Post by Aquillaflyer on Dec 31, 2020 21:57:11 GMT -6
This RP is extremely character driven, so things are constantly evolving and changing. Groups rise and fall, characters are born and die, disasters come and go, ecta. Things are very rarely going to stay the same. However, this should hopefully work in the favor of you, the player. What I hope is to make this an immersive experience for a group of RP-loving people to come together and generally have a good time.
When it comes to interacting with the plot, I plan for things to be interesting and engaging. Conflict! Intrigue! All-around adventure! We're not gonna go full DND with us going on to fight otherworldly beings or something and call ourselves heroes, but I hope to get enough player engagement to make day-to-day survival an interesting experience. This isn't really intended to basically be a family simulator - where you go around, look for a mate, have some babies and call yourself fulfilled. Think the Benevolent Wolf Pack and most similarly-themed wolf packs on FH. Where the most interesting things going on in the plotline are the usually basic interactions between characters or the birth of a new litter, and it's almost always super casual. Sure, your character can go around and live like that, this is the land of free choices, after all. But the rest of the RP is far from tailored to that experience, and is intended to be a place where cool stuff happens around every corner, even if our characters are cooped up in their hidey-holes whenever the sun is in the sky.
This RP is based on SCP-001: When Day Breaks. It inspired both the premise and the name, and the influence of this story runs deep here. The story was originally written by S.D. Locke, and the credit for several ideas expressed here go to them. Hell, I'd suggest you read it if you get the chance!
Before this becomes an issue, there are no other SCPs known on the island. Try not to bring any over.
If you're reading this, S.D. Locke, please don't sue me! Or hate me, or whatever... I just wanted to create a roleplay using some of your ideas for the sake of fun. I didn't want to step on your toes or be disrespectful to your ideas in any way, I just happened to find inspiration from your, frankly, pretty awesome tale and figured I could make my own interactive story-type thing out of your ideas in the form of this roleplay.
Yet, the sun's properties differ slightly from the original story to this RP. It's not an exact copy of the sun from When Day Breaks, but causes the same or similar effects. This is what the sun in this RP does, and how one can escape its wrath.
⦁ When exposed to the sun's rays, any animal life will begin to melt. Usually taking only a few minutes tops for this to consume the whole creature, yet it can occur in only seconds, but only in direct sunlight. This usually starts to pick up speed while the sun is still visible, but this can still occur on some level when it's behind the horizon. Unlike in the direct sunlight, it can take minutes or longer to consume an entire creature in lower-light levels. But be careful!
⦁ All creatures, be they human or far from it, have a deep-seeded instinct to avoid the sunlight, and will flee when exposed to any form of natural sunlight. Most become nervous even at the light of approaching dawn. Probably has something to do with the anomalous nature of the sun and the instincts of the native creatures knowing that something's wrong with it even before they see much of its light, but nobody seems to know for certain why this happens.
⦁ The night and twilight periods are usually safe to travel, yet you may still experience adverse effects from the faint sunlight just after sunset. Sunrise is the same way, but with there being massive mountains to the east, the desert half of the island is just slightly less at risk of having its creatures melted in the twilight periods of the dawn.
⦁ Fur and feathers provide some protection from the sun's rays, with more of it having a stronger effect. Be warned, fur and feathers do not cover every part of any animal. Nor do they offer total protection, they just slow the melting process down somewhat. And scales don't always provide the same protection as their softer counterparts.
⦁ Unlike animals, plants are not affected by the sun's rays in the same way. Most continue to function as normal, but less hardy plants tend to shrivel under the sun's rays. Many plants in disadvantageous places (such as dry places, places with low nutrients, ecta) suffer the same fate.
⦁ Clear water does not protect someone from the sun, however, very murky water does. The water itself is not enough to protect a creature from the anomalous effects of the sun's rays, wherehas the stuff suspended in the water can. If you can see through the water, than hiding in it won't help you. Even if you're able to throw lots of debris into the water or stir up the bottom, it's a massive gamble.
⦁ Shade does not protect you from the sun's rays, neither do overcast skies. They just slow the process down somewhat. If there's too much sunlight in an area in general, you will start to feel the sun's adverse effects. Simply hiding in a den or under the shade of thick trees or something like that won't help, just slow things down. One has to block the entrance or head to a very dark area of the den in order to be safe.
