And, as our thirsty new arrivals must know, very precious.

Dangers: Exposure if a fire is not kindled here at night, as it gets quite cold.
Resources: The god whose Standing Stone lies here is a benevolent being, largely forgotten by denizens of the island
CAVES

Centuries, if not more, of ocean waves crashing against the limestone has carved out deep and twisting tunnels into the cliff. Some of these are mere pits in the limestone filled with tidal pools, where crabs scuttle, dark-shelled mollusks shine like jewels among snarls of slimy seaweed and barnacles threaten to gouge unprotected feet. Others are deep, dark, dank, and often very narrow caves that twist up and down and all around.

Unwary and unprepared explorers could easily get lost in here, but the dark caves are also where tides have washed detritus in. Only the hardiest of items survived, housed in the cold cradle of salt-crusted limestone. Is the risk worth the promise of valuable tools, perhaps left behind by visitors such as yourselves?

Just don’t linger too long. Spelunking is already a dangerous sport, but once the tide comes in, explorers may find themselves trapped in submerged caves or lost in the twisting and lightless labyrinth.

Dangers: Drowning, getting lost, starvation, dehydration, exposure, abrasions from barnacles or sharp stones, extreme darkness
Resources: Old tools that may have survived the tests of time, odd items that might have survived in creates, potential food in the form of shellfish, large barnacles, seaweed, crabs, and urchins found in tidal pools
NETWORK OF CAVERNS


For a larger image, please click here!


GREEN ZONES
The vast caverns beneath Enso can be segmented into a variety of areas, beginning with the GREEN ZONES that line up with the entrances found within the mountain temple, and the monkey compound. Notably, these two areas show the greatest signs of unnatural formation, consisting of wide, flat areas and carved in walls. It seems that someone had once widened these areas, making an excellent foundation for setting up an encampment to which adventurers might return.

While the terrain of the caverns can be winding and shifting in consistency, characters will note that the pathway from the mountain entrance to beneath the compound steadily winds downwards, leading characters deeper underground on rocky trails. The most straightforward pathways between the two show signs of what may have once been a well-maintained road, assisting characters in keeping their balance where the incline is at its steepest.

RED ZONE
As the adventurers near the RED ZONE, more and more outcroppings of crystals can be found. Within the zone itself, it is far more common to see crystals coating the walls than the walls themselves, their glow making for some convenient, if short-reaching lighting in the worst-case scenario.

Evidence of an ancient culture can also be found, with a small village of stone houses in the largest cavern seen in E5 to H5, and E6 to H6. The stone dwellings are predominantly at the edges, with housing carved into the very walls themselves. Though small, they have been preserved rather well in their quiet tomb, aside from the crystals that have crept through their open doorways. The largest masses of crystals can be found on the floor of these houses.

And indeed, for those unlucky enough to witness the Quartzalcoatl stirring, many will amass from these locations specifically. For the duration of the event, Quartzalcoatl will predominantly be found within the red zone.

SIGILS AND ANTECHAMBERS
The focus of the current event, characters will find the sigil inscribed in a variety of places. With seemingly no rhyme nor rhythm, the sigils have been carved, painted, and even burned intro the walls and floor, with an unerring preciseness in size and shape. For the sigils found within the red zone, many may be located behind a thick sheet of crystal.

Outside the main thoroughfare, the paths leading to further sigils may be straightforward and wide, or winding and quite thin. Depending on the path taken, characters may find themselves squeezing between rock walls only a few feet apart, or stooping down to keep their heads from hitting the ceiling. In areas closer to or beneath the ocean, flooding could find characters wading through waist deep water, or even taking a swim.

Take care when deviating through these passages - the caverns clearly go far deeper than the level characters have found themselves upon, and pitch black holes cutting across the rocky ground could lead to an abrupt and unfortunate end. Dropping a stone down these shafts will lead to an anxiously long wait, with only the faintest of clatters to be heard upon landing...

If there's anything to be heard at all.
MU
THE VOID
The architecture and nature of the island of Mu is difficult to discern, as it seems bizarrely chameleonic in nature, warping and changing to suit the mental patterns of those who tread upon its lands. The island appears to exist in an odd liminal space, as though caught between the physical and the metaphysical. Whether one crosses into the island physically or simply in mind is unclear, a question that provides no immediate or obvious answer.

However, there are certain indications of, perhaps, a life or a civilization that once dwelled on this land, perhaps when it was something more solid and not decoupled from reality. The parts of the land not swarmed in a thick, gentle mist do not make it entirely clear how large or high above the sea level the island dwells, but at its center is a Standing Stone, similar to that which can be found on Ensō. However, unlike its counterpart, Mu's Stone is cold and bereft. Whatever once lived here, it seems to be long gone.

People seldom intend to cross into Mu, and yet despite the metaphysical divide between itself and Ensō, such crossings do happen.

Dangers: Unknown
Resources Unknown
MONSUN



EASTERN HALF

The eastern half of Monsun - so divided as the island is by a long strip of flowing river that nearly bisects it completely - used to be comprised of dense, verdant woodland and a deciduous treeline of rich green. It has now been rendered a frozen wasteland. It looks like it's been blasted into an ice age. The trees are now hulking glaciers; the moderate, pleasant temperature has dropped to freezing. The more placid prey creatures distinct to this region don't seem to be present; instead, you can expect to run into beasts that wouldn't look out of place in an ice age: colossal woolly mammoths, horned aurochs, massive dire wolves, sabre-toothed cats, and others of that ilk. These creatures are not innately hostile, but most will not take very kindly to foreign entities trespassing on their lands.

