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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 )
4 | GUARDHOUSE
One of the buildings near the outskirts of the city also happens to be one of the most complex, with tightly knit, efficient hallways shielding a multitude of compact cells sequestered away out of immediate sight. Anyone who was captured back on Ai'tuoh may be struck with an impending sense of déjà vu, both from the building layout and the general strategy behind how the cells have been formatted.
As one of the sturdiest buildings in the vicinity, built from sturdy stone and even iron supports, this one also happens to be among the most intact. This can make navigating it a difficult endeavor, unless one feels like simply smashing their way in by caving in a few walls.
Regardless of how you get there, the layout of this building gradually opens into a small mess hall, as well as what appears to be an armory of sorts, if the number of ancient, rusted weapons and pieces of rusted helmet are any indication. None of them look like they might be of any use, especially against the foe that thrives in the dark down here, considering that the Nighthook doesn't tend to react at all to ordinary weapons.
The Nighthook is little more than a spindly silhouette of a hand that stretches out across the ground. While unable to physically harm you, Nighthooks have a nasty habit of creeping out of the dark in search of a source of light to snuff out. When a Nighthook closes around a light source, whatever it may be, it will extinguish it utterly and leave you stranded in utter blackness until you can relight it. Nighthooks cannot be killed, as they lack a physical body of any sort, but they can be spooked away with a swipe of a weapon or a loud enough noise, but take caution - such things can easily attract the attention of many of its fellow creatures of the dark.
There might not be any weapons or armor to be scavenged, but with a little hard work and persistence, travelers can uncover some things of note. Nothing that would make much sense to be found in a Guardhouse, but...all objects that look as though they were left behind by someone else, as though other travelers may have breezed through and simply left some pieces behind.
Namely, they'll be able to turn up the following - buried in the ocean sands, or lying underneath furnishings:
no subject
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1) The bioluminescence is sufficient in scaring the Nighthooks away, and they don't trouble you in the slightest! Or they decide to prey on anyone you might be with all the more intensively - if they can't hurt you, they'll try and get to someone else instead.
2) The bioluminescence makes the Nighthooks infinitely more aggressive, intent on swarming you in an effort to essentially coat you in darkness. This will, naturally, attract the attention of any of the other creatures in the vicinity.
You can experiment with either scenario as you like.
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Nighthooks aren't susceptible to physical attacks, but could they be fended off with magic?
protecc a yukiono subject
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