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The Mods of LifeAftr ([personal profile] lifeaftr_mods) wrote2017-06-29 11:52 am
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Setting

Setting

The Islands

LifeAftr, though going by various other names with the locals, is the archipelago in which your new story begins. The central island, Ensō, appears to be filled with a predominantly tropical landscape, large stretches of beaches and imposing cliffs scattered around its edges. High in the sky, floating islands lay out of reach, leaving you to wonder just how you’ll reach them- or better yet, how you leave this place for good.

Upon arrival, very little is offered by the way of shelter; characters will have to make do with what materials can be salvaged from the rafts they arrive on. Just past the beach lay the ruins of what once may have been a rather spectacular temple; though time and neglect has left it crumbling in some places, and uninhabitable in others.

The path forward from this point relies upon our stalwart heroes, who will expose the map piece by piece from our Search Requests Page. The local God, the Storyteller, also appears eager and willing to help, if a bit...eccentric.

Outside of the potential gains and perils of exploration, characters must work together to survive against the hazards of nature, including starvation, dehydration, and the elements. Whilst the lands to come are full of mystery, there are consistent points of interest that are more than worth locating.


The Storyteller's Temple

Home to the Storyteller, the Deity who governs the archipelago of LifeAftr, this ancient temple located on the island of Ensō is likely one of the first pieces of architecture that characters will stumble across. The structure of the Storyteller's temple is largely worn into ruins, but maintains a dedicated altar to its patron god as is custom of every Deity, as well as an enormous inner sanctum and several unused rooms.

The Storyteller seemingly resides in this temple, though they are not commonly seen on its grounds unless sought out by residents of the archipelago. While the temple itself is in a significant state of disrepair, the Storyteller's roots there offer it an unknown amount of protection against outside forces, and it has been used as a headquarters to rally within during times of extreme duress. Even in times of peace, however, there is no such thing as a trespasser in the Storyteller's sanctuary.

That said, permanent residents in the temple other than its Deity are not particularly welcome, and the Storyteller will make it a point to shoo off any would-be roommates. If not by force, then surely by incessant provocation and nagging.


Avatar Altars

Avatars, also known as Island Deities, generally do not like to directly interfere with the lives of mortals unless called upon to do so...generally. An altar can be found on each island for the resident Avatar, which characters can leave offerings at in exchange for new goods, or attempt to communicate.

On Ensō, the temple altar belongs to the Storyteller, the first Deity that characters are introduced to. Unlike Avatars, the Storyteller’s reach spans across LifeAftr; monthly, characters are drawn back to Ensō via the Dreaming of Mu, enabling them to give offerings of tales from their adventures. These offerings are rewarded both individually and game-wide.


Chamber of Glyphs

In the antechamber of the Storyteller's Temple, a narrow tunnel winds off into another section of the building entirely. A short trip through this passageway will deposit travelers into a large and cavernous chamber, covered wall-to-wall, floor-to-ceiling in chalk and charcoal drawings.

Referred to by the Storyteller as the Chamber of Glyphs, this room serves as a means of communicating one's stories to an audience through non-verbal means: whether as a formal offering in exchange for favors, or merely for simple pleasure.

The Chamber of Glyphs is connected intrinsically to the dreaming island of Mu; it thus seems to take on supernatural qualities, with drawings that seem to shift upon the walls, disappearing and reappearing elsewhere, mixing with images that had not been there prior. A basin of endless chalk sits next to a firepit in the center of the room, ripe for the inspired artist to take to whatever blank canvas is available in the architecture -- and there is always space available.

While used primarily as a means of giving offering during the monthly Storytelling, there is no limitation on the Chamber, and every islander is free to utilize it to their heart's content. No matter the artist's level of skill, the drawing will be remembered and cherished, and will find its way onto the walls again.


Mana Pools

Finding pools and streams of water shouldn’t be so surprising upon most islands; what may be unusual are the circular pools of glowing green liquid. Mana pools have multiple functions, the most important being a source of power for the special symbols bestowed upon mechanical characters by the Storyteller upon their arrival. Recharges are required at these pools at least once every two weeks.

Aside from this, characters in a bind can also consume the waters found within the pools. Though the taste is mildly acidic (somewhat akin to watered down orange juice), they can rest assured that the pools contain the necessary nutrients for any creature, big or small.

Mana pools also serve as a means of fast travel within the archipelago. White narcissus flowers grow resplendent around the edges of each mana pool, no matter the weather, and act as offerings to the pool: all characters have to do is float (or toss) the flower in and state their destination, and they will be teleported to the corresponding mana pool at that location. The fast travel feature can only be used to travel to mana pools already discovered. Also note that if the destination is not stated (through whatever means of communication is available to the character), they may find themself randomly teleported to any known mana pool.

Finally, during their stay, characters may have heard multiple requests from the Storyteller themself not to bathe in the mana pools -- they are, after all, intended for drinking from. Characters are more than welcome to disregard that advice, but they may find that as soon as they settle into the waters, it begins to grow quite warm... very warm... very, very, very warm.

Oh, dear. Is it starting to boil?

Indeed, bathers who overstay their welcome of a few scant seconds will discover that the water has chosen to grow scaldingly, injuriously hot -- and if this doesn't convince them to leave, they will soon be given little choice, as the pool will erupt in a vicious geyser that may very well see the intruder on a quick airlift. Where are they going? Only the mana pool knows.



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