Unfortunately, despite the unrelenting cold and the decreased amount of resources, the eastern half of the island is still rather hard on the psyche. The ordinary drawback of hanging around on Monsun's eastern half - your worst traits coming to bear - is not present at the moment. Instead, your worst fears will manifest in sharp relief the longer you stay on this side of the island. If it's a person, you can expect to see them following you, popping up in your periphery, and more or less stalking you. If it's a place or a more abstract concept, you might start seeing parts of it "leaking" into the surrounding landscape in small patches. The strength of this fear's manifestation is directly proportional to how much time one spends on this side of the island. If you stay too long, this fear might grow tangible to others as well as to you - and it might grow capable of exacting genuine physical damage to you and to others.

Dangers: Cold weather, potentially hostile predators, your very worst nightmares
Resources: Prey animals
WESTERN HALF

On the other side of the dark ribbon of water, there used to be an arid wasteland. Now, however, the scorching desert has been replaced with something even more extreme, and possibly familiar to those of who you have been around here for long enough. It's now a blasted, scorched landscape; the parts of the land still traversable are little more than seared patches of coal and rock. All around you, rivers of magma seethe in haphazard, highly volatile tributaries. At irregular points, parts of the land detach seemingly at random and drift into the air, as though decoupled from the island's gravity. Heavy chunks of charred rock hover in midair, though it's not clear how it is they remain suspended.

All in all, the place is a wasteland of volcanic corruption. Here, the land is periodically rocked with earthquakes that spurt fountains of lava into the air in burning arcs and further fracture what little solid ground you have, causing more of it to break away from the ground and bob listlessly in the empty air. The temple of the local Avatar of Balance can be found on this side, and in spite of the harsh elements, you will find it intact...and the avatar accessible inside.

If the natural disasters plaguing this region don't kill you, it's possible that the natural fauna will. Occasionally, the exposed magma will form fiery creatures of all shapes and sizes...and these beasts are very much hostile. They can and often will attack you on sight.

The ordinary benefit of hanging around on Monsun's western half - your best traits coming to bear - is not present at the moment. Instead, if you spend an overt amount of time in the area, you may start seeing your fondest dreams manifesting in sharper relief the longer you stay on this side of the island. If this is best encapsulated in a person, you can expect to see them following you, popping up in your periphery, and following you around. If it's a place or a more abstract concept, you might start seeing parts of it "leaking" into the surrounding landscape in small patches. The strength of this dream's manifestation is directly proportional to how much time one spends on this side of the island. If you stay too long, you risk growing so attached that you won't want to leave...

Dangers: Intense heat, dangerous landscape, dangerous predators
Resources: Your very fondest dreams come to life!
CHOL


A detailed summary of what can be found in each searched square can be viewed here.


OUTSKIRTS

The edges of Chol are unremarkable, craggy bits of cliff and rock, gradually sloping upward into a vaguely mountainous region. While there's not a great deal of natural life growing here, characters may nonetheless notice the odd prey animal scuttering about, only to vanish in the steep cracks running along the cliffsides. After the rising of the sun, much of the landscape has been scarred, and many fires are still ongoing. There are no longer resources to be found.

Dangers: Various; potentially difficult to traverse landscape, fire
Resources: N/A
THE HEART

Once the island's hardened exterior is crossed, the rocky canyon gradually gives way to a gently sloping valley that, the further down you go, reveals an atypically verdant center. The contrast is not sharp to the point of unbelievability, but it's clear that the valley is where the most life is sustained in earnest. The rock dips in an almost craterlike fashion to favor the fertile heart of the island, around which the people who live there has established a rudimentary encampment.

Tents and hovels of twigs and leaf mats have been crudely erected. Those who live in them will be happy to inform travelers of their purpose on Chol, as well as offer the trading of information and services if required.

As of January 2018, that fertile center has been charred to a coal-black crisp.

Dangers: Nothing of note, unless you're truly awful at diplomacy
Resources: An intelligent people willing to trade information and goods
AI'TUOH



1. HOUSING

Rudimentary buildings fashioned of clay with almost unerring exactness. The buildings are as basic and bland as its people, and characters will find that, while seemingly labyrinthine, the houses have been placed on an extremely precise, methodical grid.

The people in this area of the city are not remotely hospitable, unused to visitors deciding to stray into public housing areas. However, it will be a relief to some that now and again, small children break the unsettling quiet of the town with laughter or yells - even if they're admonished by the adults about them, and hastily ushered away.

Dangers: Immediate incarceration by militia if Ai'tuoh's laws are not obeyed
Resources: The buildings allow for limited protection from the elements
2. LIBRARY

A solitary building in the middle of town, on the border of the housing and market districts. Those seeking entertainment or information will mostly find themselves disappointed, as the interior of the building leaves little to be desired. A single, unmanned desk by the door is the only sign that anyone even frequents the place, and of the hundreds of practically exact books, many are extremely dusty, as if they haven't been opened for a very long time.

The book, Our Unerring Law, can be read by characters visiting the library at any time, outlining the many laws of the city. A list of laws that relate to characters can be found HERE.

Dangers: Immediate incarceration by militia if Ai'tuoh's laws are not obeyed
Resources: List of laws that all citizens of Ai'tuoh abide by
3. MARKET ZONE

The only location on Ai'tuoh where trade is legal. The farmer's district sells foods and supplies here, with imported goods on display from the warehouses. While characters are unlikely to find anything exciting here, the stalls are laden with food, storage, furniture, and basic weaponry.

Attempts to do more than pay the allotted pricing for goods will gain a stern eye from the storekeepers and a single, blunt warning - bargaining, haggling, and otherwise attempting to renegotiate with the shopkeepers is a violation of the law. If characters attempt to press the issue, they'll find the militia are very quick to respond.

