In the Night Moderators (
inthenightmods) wrote2018-05-09 11:11 pm
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exploration

EXPLORATION
Explorations are currently OPEN. They will close again when we run out of active exploration slots.
Building a structure may be done at any time and does not affect the active exploration slots.
•••
The forest engulfing Beacon is dense and uncharted, but that just means there's never a shortage of cool stuff to discover lurking off the beaten path. There's always new locations, plot clues, or extra resources to be found, so although venturing into the woods is always dangerous, the rewards may just outweigh the risks.
Once you come up with a plan, please fill out and submit the form below. We'll respond in one of two ways, depending on the nature of your exploration:
- In most cases, we'll respond with a single write-up detailing the outcome of your exploration. For example, characters venturing out into a particular part of the woods may discover a new location! In that case, you'll receive a full description of that new location, along with any other details worth noting, such as forest spirit encounters or difficulties along the way. If your group would then like to react to any of this or explore that location after its discovery, you can then respond with your own write-up of everything your group would investigate, and we'll let you know what happens as a result. And that's it! Then the exploration is wrapped, the location becomes available to the game at large, and you're welcome to thread out any details of the exploration if you like.
- In limited cases, an exploration request will open a dialogue between the players and mods to determine the outcome of your exploration. For example, characters attempting to interact with forest spirits may get the chance to play out that encounter, whether it be a pleasant conversation or, uh, the forest spirit trying to kill you, since that happens sometimes. Explorations of this nature will not always result in a response like this, as it'll depend on our availability as mods. If you're interested in doing an exploration like this and don't want to leave it up to chance, PM us! We'll work with you to schedule an encounter.
Regardless of which type of exploration you end up with, what you do during an exploration is entirely up to you, so feel free to get creative! We always try to reward creativity in some way, even if it's not a success in the way that you hoped for.
Before you embark on your quest, here's everything you need to know about explorations:
- Exploring uncharted territory is intended to be dangerous, and there is always a risk of failure, injury, and other setbacks. If you're not on board with these risks, exploration may not be in the cards for you.
- That said, the exploration form includes an opt-in for serious injury and death. If you aren't interested in having your character(s) at risk for that stuff at this time, you can let us know upfront. Please keep in mind that opting out of serious injury/death does not mean you're opting out of the above risks of failure, injury, and other setbacks. Those risks are always in play during explorations. In addition, while opting out of serious risks doesn't mean you'll get a watered down exploration, some discoveries lurking out in the forest are reserved for risk-taking characters. For example, opting out of serious risks eliminates the chance of running into the hostile green-eyed spirits, so characters interested in pursuing green-eyed spirit plot threads will have to put themselves on the line to do so.
- If you choose to opt into the risks of serious injury and death, your character's safety is forfeit and you give the mods the right to maim accordingly (though, of course, we'll check permissions posts in doing so). This does not mean that groups opting into these risks will always be tormented and killed! It's just helpful for us to know your preferences and expectations upfront. Please keep in mind that opting into the risk of serious injury or death applies to the whole group, not just individual characters.
- Explorations into the area of Beacon currently occupied by the Parade will always be extra dangerous. Characters will run the risk of encountering the Parade itself, but besides that, the Parade's presence gets all the forest spirits in the area extra revved up, increasing their hostility. We'll give you the "danger zone warning" at the top of the exploration if you're about to head into Parade-infested territory, as characters may be seriously injured or killed at any point during an exploration within the parade route. You can check the Parade's schedule on the calendar page.
- Chance of success will be left up to a mix of mod discretion and RNG. We'll typically use a RNG to determine what you find, if anything, but we'll also take player/character ingenuity into account. In short: If you have a solid, creative plan, you're more likely to be rewarded for that. Aimlessly wandering won't always get you nothing, but it's less likely to earn you something neat for your trouble. (However, please do be encouraged to follow the dumb idea that's in your character's heart. We will reward for IC idiocy, too.)
- Having torches from the bonfire with you will also increase your chance of success, though be careful: If you lose the torches while exploring, someone will have to recover them or they're lost forever. Additionally, you must request torches through the item request page in order to take them on explorations. Torches not logged through the item requests page are not considered game canon.
- Once you receive a mod response to your exploration, you will have one week to tag us back. If that week timer runs out, we'll consider that exploration closed, and mod responses will stop. You're welcome to handwave your own IC conclusion to the exploration at that point. To be extra clear: the time it takes for us mods to respond to your exploration is not included in that time limit. The timer starts fresh each time we tag you back.
