The Mods of LifeAftr (
lifeaftr_mods) wrote in
lifeaftr2019-02-03 06:59 pm
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Entry tags:
- critical role: beauregard,
- critical role: mollymauk tealeaf,
- marble hornets: tim wright,
- mass effect: legion,
- mushi-shi: ginko,
- original: chip abaroa,
- original: erika fisher,
- red vs. blue: agent washington,
- tales of vesperia: alexei dinoia,
- the adventure zone: kravitz,
- undertale: asgore dreemurr,
- ✖ captive prince: laurent,
- ✖ guilty gear: faust,
- ✖ okami: amaterasu,
- ✖ original: eska,
- ✖ persona 5: ann takamaki,
- ✖ persona 5: yusuke kitagawa,
- ✖ rwby: pyrrha nikos,
- ✖ sword art online: kirito kirigaya,
- ✖ tales of vesperia: yeager,
- ✖ undertale: muffet,
- ✖ violet evergarden: violet evergarden
February Intro: Chasing Kairos
INTRO LOG: FEBRUARY
Who: New arrivals, and you!
What: New souls arrive to the archipelago of LifeAftr
When: February 4th and onward
Where: Monsun
Warnings: Mark as needed!
What: New souls arrive to the archipelago of LifeAftr
When: February 4th and onward
Where: Monsun
Warnings: Mark as needed!

Monsun, for the uninitiated, is an island divided in two, separated by a ribbon of flowing river. To the east, a rich deciduous woodland and perfect temperature heralds a plethora of resources at your disposal, at one singular, significant cost: your very worst traits will manifest the longer you remain in the area, until, by the twenty-four hour mark, you're living your absolute worst self.
By contrast, the island's western region is a harsh wasteland, a swathe of desert with hardly any shelter from the unrelenting sun and arid heat. Most everything here wants, in some way, to kill you, from the landscape to the fauna. Ugly storms and predators run wild, but the benefit is probably exactly what you think it is: namely, that your best traits manifest more and more strongly the longer you remain on Monsun's western half.
You, you lucky band of newcomers, are going to be arriving on one of two sides of the island. Whichever one in which your character wakes is up to you - though they're certainly welcome to head either direction, once they get their bearings.
Monsun, B2: Desert Air Won't Drown You Out
A craggy stretch of desert borders Monsun's northwest coast. Parts of the sand here, the further north you head, seem to have gone suspiciously slushy or boggy...though that might be the beginnings of an oasis that looks like it might be present on the region further up. Or, possibly, something else entirely.
It'll probably be hard to tell when you've got a mess of your own to contend with. Namely, the presence of a predator that's going to be making life quite...difficult for you, the longer you remain.

By far the most dangerous thing about them is their venom, potent enough to floor even the most powerful and even those of the nonhuman persuasion. They can be, potentially, milked for said venom if you're in need of a powerful toxin to lace your weapons, but it's recommended that you make sure the scorpion is very thoroughly dead or well on its way before doing any harvesting of its resources. You know. Just to be on the safe side.
The good news, of course, is that your better traits will be amplified the longer you stay on this side of the island. If you don't mind the danger, you're far more likely to earn yourself some help here than you are on the other side of the island.
Speaking of which.
Monsun, C1: So Scared of Overgrowing Youth
By utter contrast, the rich woodlands of Monsun's east give all the appearances of being the best sort of welcome one could ask for. With the island's coast lining the region of C1 to its north and a deep, beautiful green swathe of lush deciduous undergrowth swarming throughout the entirety of the area, one could almost call it idyllic.
One thing is certain: it is very, very beautiful. The presence of so many growing things make it a glorious contrast to the island's western half. And in C1 in particular, there's no shortage of resources. The odd berry bush, the abundance of trees that can be harvested for lumber, if necessary...and the presence of some very odd, but nonetheless potentially adorable little creatures known as mosslings.
What may initially appear to be a tuft of particularly springy moss will, on closer inspection, prove to be something a little bit more. Mosslings are practically indistinguishable from the surrounding landscape unless one is keen-eyed enough to pick out the twin yellow points of glowing eyes nestled among the leafy orbs of their bodies - or unless one happens to spook one by accident, prompting it to scurry hastily away. They are extremely peaceable, extremely docile creatures, though they can make traversing the landscape startling on occasion, for the faint of heart. Aside from potentially edible, leafy flesh, they don't have much use in the way of resources, but they are quite harmless!

The only danger here comes from within. But the worst things usually do.
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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[Unless people start actively running around looking for ways to off themselves which, unfortunately, has happened.]
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[He does not sound terribly enthused about this. This is the lowest tech setting imaginable, and it's an absolute nightmare for a space-faring future-soldier.]
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That is definitely long enough. You have my sympathy.
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[He doesn't elaborate in what way it could be worse. He only says that it could be, and decides to leave it at that. That's good enough.]
...anyway. People here can more or less move in wherever they want, as long as the place isn't occupied already. You can tell if it is.
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Ah, that is useful to know. I did worry about my living situation.
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[Most people do. Sometimes they have one and sometimes, apparently, they have several.]
The one with the, uh...talking rabbit?
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[It sounds stupid to say it aloud, but it's the bottom line.]
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[Your rebellious will becomes a persona and fighting in a cognitive world kind of makes anything seem possible.]
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[Well, they'd probably wonder if he snapped again.]
That's the closest thing to an introduction everyone gets.
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[And it really hadn't seemed like the Storyteller could tell him much more than he already did.]
I can't say I don't find this frustrating because I do.
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Most people do. Our only options seem to be to roll with the punches.
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And with such dangerous creatures about.
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[It's "learn quick or almost die" or "learn quick or actually die" or "learn quick or learn how much it just really sucks to die and come back" around here, as it happens.]
Most people are fine with helping out, if you ask. The ones that aren't usually aren't worth bothering with.
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You might run into people from home here. It's...that happens, from time to time.
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Have people from where you hail from appeared in this world?
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[Some, he says. He doesn't say which ones, or for how long. He doesn't dig into how they vanished, one by one, leaving behind belongings and little evidence that they were ever really here. He doesn't mention that there's a part of him, still, that worries that they weren't ever really here, because no part of their presences were externally verifiable.]
People disappear sometimes, too.
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[He's settled for not thinking too hard about it.]
[Hope doesn't have a place in a soul like his, anyhow.]
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This is a lot to think about.]
I-I see.
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[Maybe it's worrying, how fucking desensitized Wash seems to be to this entire thing. It's not the first time he's watched people disappear, or die, or worse, so as far as he's concerned - this is standard.]
So be careful out there.
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[It seems like this is a pretty likely assumption to make.]
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