But at least someone attempted to warn you.

Dangers: Immediate incarceration by militia if Ai'tuoh's laws are not obeyed
Resources: The potential to purchase or trade for food, storage, furniture, and basic weaponry
4. WAREHOUSES

Behind and to the right of the market district are warehouses and silos of exceptional size- though again, any sign of curvature on these buildings is non-existent. Initial attempts to enter this area will be met with a single, stern warning that the warehouses are off-limits to anyone not working there. Pressing the issue will, of course, result in the militia seeing you apprehended.

For those sneaky enough to slip past watchful eyes, each warehouse contains crate after crate of items and goods, from food, to furniture, to work tools and weaponry. The blacksmith, carpenters, and tailors can all be found within these warehouses. Unfortunately, they're not open to personal requests, and are more likely to raise the alarm if they see you.

Outside of food items and small weaponry such as knives, swords, and shields, characters will find that most items are a little too large to steal.

Dangers: Immediate incarceration by militia if Ai'tuoh's laws are not obeyed
Resources: The potential to steal small food items or pieces of weaponry, if not caught
5. FARMS

Taking up the entirety of the southern section of the city, the farming district consists of eight separate fields that cater to different crops and animals. At the top left of each field is a farmhouse for those currently on shift, with roads between each fenced off farming area for the curious to navigate.

Entering the farms is, of course, a violation of the law.

Dangers: Immediate incarceration by militia if Ai'tuoh's laws are not obeyed
Resources: The potential to steal crops and food items, if not caught
6. DOCKS

The most welcoming area for travelers, the docks consist of two large piers for merchant ships to...well, dock at, with an inn close at hand. The inn is one of the only two-story buildings that can be found on Ai'tuoh, and for those who have appropriated or sold items in exchange for the city's currency, basic rooms can be rented out nightly.

Rooms consist of four small, if not terribly comfortable beds, and a small bathroom. Plumbing is not included. However, requests can be made for a bathtub to be filled with hot water. Staff at the inn may be friendlier than those who reside in any other area of town. However, attempts to ask about the city itself will naturally all receive the same answer: "Our unerring law can be found at the library for any answers you require."

Dangers: Reduced risk of incarceration by militia if Ai'tuoh's laws are not obeyed
Resources: Room and board, lower risk of being incarcerated
7. BARRACKS

The militia barracks are large, well-guarded, and distinctly more complex to navigate than any other. Closed to the public, each building has a variety of cells hidden in pockets throughout the buildings, making it difficult, if not impossible, to storm in and locate captured friends.

For those captured, all personal effects will be confiscated, and cells will be exceptionally difficult to escape when sedatives are still being pumped through the system. An opportunity to have a discussion with militia NPCs will be available to captives.

Dangers: Extremely high security prevents breaching the barracks' defenses
Resources: Nothing of note
8. PRIVATE DOCKING

Located behind a large, imposing gate, this area is off-limits to the public. Here, those condemned to the Standing Water are loaded onto fast military vessels and taken to the islet located off Ai'tuoh's coast under heavy guard.

Dangers: Extremely high security
Resources: Nothing of note
9. THE STANDING WATER

A small islet located to the northeast of Ai'tuoh. Idyllic in many ways, the islet of the Standing Water is lush with growth. There is a path that resembles the streets of Ai'tuoh in construction, the brickwork careful and precise and locked firmly in place. A large, sweeping hill dominates most of the islet's appearance - a hill that is essentially hollow, housing the mysterious force known to Ai'tuoh as the Standing Water.

Dangers: Extremely high security, the Standing Water
Resources: Nothing of note
ZIZIPHUS


A detailed summary of what can be found in each searched square can be found here.



HILLS

The rolling sweep of green, grass hills is one periodically peppered with multicolored blooms, thanks to the flowers that sprout in variegated abundance and dust the air with the sweet, cloying scent of pollen. While the inclines on the rolling slopes are gentle, the irregularity to their rising and falling makes it difficult to see too far ahead unless one is perched at the uppermost peaks. The highest of these hillocks sweep up to as far as twenty-five feet above sea level; the ground is still, by most standards fairly even.

Despite the peaceable look to the landscape, the divots and valleys mask all manner of flora and fauna, both helpful and otherwise. There is no telling when a clump of flowers may be a patch of medicinally useful herbs...or when it may turn out to be something very cranky to have its sleep disturbed.

Dangers: Predators, potentially dangerous or harmful plants
Resources: Prey animals, plants useful for food and medicinal purposes
WOODLAND

Nearer to the heart of Ziziphus's verdant landscape, copses of slender trees fan out in a thickening spread. The slim, tapered trunks flower into thick, dense canopies that all but blot out the sky overhead and leave travelers drenched in moss-rich dark. The smell of pollen present in the hills is even richer here, paired with a sickly-sweet scent of something suspiciously reminiscent of rot.

The case in the denser woodland is the same as it is in the hills; while everything appears to be fairly homogenous, there is no predicting when a tree may turn out to be a well-disguised predator, or when a lump of moss may be an extremely useful animal of prey. It is best to tread carefully, regardless, as one can never know what may be sleeping in this place and its musty dark.

Dangers: Predators, potentially dangerous or harmful plants
Resources: Prey animals, plants useful for food and medicinal purposes
UMUI


A detailed summary of what can be found in each searched square can be viewed here.



GRASSLAND

Travelers will witness immediately upon setting foot on this new land: Umui is very beautiful. Covered in rich, multicolored blankets of flowers, the grassland that seems to comprise most of its landscape is almost entirely obscured by the seemingly limitless blooms.

