The WorldBackgroundThe earth has died. The islands, once torn apart, floating proud among the clouds now lay heaped on the frozen magma of the earth. Thousands, millions of human bones mixed with debris and ash falling like snow. The wild arcane energies continue to course through the wilderness, bringing out only new horrors, further warping the flora and fauna of the dead land. The land is submerged in a darkness so thick, it seemed to cling onto everything, weighing everything down. It felt like the universe had not even begun or had already ended.
Decades have passed since the second Cataclysm, the dust has settled, and humanity has not yet regained its foothold on the earth. Survivors have banded together, forming colonies in the harsh and dark ash-covered wastelands in hopes of surviving the horrors which lie beyond the tiny pools of light. Knowledge of their history long forgotten, they have to begin from the start.
Soon they will grow bold, branch out, seek out the mysteries of the land, and perhaps one day create a place which they can truly call safe and their own. Will they be the ones to take the first steps to restoring their kind or be consumed by the endless darkness.
The Reluctant HeroesOur Survivors wake up in a world shrouded in darkness alongside several others without the knowledge of what has happened before and most importantly, what will happen next. Lanterns are placed by their sides, barely illuminating the darkness. With no knowledge of what the world is, their past is, they begin getting to their feet.
SceneryThe world is shrouded in a darkness so heavy, it feels almost like a thick viscous liquid. The ground is covered in a grey, hardened rock, ash compressed into stone. The waters are surprisingly clear, but some bodies of liquid bear a sinister glow from being polluted by wild magic released on the land. Occasionally, there will be small patches of crystals which glow gloomily in the darkness, usually to be harvested to be used as a source of light. The landscape is occasionally dotted by structures or parts of vegetation of the old world, covered in the hard shell of compressed ash, like grey stone.
The Cruel SeasonsSeason of Dark WindsStrong winds rip across the lifeless landscape. Sometimes streaks of light can be seen, moving faster than it is humanly possible at times, sometimes as slow as a crawl. It is common for smaller creatures to attempt to get a bite out of the Survivors or even steal from them. The nights are never restful in this season, a constant whisper of disembodied voices surround the colony, from the creatures who seek to do the Survivors in.
Season of High AshThe air grows thicker and colder as the season of Ash nears. The grey rocks under the Survivors’ feet turn cold and loose. The darkness seems to deepen even further. The shadows constrict on the lights, as though trying to squeeze the last drops of illumination from the lanterns of the survivors.
Season of Heavy MistA thick fog covers the surface of the land, making it difficult to traverse the landscape. It is believed that the mist is what ends the season of High Ash. During this season, it is common for gloomy lights to be spotted in the fog outside the settlement. Children are taught never to heed these lights.
Season of Dying EmbersThe ground grows warm, breaking up the thick fog. Fissures in the ground open up, dull orange glows barely visible from the cracks in the crushing darkness. Rarely, the ground erupts, in a shower of heat and molten rock, sending the liquid rock several miles into the air and much more miles further downwind. They usually release remnants of the Old World, a hint of what happened before, or useful materials to be scavenged.
Characters of the WorldSurvivorsThey are born without knowing anything: of the world or even of what brought them here, seemingly appearing over the earth. There has yet to be an explanation for their appearance. They are definitely human, those who have been found and recovered have been tested and found to be so, as such, they are as fragile as humans, in both mind and body. They tend to band together in the groups that they wake in, forming colonies to survive against the perils of the darkness.
Character SheetCode:
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Distinguishing Mark(s):[/b]
[b]Personality:[/b]
[b]Equipment:[/b] Waistcloth, Stone Shard, Clockwork Lantern
[b]Other:[/b]
The Nameless ColonyPopulation SizeThe number which represents the amount of Survivors in the Colony, inclusive of both the Survivor characters created by the RPers and unnamed survivors. Each time a Survivor is killed, deduct the appropriate number from the population count. If at any point the population reaches 0, the colony has died. RPers are then given a chance to decide if they want to begin again from the start as new survivors with a new colony or end the story right there with the death of their settlement.
Available LocationsLocations unlock during plot events or after hunting certain monsters and can be constructed by Survivors who return from a successful hunt or by special events. The unlocked Locations can offer additional weapons or plot events.
BonesmithUnlocks Bone Weapons.
StockpileUnlocks Resource storage.
Existing LocationsThe Proving GroundsThe place where the Survivors first awake. It is the area believed to hold a certain draw to beasts where they can hunt. Not always, but it happens very regularly, as it seems.
The Crystal RiftA large crack in the ground where a large mound of glowing purple crystals have been forced out of the ground, leaving a bright glow which provides enough illumination for a suitable settlement. This is what marks the start of the Colony.
Events & Dice RollsDuring hunts and settlement phases, events can happen. These events along with plot events may require dice rolls. When this sort of event happens in the IC, a post will be created in the OOC which will require dice rolls to overcome. On it will also include an outcome list, and other information needed to decide the outcome of the event.
The dice used are d10s and for more unique circumstances, a code list will be given for the RPers ease of use.
Quote:
HUNT EVENT
Enigma Fountain
The Survivors realize they are in a the time-worn city center. The ground is cobbled with dead moss filling up the cracks. Before them, towers a majestic fountain. The Survivors can choose to drink from the fountain, and/or douse themselves with the water. If they choose to either, roll on the table below.
Drink1: The Survivor chokes, coughing out blood and dispelling silvery crystals from their torn and slashed insides. Gain +1 Silver Shard Resource.
2-8: The Survivor feels refreshed from the drink. All his wounds heal magically.
9-10: A chill runs through the Survivor, then nothing. Not the warmth from the lantern nor the chill from the water. The Survivor gains an extreme threshold to pain, allowing them to live past horrific wounds.
Douse1-2: Scales form over the Survivor's eyelids. The Survivor becomes blind as a result of this.
3-8: The Survivor's hair turns white, but other than that, they feel as though the weight of their travels has been lifted from their shoulders.
9-10: When the Survivor is attempting to douse herself in the liquid, she finds a fine sword, wrought of black steel at the bottom of the pool. It hums with forbidden energies. She may choose to pick up the sword, if she does, she gains a Two-Handed Dusk Sword. This weapon is
Cursed.
Cursed: The Survivor who first comes into contact with this item must always keep this item in her presence at all times. If it is a weapon, she must always use this weapon in combat.
Posting Order & Post-RelatedAs a general rule, there is no posting order for the RP to allow for smoother interaction between characters unless in the Confrontation.
During the Confrontation, each person should post once per round, with the monster's post indicating the end of the round and the start of the next round. During the survivor's turn, they are to post only once but can be in any order. The monster's post will come after the last person has posted or at the end of 2 weeks since the monster's last post.
You may control the monster, having it act out against others or your own character or just react to things before.
Do note that the monsters have Moods which will make them act in different ways.
InnovationsInnovations represent the progress of the colony as time goes by. When the colony is created and named, the colony gains
Language. This in turn will unlock more innovations to further the settlement's progress and will affect encounters with other factions. Innovations can also become available when certain story events have occurred. Each available or unavailable innovation has criteria to be unlocked or made available.
Available InnovationsLanguage (Unlocked by creating and naming colony)
Existing Innovations-
Updates[12/01/16] : Added Survivors character description. Added
Events & Dice Rolls description. Minor changes to format.
[13/01/16] : Added The Colony. Work still needs to be done on the Locations.
[17/01/16] : Added Innovations. Fixes