The WorldBackgroundThe earth is dying. Mankind has been reduced to a shadow of its former self after a cataclysm eons ago, where whatever history of the world has been has been buried under the ruins of civilization. Fell magic courses through the world, tainting the land, land waters and air. The skies darkened, and never had dawned since. In this world, humans have become hunted, prey for the warped creatures who would feast on their flesh and marrow.
Our SurvivorsThe Survivors wake up in a world shrouded in darkness awash in the blood of the wounded earth. The only thing keeping the darkness away are iron lamps placed beside each survivor. Their bodies have been marked by a black liquid substance. They know not of what happened before and what will happen after.
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 corrupted 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 world for decades ago, covered in the hard shell of compressed ash, like grey stone.
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:
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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.
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 LocationsLocations unlock during key events. The unlocked Locations can offer additional options for the Survivors or additional plot events.
Known 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.
Events & Dice RollsDuring hunts and settlement phases, events will occur. 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 ease of use.
Example of an Event:
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 finely-made 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 gear at all times. If it is a weapon, she must always use this weapon in combat.
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