There's a strange, perhaps unnerving stillness to the island, however. Aside from the rustling of shifting flowers, there is no indication that anything else actually lives here. The meadows of Umui may contain an almost edenic scene of variegated blossoms, but little else. No animals, hostile or docile, scurry or tunnel or scamper about in easy sight. There is no birdsong.

The air is still, and it is silent.

Dangers: Lingering strains of an ancient disease known as the Overgrowth
Resources: Flowers useful for food and medicinal purposes, remnants of automaton constructs crafted from a versatile and power-generating ore known as floriocite
LABORATORY


For a larger image, please click here!

The sole deviation in the grandiose array of flowers is the dark blot of a building, not far from the island's mana pool, rising in tarnished brown-black from the verdant mix of colors. Closer inspection reveals that much of the building has become dilapidated over time; whoever built it, they have not occupied it in a long while. The building's composition is rich and metallic, flaked over with rust and grayed with age as its walls may be.

If any security systems exist, they have long since failed. Old chain link fences have crumpled into crushed wirework underfoot, and thick, iron doors have swung loosely open on broken hinges.

If there is anything inside, it seems you can venture to look for yourself, unhindered.

Dangers: Lingering strains of an ancient disease known as the Overgrowth
Resources: Old tools and disused equipment, remnants of automaton constructs crafted from a versatile and power-generating ore known as floriocite
NUIDAN


A detailed summary of what can be found in each searched square can be found here.



CENTER

The sandy-colored blob at the island's heart is roughly equivalent to what one might call a lush oasis. With looming palms jutting from the sun-blistered sands and water wells scattered plentifully about, the centerpiece of the entire thing is undoubtedly the temple that casts its proud shadow across nearly the entire space. The temple appears to be in relatively good condition; in fact, with its sturdy foundations and neat, wooden fencework, it looks more like a barn or warehouse than it does a place of worship.

The mana pool and avatar altar can both be found within. It is here, also, where tasks are accessible to be picked up and turned in to the island's deity.

The deity can be found inside, where the temple's interior of cool, smoothed stone and sturdy beams of wood again feel more reminiscent of some sort of storage warehouse or shed than a holy place - an idea not in the least discouraged by the many cellars beneath the temple itself, set with cut ice to keep produce preserved. The altar is a slightly worn construct made of some sort of dark wood. When one draws close to it, images will flicker rapidly in their mind's eye, muted impressions of symbols: a slab of crystalized amber, the white cups of a lotus, a bright green frog.

If you have anything to say, the island's avatar will gladly listen. But make it quick, won't you? They're a very busy god, and there's just so much to do!

Dangers: N/A
Resources: Mana pool, avatar altar, fresh water
WESTERN QUADRANT

Nuidan's western region is pleasantly warm, flush with bluffs and fields that gradually fade into a beach, smoothed by waves at the western coast. This part of the island corresponds to the season of summer. Aside from the perpetual weather - varying from blisteringly hot to pleasantly warm - the climate is exceptionally gentle where it needs to be. The bee houses, greenhouses, cotton fields, and sugarcane fields can all be found here.

Silos scattered throughout the area are full to bursting with food and supplies of all sorts - bundles of sugarcane, sacks of cotton, heavy mason jars of honey, and so on. The greenhouses are likewise bristling full of vegetables and fruits of almost any sort that one can imagine can be cultivated within, some of them reaching truly stunning sizes. Make no mistake - all is rich and plentiful in the west!

Dangers: Occasionally extreme heat
Resources: Bee houses, cotton fields, sugarcane fields, greenhouses containing multiple vegetables, prey animals (f'rshayme, kulu-ya-ku), fruit (salmonberries), herbs (chicory, fireweed, wood sorrel)
SOUTHERN QUADRANT

Here, the weather outside is frightful. The southernmost region corresponds to the season of winter, and its conditions are subsequently bitter and fierce. The south is the most untamed of Nuidan's regions, where woolly creatures roam about the tundras and snowy slopes freely, and without fear of hunters of trappers. Along the island's southernmost coastline, various pockets and dents can be found in the ice, dug out by determined claws. Missing chunks of ice can be traced right back to the cellars beneath the temple, while dilapidated huts dot the landscape closeby, their use currently difficult to determine.

The majority of these snowy dunes are taken up by a thick crop of trees, though many will be relieved to find that no flowers can be found amongst the tough oaks and pines; if one is lucky, however, a blackberry bush or two, or a patch of winter vegetables, may remain unpicked by scavenging animals.

Dangers: Extreme cold, sparse resources
Resources: Ice fishing, smokehouses, prey animals (anteka, kulu-ya-ku, popo), fruit (hawberries, rose hips), herbs (juniper berries, wintergreen), vegetables (carrots, rutabaga, scallions)
EASTERN QUADRANT

Oh, how the mighty fall.

Which is to say, the easternmost region of Nuidan corresponds to the season of autumn. The trees here are largely evergreens, but one will find a fair smattering of deciduous trees affected by the static seasons. These canopies are periodically lit in the brilliant, flushed colors of falling leaves, they shed their branches in small storms of red and yellow confetti.

The east is where the orchards lie, as well as the rice fields. All manner of fruits and nuts may be cultivated in each orchard, regardless of what sort of weather they might flourish in under ordinary circumstances. Plenty of scavenging predators and prey enjoy staying in this region if they can, specifically because the pickings are so very easy. It might prove a trial to keep this invaluable supply from being harvested by those that didn't work quite as hard as you have.