- Explorations over two weeks old will be wrapped in the next mod response. This is to prevent explorations from dragging on for too long, which will slow up our system, but more importantly, it'll make for awkward timing issues in the game! We don't want to leave players waiting on exploration outcomes to be able to engage with the rest of the game.
- Characters may only embark on one exploration at a time, no matter how small. Pretty self explanatory! One at a time, please. If you play more than one character, you may send them on concurrent explorations, but keep in mind that we might deny exploration requests like this to give other players a chance to hop in.
- We will only accept a maximum of 8 active explorations at a time. If those 8 slots fill up, we'll close the queue to new submissions until we're able to wrap some of the active adventures. This number is based on mod availability.
- Explorations will always be closed during events except under rare special circumstances. Similarly, explorations can't be forward- or back-dated to happen during an event. Go do event things instead!
- You can also submit an "exploration" to build a new structure on this page! Just use the appropriate form below.
To BUILD A STRUCTURE or ALTER THE SETTING, please fill out the form below:
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no subject
As they press onwards, the voices will fade in and out of clarity. But the longer they walk, the louder they get, lapping over each other, seemingly unconnected to one another:
Mother said I shouldn't--
This will be fun, you'll see--
You can see right to the bottom, do you know--
But there's something in there--
After a time, the voices grow harder, crueler, little giggles interspersed between whispered taunts that seem to come from right behind them.
--he's not even the original? Just one in a million, if that, did you see his wrist?--
--I suppose the stars chose the wrong one--
--don't you think it's sad? your whole life caring for someone and he goes and dies anyway--
--what kind of woman kills herself just to let a man live?
They grow louder and louder, unrelenting, cold and cutting in their critiques. They're unable to be recorded: when and if the company plays back the clip, they'll hear only static and distortions. On and on and on, and it seems unending, until at last--
--they burst out of the trees and onto a shore, and it all goes quiet.
Congratulations, guys: you've found the lake.
no subject
Okay no, thankfully he has much wiser people than him to reel him in and let him know that's not a good idea.
Once they reach the lake, they will take some time to explore; poking around the edges with sticks, throwing rocks into the water, trying to see if there's anything actually in it, or if it might be safe to enter. No one will actually enter it quite yet, just in case. Noctis might even get out a fishing rod and try to take it for a spin, just to see if there's anything that can be caught.
They will also try and take pictures of the bruises so they can hopefully show other's, and to keep a record of what's happened. It's here they'll probably try and make camp for a second night, near the shore, although all of them are now thoroughly freaked out.
no subject
Because the moment they step closer to the water, they begin to glow.
It's the same bioluminescence that some of the newcomers had reported in the water, and it doesn't seem inclined to go away. If they prod at it, smear it, tug at their skin, they'll find it's embedded in their skin, as permanent as a freckle. It also isn't able to be recorded: it's just pictures of themselves, dark and ordinary.
But! It doesn't hurt, so by all means: throw rocks. Prod at the lake with sticks. There's not much reaction, although the nifty thing about this lake is that you can see clear to the bottom. Not really spooky, just a neat little feature. The moonlight is more than enough to see the depths, and boy, it's deep. Branches and large rocks seem suspended within the crystal-clear water, but sadly for Noct, no fish. He can still try, though.
Making camp, they can certainly sleep. Which, by the way: who's keeping first watch? :)
no subject
This is. Fine. They are the very picture of that cartoon dog at the moment but at least nothing is on fire
yet.Deciding that with the previous nights, well, everything, they're going to choose the buddy system and go two at a time; so first watch goes to Prompto and Noctis. If they somehow manage to make it through the night, they are going to have the smallest amount of common sense and try and head back first thing in the morning.
no subject
A flash. A glimmer that lasts only a few seconds, if that, a flare of light that brightens and dims. It happens twice more, and if the boys are observant, they'll notice that their own marks are flaring and dimming in time with it.
This continues all night, although the pattern varies: sometimes there's only a few seconds between flashes, and then again sometimes it's an hour. Towards the end of the night, the flares get brighter, stretching out over their skin, consuming more of whatever bare flesh can be reached. Which is not great, honestly, but it's not as if it hurts, it's just . . . odd.
The boys may also notice, if they're particularly observant, that there seems to be . . . something way, way out on the horizon. An island, maybe? Or perhaps just a sandbar. It's hard to say from this distance.
Once the evening is done, those glowing marks fade away. The lake is still and dark, and the way back is clear and free of incident.
Good job, guys! Way to find the hell out of that lake!
no subject
For now they'll head back, barring any happenings like on the journey there, pushing through until they're safely back in Beacon.
Thank you so much mods!
no subject
And thank you as well!