The Mods of LifeAftr (
lifeaftr_mods) wrote2017-06-28 12:17 pm
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Search Requests
Search Requests
As a central element to the game, Search Requests may seem very daunting at first. Never fear! Below is a table of contents for this page that may help answer your questions, giving you the confidence to venture forth into the great unknown.
[ ♆ ] What Are Search Requests?
[ ♆ ] What Impacts a Search Request?
[ ♆ ] How Many Search Requests Can I Make?
[ ♆ ] Why are Searches Limited?
[ ♆ ] Islands Available
[ ♆ ] Search Request Form

The contents of many islands that make up the archipelago of LifeAftr require player exploration and participation to uncover and chart, as everything from the potential dangers, obstructions, and resources are randomized. Alongside adding weight to the potential dangers characters may face, it also gives you the potential to influence the game as much as possible.
Upon arrival to a new island, a blank map of the island's general shape will be provided with a grid, parsing the island into square sections for the purposes of exploration. Each of these squares are a base size of one mile by one mile in terms of width and breadth, unless otherwise noted. Each square is also labeled for player convenience. Characters who have access to boats or another means of traversing the ocean waters can perform search requests on surrounding waters.
Search Requests are intended to be used as a prompt for IC interactions. While not all search results will hold something of particular interest, such as finding new seeds or fruit, but in circumstances where enemies or information has been located, we encourage ICly threading out these results, or using them to foster new CR.
As of July 2018, there are new factors to take into account when submitting a Search Request:
[ ♆ ] GROUP SIZE limits the timeframe in which a search request can be completed. While a single mile may not seem so far to walk, thoroughly investigating a square mile is a different matter altogether. Depending on the size of a group, characters may choose to push on into an additional square at the cost of spending the night in the wilderness, potentially exposing themselves to other dangers - or in groups of four or more, split the group to cover the additional ground. Search Requests are currently limited to two squares maximum at a time, regardless of group size.
[ ♆ ] DIFFICULT TERRAIN such as mountainous regions, thickly wooded areas, or those under the sway of severe weather conditions may severely hamper a group in covering new ground. Due to this, search requests may be limited on occasion to one square per search, regardless of the group size. This restriction will be announced when relevant.
[ ♆ ] POTENTIAL RISKS can and will hinder characters set on searching more than one square. If searching an area thoroughly, it is assumed that your character is both taking their time, and covering as much of the ground in that square as possible. Obstructions, predators and catastrophes should be predominantly unavoidable due to this.

Beyond submitting a search, characters may also band together with others for an additional two search requests, but these requests must be submitted by another character.
Additionally, Search Requests may only be forward-dated up to two days ahead of the current date. As LifeAftr may sometimes see events suddenly beginning, forward-dating is limited to avoid the need to retcon.
In some circumstances, such as when an island is due to disappear - potentially for good! - we may lift these restrictions to allow those who'd like to further explore islands to go wild.

The following island(s) are currently available for exploration:
NASTRANDIR
The following island(s) are not currently available, but have individual locations pages for player perusal:
CAHYPDO
CHOL
IO
MAATI
MONSUN
NUIDAN
UMUI
ZIZIPHUS
NASTRANDIR - E4 | ⋈ OLD TOOLS (1/2)
E4 is mostly woodland, as fate would have it. Swampy woodland, wet woodland, probably a fair pain to travel due to how humid it can get and how thick the ground can be at points, but woodland nonetheless. Dense-packed trees with dangling creepers and curtains of swamp lichen can prove irritating to traverse, along with the whine of insects eager to find some warm flesh to drink from, and there aren't any obvious indications that anything lives here. At least...if there are any prey animals to be found, they don't show themselves.
Still, there is part of a metallic construct protruding from the ground, covered with moss and half-reclaimed by nature, but nonetheless still capable of issuing a very faint red glow from the top. Should this group find a way to compare notes with two other groups, they'll find that they're not the only ones to encounter something just like this.
The light mounted at the top of this odd siren post does start to pulsate with a low-level red glow, the closer travelers approach. Stronger, too, than either of the sirens that came before it, if anyone here has heard tell of them. You're definitely getting closer to something...
This might make staying the night in this area a little bit unsettling. But, hey - at least you don't have to worry about lighting up your surroundings any. You've already got a convenient nightlight!
Half-buried in the ground near the siren is a squarish, boxy shape that will, with a little digging, reveal itself to be a very old minecart. The group will also be capable of digging up ancient mine rails, though there aren't nearly enough of them to indicate where this cart may have come from or where it was meant to end up.
While the cart is rusted, and clearly quite old, there's still something to be found inside it. Namely, the group will be able to uncover a few old sacks that look as though they were crafted from some kind of waterproof or hydrophobic material. This didn't protect the contents from absolute wear and tear, but it did save some of them from the worst of the warm weather, as well as the pitfalls of the general passage of time.
The first sack contains chunks of coal that look as though they were cut roughly from...somewhere. Probably by hand, if the unevenness and irregularity of each piece is any indication.
The second sack contains fragments of copper ore. Again, they look as though they were probably mined by hand.
The third sack contains only wet silt and mud. It's possible that it contained something of use, once, but a few widened punctures at the bottom of the sack suggests that the heat and moisture got to the contents and ate away at them over time. Alas!