Dangers: Scavengers, small predators
Resources: Citrus orchard (hosting grapefruits, lemons, limes, oranges, tangerines), fruit orchard (hosting apples, apricots, cherries, figs, peaches, pears, plums, pomegranates), nut orchard (hosting almonds, cashews, chestnuts, olives, pecans, walnuts), assorted fruit (wild cherries, wild elderberries, wild raspberries), assorted vegetables (butternut squash), livestock (moofah, mosswine), rice paddies
NORTHERN QUADRANT

And to the north? The bountiful spring! With rich, sweeping hills of green, the north is the most ideal for keeping and raising animals, allowing them ample opportunity to grave and plenty of room to roam. Multiple pastures, barns, and corrals can be found in the north; the animals here are the most constrained and therefore the most easily domesticated, with the fences carefully penning the livestock in neat fields to graze and wander.

Additionally, however, one will find a proud windmill rearing in the middle of fields of wheat, corn, and barley.

Dangers: Herds of animals who have broken free, and liable to stampede
Resources: Pastures/pens of livestock (aptonoth, bludroc, cariborn), windmill, fields of grains (barley, corn, oats, wheat), fruit (bilberries, blackberries, strawberries), herbs (basil, chamomile, chives, mint, parsley, thyme)
MAATI


A detailed summary of what can be found in each searched square will soon be available.



CENTER

The temple of the local deity can be found at the island's center, and it will be fairly obvious when one draws close: some of the only green on Maati can be found there! Their temple is a fairly simple thing, built of iron and copper. Strange sigils, the very same that can be found on the doors mounted at each prong of the island's star shape, are inlaid periodically across the exterior, carved from differently-colored variants of jasper. Twined about the metallic construct, woven neatly throughout the composition of the building, several chestnut trees rear out into the sky. And everywhere you look, the symbol of the eagle can be found - fanning wings, hooked beak, outspread talons - carved into the walls, in the form of simple ornaments mounted on ledges and peaks.

The mana pool and avatar altar can both be found within. Maati's avatar, Anbaki, is the avatar of justice. They assume the shape of a golden eagle, slightly larger than average, but despite the fearsome curve of their beak, they are surprisingly gentle.

Dangers: N/A
Resources: Mana pool, avatar altar
SURFACE

The island itself is relatively bare, surrounded on all sides by cliffs. The cliffs are sheer, so much so that attempts to climb them will come with a high chance of failure unless characters invest a few stories into proper climbing gear. Due to its rocky, desolate nature, this land, unsurprisingly, lacks much in the way of natural resources. However, that does not mean that nothing can be uncovered in this area at all - old tools and equipment can be uncovered with enough searching, as though a great many struggles or battles were fought here, a long time ago.

From a distance, it can be discerned that Maati is a peculiarly shaped island: its shape is that of a seven-pointed star. Currently, the central canyon area remains the only part of that land easily accessible.

Dangers: Rocky terrain, dangerous predators, lack of cover from elements
Resources: Old tools and potentially useful equipment
DOORS

A door is set into the deep rock on each point of Maati's star. That which lurks beyond these doors is unknown, but each one is mounted with a different glowing sigil. Curious...but harmless, ultimately. The doors will not open, no matter what magic or substance one throws at them, and remain quite impervious to all attack. The only option as far as these strange obstacles are concerned, for now, is to wait...

Dangers: N/A
Resources: N/A
CAHYPDO


A detailed summary of what can be found in each searched square can be viewed here.



EAST MOUNTAIN

The most notable aspect of Cahypdo's landscape is in its peculiar symmetry. A single, vast mountain rears on each side of the island - the east and the west. The eastern peak, dubbed Mount Tharama by the locals, is slightly larger than its western twin. Cahypdo's eastern coast is little more than a fringe of ragged cliffs ringed with ocean waves content to buffet the sharp crags with vicious regularity. Mount Tharama's southwest edge bleeds into a soft strip of sand, ringed by yet more cliffs. It seems that Cahypdo is, for the most part, a relatively harsh and rocky land, at least where the mountains are concerned.

To the north, as the mountain's altitude steadily decreases, the eastern peak faces a flurry of rich jungle greenery that bleeds into Cahypdo's northern coast. It pitches down toward the island's center to form a fertile valley, a trough of rich farmland that runs in a fairly linear streak.

Whatever secrets this mountain may hide will likely only be discovered by exploring it in person.

Dangers: Harsh and uneven terrain, high altitude hosts freezing temperatures, sheer drops and high risk of falling, potential mountain-dwelling predators
Resources: Potential caves useful for taking shelter
WEST MOUNTAIN

The westernmost peak is a mirror to its fellow located on Cahypdo's eastern branch (or, to be more specific, comprises Cahypdo's eastern branch), and is referred to by the local populace as Mount Alysum. It swallows up most of Cahypdo's western region: a single, towering mountain that swells up into a rocky protrusion, towering over most everything else. Most everything else - it's roughly level with Mount Tharama to the east.

The jungle to the north closes over the rougher terrain the further down toward sea-level the mountain slopes. In conjunction with Tharama, this peak forms a valley at the island's rough center. Still, Alysum's summit is high up enough to be capped with snow, and the thin air may make it a difficult obstacle to climb. Certainly the incline hosts the possibility of caves and pits in the surface that might serve as adequate shelter, but the potential might not be worth the risk of doing a little mountain-climbing.

Dangers: Harsh and uneven terrain, high altitude hosts freezing temperatures, sheer drops and high risk of falling, potential mountain-dwelling predators
Resources: Potential caves useful for taking shelter
VALLEY

The island's heart, between the towering mountains to either side, hosts a trench of fertile land. This gentle contrast to the fierce, intimidating peaks framing it extends all the way to the island's southern bay. The rich jungle edges the valley to the north, before terminating in a spray of jade green at Cahypdo's northern coast.

