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aftr_ooc2019-07-09 08:56 pm
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July Exploration: Ignotum Fatum
JULY EXPLORATION: IGNOTUM FATUM
Those of you interested in exploring the underwater structures discussed in our OOC Event Information may do so here! Instead of linking to our Search Requests page, we've chosen to consolidate all OOC discoveries regarding this particular location into one post.
Che Vibra ed Arde
The opportunity is finally yours to find some answers, dear explorers. The underwater structures are yours to pick apart and study at length...as long as you're not stretching the time limit you have to your underwater shape, of course.
Even from a distance, it's apparent that most of these structures have been through quite a lot. Given that they look very much like they were meant to exist on the surface, it's very likely that they were built there and then subsequently sank. The design of each construct is relatively simple, but sturdiness was an evident priority - many of these structures have retained their basic shapes despite whatever it is they may have been through. Certain arches and pillars and supports may seem reminiscent of an almost Greco-Roman architectural style...though if you've been with us for long enough, these buildings might remind characters of a certain other city. Nothing as utilitarian or simplistic, but there's no doubt about it: this sunken city shares many general structural elements with the city of Ai'tuoh.
Bear in mind that the return of this area in the future is not guaranteed. Characters must work together to cover as many of the structures as possible. Planning ahead and searching groups is advised. Also keep in mind the restrictions of the sne'akleriad - characters can only remain in their aquatic form for thirty hours at a time, and the underwater city has no places to rest. Characters may be attacked by predators and other threats, and not every find will be able to be physically transported back to the surface.
So tread wisely!
The opportunity is finally yours to find some answers, dear explorers. The underwater structures are yours to pick apart and study at length...as long as you're not stretching the time limit you have to your underwater shape, of course.
Even from a distance, it's apparent that most of these structures have been through quite a lot. Given that they look very much like they were meant to exist on the surface, it's very likely that they were built there and then subsequently sank. The design of each construct is relatively simple, but sturdiness was an evident priority - many of these structures have retained their basic shapes despite whatever it is they may have been through. Certain arches and pillars and supports may seem reminiscent of an almost Greco-Roman architectural style...though if you've been with us for long enough, these buildings might remind characters of a certain other city. Nothing as utilitarian or simplistic, but there's no doubt about it: this sunken city shares many general structural elements with the city of Ai'tuoh.

So tread wisely!
Vivida Nei Secoli
Below, we have provided the map to the entire area for underwater exploration. As opposed to our standard grid-based exploration system, searchable areas have instead been divided into numbered sections. Each number corresponds to the building or general sub-area that characters may search.
To search any part of the city, respond to our search top-level below. Remember that standard search request restrictions apply, as detailed on our Search Requests page. Make sure to use the event plotting post, as well as any other OOC avenues of communication you might need, to communicate with your fellow players as to who wants to search what!
Hover over a location for its name. Click on the location to read its description, and whatever has been found inside or around it. If a location has not been searched, it will simply read its number, and will not link to anything.

Below, we have provided the map to the entire area for underwater exploration. As opposed to our standard grid-based exploration system, searchable areas have instead been divided into numbered sections. Each number corresponds to the building or general sub-area that characters may search.
To search any part of the city, respond to our search top-level below. Remember that standard search request restrictions apply, as detailed on our Search Requests page. Make sure to use the event plotting post, as well as any other OOC avenues of communication you might need, to communicate with your fellow players as to who wants to search what!
Hover over a location for its name. Click on the location to read its description, and whatever has been found inside or around it. If a location has not been searched, it will simply read its number, and will not link to anything.

Event Timeline
[ ♆ ] July 8th: The Jormun and the kaleidoshells return to Ensō's shores
[ ♆ ] July 10th: Underwater exploration begins
[ ♆ ] July 17th: Part Two of our second year anniversary Test Drive Meme goes up
[ ♆ ] July 20th: Monthly Storytelling occurs
[ ♆ ] July 22nd: The final island in this voting round appears
[ ♆ ] July 25th: The Jormun return home, and the magic of the sne'akleriad recedes
( CODED BY BOOTYCALL )
21 | STORAGE WAREHOUSE
A medium-sized, two-story building, very little investigation is required for adventurers to discover its purpose. On the lower floor, heaped bags line every wall- some filled with the rotten remains of grains and wheat, whilst others have become weighted down by water-soaked flour, almost cement-like in substance.
The second floor has several rooms with a variety of uses. The stairwell opens to a small kitchen, with a corridor leading to four bedrooms, and one large office. Ruined scrolls line the walls, with flecks of paper floating through the water. What information they once held is no longer readable, as touching the delicate papers simply causes the semi-solid scrolls to crumble in one's hands.
The beds are still occupied with the remains of owners who never left.
It would be best to be on your guard in this building. Now home to a lone Tursa, Ardyn and Church can count their blessings that this lone creature goes against the norm of its kind, seemingly living alone. More intelligent than other shadows, the Tursa are capable of setting simplistic traps, preferring to snare their prey in large netting before coming in for the kill - be that with a large rock, slab or rotting wood... or the sharp tusks jutting from their mandibles.
Though there's little left to plunder, some objects still remain to attract the curious and attentive. It's worth nothing that what they do find of use will be found on floors, or set on surfaces, not hidden away in any of the numerous means of storage. If careful in their exploration, the two will find: