The Mods of LifeAftr (
lifeaftr_mods) wrote in
lifeaftr2018-11-03 08:51 pm
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Entry tags:
- coco: héctor rivera,
- critical role: beauregard,
- hollow knight: the knight,
- hyper light drifter: the drifter,
- marble hornets: tim wright,
- mass effect: legion,
- original: mira delacroix,
- red vs. blue: agent washington,
- the adventure zone: kravitz,
- voltron: keith kogane,
- voltron: takashi shirogane,
- ✖ captive prince: damianos,
- ✖ hyper light drifter: the guardian,
- ✖ no.6: nezumi,
- ✖ no.6: shion,
- ✖ original: nari reno,
- ✖ red vs. blue: agent carolina,
- ✖ voltron: lance,
- ✖ voltron: pidge gunderson
November Intro: We Used to Think Our Words Were Gold
INTRO LOG: NOVEMBER
Who: New arrivals, and you!
What: New souls arrive to the archipelago of LifeAftr
When: November 4th and onward
Where: Ensō
Warnings: Mark as needed!
What: New souls arrive to the archipelago of LifeAftr
When: November 4th and onward
Where: Ensō
Warnings: Mark as needed!

Temple: We Built These Walls So We Could Find
With the Storyteller once again regaining control of Mu in the final week of October, the disturbing bleedover of characters' pasts and futures has come to an end; but, as it would seem, some alternative effects have merely been delayed.
The Chamber of Glyphs, which had held steadfast as a link between the physical and metaphysical worlds during last month's event, has finally bent beneath the strain - and, perhaps, due to the Storyteller's increased exertion over both planes. The Chamber, which typically represents a myriad of drawings intended to tell stories, has abruptly become much less tell...and much more show.

Right out of the walls, in fact.
Indeed, the drawings in the Chamber have come to life, bringing the chaos of their story into the room itself. And they seem quite determined to make your character a part of it. Though startingly lifelike, their features always seem to be fuzzy and indistinct, and their voices a bit too warbled to make out. Whether it be the taste of bitter ink in your mouth when you bite into an apple, or the feel of chalk dust on your fingers as you grip a weapon handed to you, there is a persistent sense of immaterialism in these ghost-drawings and the world they fill the gray corners of the Chamber with. Regardless, they all very much believe that you are a part of the feast, or the hunt, or the battle, or whatever other tale has leapt from the walls. And you are expected to participate.
Of course, any theoretical danger probably isn't real...but do you really want to risk it? After all, it isn't only mundane tales of the faceless that reside here - your fellow survivors, too, have added their much wilder stories to this world. Surely the Chamber would recognize them if they were to be nearby...and remember their contributions.
And Beyond: A Future We Will Never Write
Of course, there are other aberrations throughout the temple to contend with. For newcomers, the major issue appears to be the lack of a front door, while those who have come to visit the temple for any number of reasons will find the front door isn't quite leading to where it should; nor does it seem keen on sticking in one place. The only room within the building that any character will be able to reach is the Chamber of Glyphs itself - but actually escaping the temple may seem a difficult task.

Though the eye may believe they have returned to the entirety of the island, other senses may confound and befuddle. Each step is still taken on level stone, the only sounds those of your shoes upon the floor - and the voices of anyone stuck inside with you. Venturing about will prove that these illusions do have a limitation, ending a few miles at most, though the unlucky could easily find themselves exiting one door...and entering a new island room. Exploration could potentially continue on indefinitely - or at the least, until the Storyteller wrangles their temple back into order early the next morning.
Be careful, adventurers. Though cycling through islands you have seen before - the very subject of your stories - there is a chance that those who go too deep will come across a land that is very familiar to some. Twisted remnants of something terrible, heavy with the scent of ash and decay. Bare, blackened landscapes that look as though they may have been blown to fragments. Portions of some foreign and unknown world a powerful strain of dark, volcanic corruption.
If you should find this, it is best to leave as soon as possible. Though the ground may still be safe to stand on, the same cannot be said about the breathability of the air.
All new arrivals will awake with knapsacks, their names stitched to the front. The contents of said knapsacks can all be found in your acceptance notices!
As a final note to those who participated in the Test Drive Meme, bear in mind that those threads, if all parties involved would like, can be game canon in the form of dream-like memories involving a place very much like this one, though the layout is considerably different.
Feeling a tad adrift? Make sure to check the Locations Page, which has details regarding the starting areas and a handy map for those who feel better with a bird's eye view!
( CODED BY BOOTYCALL )
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Well, just one word. He'll keep it short and simple.
'Died.']
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[No further explanation is needed. They remember their first death, when the crystal swallowed them whole. They had woken disoriented, their sprite useless. The adjustment had not been pleasant.]
do you speak with hands?
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[Let this be a lesson.]
[They can think of nothing else to say to that. And so they move on.]
should get out
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This whole day feels like one great big shrug, honestly. Teach him to be curious.]
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[They start moving without much warning, or concern for giving one. Not aside from the almost rote:]
this place
a bad place
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look for door
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They walk, they make some progress... and then he's snapping his fingers obnoxiously for attention, cupping a hand where an ear would be once the Drifter's looking at him. He glances around pointedly, then shrugs. No sounds of people. Is anyone here?]
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this place is populated
ordinarily
it was in rubble when we left it
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No more random doors. Never again. And maybe he'll think about getting some kind of weapon that doesn't outweigh him. Until then, just keep walking.]
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[The dark silhouette of a door is a welcome change to the gray-beige corridors of the city. The Drifter points.]
there
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He'll go through first, if he's quick enough. Meatshield minus the meat--maybe if there is something vicious on the other side, it'll go for him first... and the blue dude with the sword will have some warning.]
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[The effort turns out to be pointless. The door takes them right back to the Storyteller's Temple, the way it's meant to look, plus or minus a few...particularly animate chalk carvings.]
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(Which really shouldn't need to be taught. At least he wasn't the only idiot who did.)
He waits for the Drifter to show up again, then just gives them a thumbs up. They made it!!]
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safe?
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There's chalk to write with and walls to write on. Thank goodness for that much. He crouches down beside the nearest empty patch of wall and gets to it. His handwriting is... not the neatest and his punctuation barely exists. It wasn't always that way.]
guess so? what happened
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unknown
did not recognize first place
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[Not that it matters unless it happens on their island. The one they're trapped on, the one that feeds the living... well, no sense in borrowing trouble, when there are problems right now.
He looks at the door for a moment, thinking, then starts writing on it instead. 'DON'T GO IN HERE' in huge chalk letters. Maybe it'll stop at least one curious person!]
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[The Drifter blinks slowly, musing over the situation only briefly before Héctor's latest act distracts them. It's a good thought - if at least one person is swayed by the cautionary message, it will have done its job.]
good idea
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not going?
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go where
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[They point at the temple doors - away, they mean. From here. They're not predisposed to linger.]
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He's up on his feet right away, waving for them to go on first.]
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