Far more noteworthy is the location of some sort of village built into the sides of either mountain. A network of bridges and stairways allow one to travel from one side of the land to the other, and between buildings of note, without ever troubling the fertile land beneath. The settlement goes by the name of Elower, and the locals - a treelike people who refer to themselves as the Roaka - are masters at getting the fullest use out of the resources available at Cahypdo's fertile heart.

Dangers: Unknown
Resources: Fertile land useful for farming, an intelligent people possibly willing to trade information and goods
VILLAGES

That strip of farmland at Cahypdo's center isn't the only evidence of civilization. Both the north and the south host small fishing villages. The jungle woodland falls away to the north to open to a stretch of beach, and even from a distance one can see a small number of huts, as well as the wooden protrusions of docks that jut out into the ocean waters.

The south features a similar set-up. The southern areas of Cahypdo are largely fenced in by seaside cliffs, which make reaching the coast difficult without a bit of effort. However, much of the region is also comprised of stretches of beach, one of which manages to lead all the way to the southernmost coast. From there, a number of huts and docks provide evidence of civilization.

Perhaps most bizarrely, almost everything in both villages to the north and the south appear to have been constructed of driftwood, worn smooth by the sea waves and long dead, despite the abundance of woodland located in the jungles to Cahypdo's north.

Dangers: Unknown
Resources: Access to fishing and boating supplies, timber from jungle woodland, an intelligent people possibly willing to trade information and goods
IO


1. TEMPLE

The far northwest corner of Io hosts the island's temple, an intricate thing carved of stone and marble, inlaid with the glittering of rubies. It is, perhaps, the most elaborate and least practical temple uncovered to date. At points, its proud shape is artfully overtaken by a tangle of vines - grapevines, judging by the intermittent clusters of purple and green fruits that hang ripe and heavy off the temple's dense, carved exterior.

Inside, the air is rich with the scents of fermenting grapes and honey, mingling not unpleasantly with the scent of incense. The temple's interior has been furnished with rich, dark wood, lending it a heady, intimate demeanor. There are plenty of places to sit and lie down, due to an abundance of rugs, throw pillows, and assorted cushions of every shape and size.

The Standing Stone at the temple's heart is almost, but not quite, hot to the touch. It won't burn on contact, but it's clear that the presence here is very, very strong. The smoky scent of incense blends with images that card rapidly through one's mind as they cross the threshold into this place - the fuzzy, striped yellow-black of a honeybee, the rich and warm tones of a carved ruby, a fat wad of purple grapes, dripping with condensation.

The god here is known by a great deal of names - Eleu, Octliq, Abaachal, Yiril, the Agave Tempest, Kasii, and the list goes on. They go primarily by the name Eleu'zun, the Avatar of Fun.

On the smooth marble flagstones spread just outside the temple, serving as its courtyard, the mana pool linking Io to LifeAftr can be found.

Dangers: N/A
Resources: Avatar altar, mana pool, temple
2. BATHHOUSES AND POOLS

All around the local avatar's temple, a warm fringe of lush, ornamental trees encircle the entire northwestern region and progressing steadily downward. The lazy drone of the odd honeybee can almost always be heard when one draws near; as incredible and inconsistent with the laws of nature it may be, every tree in the area appears to be both flowering and fruiting at the same time. Most of the trees bear fruit that is rich, sweet, and wholly edible, from apricots to plums to cherries to peaches.

The fruit trees continue on to the island's western coast, which opens to a lake-sized hot spring whose contents are likely being constantly piped the five large constructs that fan out beneath it. These bathhouses are elegant, extravagant affairs, on par with a spa house - or, more accurately, with Roman baths. The swooping, tiered architecture of the buildings that house each of these baths certainly evokes Ancient Roman aesthetic. The floors within are comprised of decorative mosaics, again illustrating the local avatar's symbols - honeybees, rich red rubies, and the twining threads of grapevines. Also akin to Roman tradition, each bathhouse contains multiple rooms: one for storing one's belongings, one containing smaller, private bathing areas, one containing much vaster, pool-sized baths, and an open-air garden that carries a multitudes of oils and incenses for the purposes of relaxation. With both cold and hot water available in abundance, any one of these could double as a swimming pool, if you preferred.

The outdoor sections of the bathhouses come equipped with a wide variety of water slides, some seeming to defy both the laws of gravity and any stretches of safety as they loop through the sky and around buildings. The are most assuredly safe, however, and each wild ride will eventually deposit you in one of the many hot springs dotted about the area - or into the new tide pool. Some ability to swim is highly recommended, as starting to sink in these choppy waters will result in one promptly being spat out onto the shore.

Don't worry if you didn't bring a swimsuit or towels, though - the houses all host lockers containing those too. It'd be pretty rude to take them back to Ensō once you're done, but...no one's stopping you from doing that, either.

Dangers: Drowning, possibly, if you're that bad at swimming
Resources: Bathhouses, water slides, hot springs, pools, open air gardens
3. VINEYARD AND WINERY

The northeast branch of the island is thick with striated, well-organized vineyards, bearing grapes of nearly every edible sort available - red, purple, white, green, cabernets and chardonnays, grenaches and malbecs, merlots and rieslings, and just about every other kind one can imagine. And every cluster of fruits, for as far as they eye can see, are swollen and ripe and ready for harvest, heavy on the vine.

A smooth cobbled path winds between the rows upon rows of grapevines, all the way to the very uppermost edge of the island's peninsula. Nestled at the upper northeast branch, a sprawling building with sloping curves and well-shingled roofs, and a general aesthetic that almost resembles a mansion. It's a winery, and a most fine one. There are rooms for tasting, for conversation, for relaxation, for brewing, and so on. The basement hosts a wide selection of finely aged liquors of just about every variant: meads, rums, champagnes, beers, sherries, and more. And all of them are just begging for a sampling, at the very least. Just a taste.

Circling the winery is a wild go-kart track, one that also cares very little for the general rules of momentum and gravity. Large jumps send one zipping over silos and grapevines, while a small variety of items can be picked up for use during the race. These items cannot be taken off the track, so enjoy them while you have them!

Dangers: Stay off those go-kart tracks!
Resources: Grapevines, winery, go kart track
4. TEA GARDENS

The southwestern part of the island sees the backdrop of fruit trees and bath-steam fading in favor of the sharp, pungent smell of dark multitudes of trees far leafier and flowerier than their fruit-bearing counterparts. Here and there, finely crafted iron poles support the warm glow of lanterns that appear to be lit by lazy swirls of glowing insects contained within the glasslike, bulb-shaped constructs perfected at the top. Whatever these insects are, the evenings see them drifting all about the trees with ease; it seems that they return to the lanterns for rest, and foray out for food by feeding on the surrounding vegetation.

Said vegetation consists of a vast number of trees, shrubs, and hedges of tea leaves. At the center of the peaceful grove rests a graceful construct of painted red wood and gentle, delicate arches. Within, one can find all matter of supplies for the brewing of tea - spices, sugars, honeys, milks, kettles, strainers, mugs of all shapes and sizes, and an endless of supply of both hot water and ice, for those who take their tea chilled.

The tea gardens are a bastion of relaxation and calm, with their soothing backdrop of softly sprouting trees and the gentle aroma of their leaves. The location makes for a perfect spot for a bit of patient self-reflection.

Astride the main building is a newly established butterfly house, filled with a rainbow of insects that are endlessly friendly and ready to make your acquaintance. Part of the gardens have made way for a new hedge maze that comes in two flavors - the more casual day stroll, and the challenging evening dash, where adventurers will find themselves running to the center as overly large bees attempt to catch them first.

Dangers: N/A
Resources: Tea leaves, tea room, butterfly house, hedge maze
5. HONEYCOMB COASTER

At Io's center, a most peculiar structure sprawls out in a strange, ungainly mess of interlocking hexagons. It looks very much like it was built by bees, probably because it was. Upon further inspection, the Honeycomb proves to be, at least in part, an extensive rollercoaster. Hitting speeds of 149mph, it falls just shy of breaking past speeds that are safe for occupants, sending all who strap themselves in on a loop de loop filled freefall through pitch-black tunnels of honeycomb and dizzying flashes of orange filtered sunlight. Eating prior to jumping on board is not recommended.

Within the structure itself, built around the coaster's tracks, the Honeycomb contains a twisting labyrinth of slides, ramps, and stairs to be traversed on foot, as well. It's a little like getting lost in a very intricate jungle gym, if almost everything were made of hexagons. While the risk of getting lost is certainly present, the Honeycomb isn't so large that you'll likely be stuck there for very long. It's not a bad place to get lost, either - not only are the golden, honey-colored walls, floors, and ceilings are smooth and warm to the touch, but when the sun is at its zenith, the way it rebounds off the Honeycomb's warm yellows and oranges can be majestic to behold.

You're also likely to find little canisters sprinkled throughout the Honeycomb at seemingly random intervals. Within, you can sample any of the sticks of honey you find. And there are an awful lot of flavors.

Dangers: Rollercoasters are not for the easily nauseated
Resources: Rollercoaster, a place to sit and relax, honey sticks
6. CAMPSITES

The southeast part of Io is a round swell lined with vast bonfire-pits paired with massive, multicolored tents made up of bright, jewel-toned cloth. Within the tents, one can find just about any place to rest and recline wherever they wish, a plethora of couches and throw pillows and rugs and beanbag chairs.

Just outside them, the rambunctious atmosphere of an incipient celebration beckons. The fires have come helpfully pre-equipped with a handy supply of firewood, as well as roasting spits and skewers of every size. Nearby lockers insulated with ice contain chilled meats and vegetables that can be thawed and cooked at one's leisure, as well as jugs of drinks, alcoholic and otherwise.

That's not all that these campsites contain, however. If you feel like exploring the fringes of the campsites, you can discover a number of sheds that, on further inspection, contain seemingly infinite multitudes of fireworks and all the materials necessary for launching them, including some very quality firework cannons. Like most everything on Io, the supplies here run on the air of celebration - as long as everyone's having a good time, they will never run out. So try not to set anything on fire, all right?

Dangers: Just don't get too close to the fires...or launch any fireworks at people
Resources: Shelters in the form of tents, heat and warmth from fires, food and drink
NASTRANDIR


A detailed summary of what can be found in each searched square can be found here.



SWAMP & WOODLAND

In the central regions of Nastrandir, away from the coastal areas fenced in by rocky outcroppings and mountainous protrusions, the climate climbs in humidity and moisture. Thick trees, creepers, vines, and natural vegetation form a vast canopy that traps the heat of the swamp, and the smell of the mud and sludge that emanates from below. Heavily saturated with water as the wetlands are, trekking through these dense areas can be hot, sticky, exhausting work. At times, the wet slurry segues into more solid ground, which can make for easier travels. Most of Nastrandir's central areas are heavily wooded, regardless of how swampy they are.

The lack of drainage or flow means that there's an awful lot of buildup and dead plant matter piled up all over the place, which can be difficult to traverse. Patches of sucking quicksand and sticky mud can make for potential hazards for the unwary traveler. The good news is that this has left the area incredibly rich in nutrients, meaning that there is a great deal of plant and wildlife - and much of it can be useful. The humidity can be difficult to muscle through, so it's recommended you bring some fresh water with you, if you plan on venturing very far into the greener regions of Nastrandir.

The southern part of the swamp eases off into a more conventional sandy shore, while the north is largely fenced in by craggy, rocky cliffs.

Dangers: High humidity, high risk of quicksand, natural predators
Resources: Resource-rich environment hosts multitudes of useful plants and animals
RUINS

Skeletons of dilapidated buildings are scattered throughout the swampy regions of Nastrandir, most of which have been overtaken by vegetation. Some have been turned into dens or nests for the local animal life. Much of these structures seem to have built from stone bricks and so large chunks of what these buildings once were still remain.

These buildings are scattered mostly to Nastrandir's north and south. If there were once more of them, they've ever sunk into the swamp or been otherwise lost. Still, the husks of these structures can offer some structure and solidity in the soft, marshy regions in Nastrandir's central regions, as long as you don't mind having to clear out some growth - or a few predators that might want to make a quick snack out of you.

Dangers: Buildings make ideal environments for predators; parts of buildings may be in significant disrepair and risk collapse
Resources: Possibilities of shelter and old tools; remnants from past civilization
EASTERN MOUNTAINS

The island's east tapers into a swirl of craggy, uneven shapes, made all the more jagged by the rocky terrain that swells up the further along one proceeds toward Nastrandir's easternmost coast. The swamp gradually recedes due to the sharp incline of uneven rock that progresses toward the spiny mountain range at Nastrandir's east.

Throughout much of this region, an eerie silence pervades, cut only by the odd clatter of a disturbed stone that suggests that someone might be out there...though it's not clear who, or what...though it could always be the odd animal. The dark arches of caves can be seen set into the stone at certain points, but it's impossible to tell if these are inhabited, or even natural. It's not clear if anyone lives here at all, and if they do, in what conditions.

Something has this region wrapped in silence, though it's impossible to tell why that might be. Whatever it is, it's advisable that you only embark in this area when well-prepared for the unexpected.

Dangers: Potential predators, uneven terrain, high risk of unstable ground causing rockslides, etc.
Resources: Unknown
( CODED BY BOOTYCALL )
whiteas: (ruby let's get yang into AA.)

[personal profile] whiteas 2017-09-12 02:10 am (UTC)(link)
Quickie question: Is the map north=top oriented? There's no compass rose so we didn't want to assume, figured it was best to check!
whiteas: (Good we're all settled.)

[personal profile] whiteas 2017-09-12 02:33 am (UTC)(link)
Thanks so much!
shineinside: (Default)

[personal profile] shineinside 2017-12-06 01:44 am (UTC)(link)
Since Yuka just drank from it, I should ask: Is the river going down the middle of Monsun safe to drink from?
shineinside: (Y: I'll do this myself)

[personal profile] shineinside 2017-12-08 12:42 pm (UTC)(link)
Question 2! If you mana pool over to the other islands, do the psychological effects end instantly or fade over time?
triggerhappytraitor: (Mild worry)

[personal profile] triggerhappytraitor 2019-08-06 06:46 pm (UTC)(link)
General flora wise, any medicinal type herbs/plants to be found in the general islands?
triggerhappytraitor: (A man and his motorcycle)

[personal profile] triggerhappytraitor 2019-08-08 12:50 pm (UTC)(link)
So if I had Tachibana start cataloging, would would be needed for that? He has herblore knowledge, medical training (both modern and antique) and a bio-chem background, so he should have the info side of it. and it would be a good excuse to cover me being too distracted to get him into anything else right now
triggerhappytraitor: (Mild worry)

[personal profile] triggerhappytraitor 2019-08-08 01:47 pm (UTC)(link)
So it's more or less a "if it's not on the info pages, assume it's not there" sort of deal? Or can there be some general "these look like useless weeds unless you know that--" sort of things (ie, dandelion being a weed but has a good range of medicinal uses) that he can document and make others aware of?
triggerhappytraitor: (Windswept Worry)

[personal profile] triggerhappytraitor 2019-08-08 01:57 pm (UTC)(link)
Is there a list of them all handy somewhere or is this a manual extraction job? (since... part of the hope for this was for it to be a good backburner thing for Tachibana to be kept busy by that wouldn't require a lot of heavy lifting since moving and all that. If it's going to be a lot of going through the manual info pages, I may have to pass on the idea due to time constraints)
triggerhappytraitor: (Well if he's not gonna eat it...)

[personal profile] triggerhappytraitor 2019-09-21 11:33 pm (UTC)(link)
Belatedly to follow up, would it be permissible to say that in the past few months, Tachibana has been able to find:

  • A plant with very oil-rich fruits (to be used to press out the oil for making salves and tinctures)
  • Plants/roots/etc with one or more of the following medicinal properties:
    • Pain relief
    • Anti-inflammatory
    • Antimicrobial / antiseptic / antibacterial
    • Sedative / anti-anxiety
    • Anti-nausea

    No need to name specific plants, just a general thumbs up that these can be found. These properties are super common amongst a wide range of medicinal plants and I'd like to avoid having to in-depth research every single bit of flora in game, or come up with specific plants with specific properties since this is a background task mostly just to provide the clinic with locally sourced supplies.

    So that others can also keep up supplies, he will be filling a book with dried plants and notes about their properties so that others can identify them, but again, I think this is something best kept as "generified" information rather than getting hyper specific with plant names and such.

    Hope that made sense!