⦁ Harsh storms that block out a lot of the sunlight make things a lot easier to travel in. With a little bit of coverings for one's body, you can pretty easily travel in one. The storm has to be pretty harsh, though. The type that casts everything into shadow. Chances are, such a storm won't happen on the western half of the island that'll be dark enough to completely block out the daylight, but it's possible it could add some time to your night as it makes the sunrises and sunsets darker, and thus reduces the time the sun will be at dangerous levels for.
⦁ Mud and body paint can help combat some of the sun's rays, but this is not the best protection. However, it is better than nothing, and can slow down the melting rate from a minute or two to hours at most. To do this, it needs to be applied in quite thick layers. The best way to protect yourself from the sun is to put as many layers - be it of paint, fur, clothing, or even leaves tied to one's body - in between you and your fleshy body parts, and the sunlight.
⦁ Unlike in the original story, the moon does not reflect the anomalous properties of the sun. It is safe to travel at night, even in the brightest moonlight.
⦁ Bones do not melt, either. Neither do feathers, hair, fur ecta. It's only the fleshy material that melts, and flesh creatures do sometimes still contain their bones and integument. One of the best signs that the creature you've been tracking got melted at some point is a scattered skeleton, usually with some form of tracks or trail leading to and/or from it. Bonus points if the bones show no signs of scavenging or predation, since unless you're a specialized bone-cracker, a bunch of bones lying in the rocks is pretty far from an appetizing snack to just about anything.
⦁ Eyes do not melt, yet are easily burned and rendered blind if one looks at the sun for too long, usually starting with a sharp, burning pain. Although the damage can be recovered from if you turn away as soon as the pain sets in, the duration of your recovery will be beset by visual hallucinations. Most if not all hallucinations involve dark and frightening subjects, with the most common among these hallucinations being of the flesh monsters the sun turns animal life-forms into.
⦁ In the original story, travelers attempting to make treks across the wastelands would wear several layers of thick clothing along with protective goggles in order to block out any and all sunlight. As much of the things on this list say, as long as no sunlight reaches the susceptible parts of your body, you should be fine.
Those who fail to escape the sunlight are transformed into creatures known as "the flesh" by locals. The flesh are one of the most imminent threats on the island, second only to the sun itself.
⦁ The flesh are sentient and at least appear sapient, retaining the memories and some personality traits of the individual they once were. They are able to speak, or imitate the sounds of whatever species they were before, yet with a noticeable wet, gurgling tone that always betrays their state. Whether or not they contain the individual's soul or spirit is unknown.
⦁ They are known to enjoy the sun, or at least act as if they enjoy it, basking in its light and often making sounds of enjoyment whenever in direct sunlight. What makes them so dangerous is that they believe every individual should be able to enjoy this pleasure, and make it their mission to drag anyone unaffected into the light.
⦁ Another thing they are known for is their ability of multiple flesh creatures coalescing into one mass. Something else they seem to enjoy, often referring to it as "beautiful". These masses are particularly dangerous due to multiple aware things in each mass being able to notice your presence, and them being significantly more difficult to overpower due to their sheer size.
⦁ Despite not being easily killed, they are somewhat susceptible to drying out in low-humidity areas. This won't kill them or cause any major harm, but it is somewhat unpleasant and spending too long out in arid areas can lead to discomfort. They're not too often found in the driest parts of the island, and don't tend to stay for more than a day or two. They prefer areas like the jungles beyond the mountains and the aptly-named "fen of flesh" in the very western edge.
⦁ Their sight isn't the best, and their sense of smell is basically nil, but they have quite good hearing. Their vision is mostly restricted to light vs dark and is very sensitive to movement, so they'd be able to see you darting into a cave or something. However, they are capable of seeing in the dark better than many other creatures, at least when it comes to detecting movement. Their hearing makes them far more formidable, as they can hear the breathing, moving, and sometimes even heartbeat of most animals they might make a target.
⦁ The flesh need to eat, and may need to drink if there's no water for them to absorb. They can handle high salinity and other things in their water that most creatures can't, but will sometimes pass up seawater or polluted water it in favor of cleaner water. They can eat any organic matter, but are mostly herbivorous, regardless of the diet the original creature had. They can subsist on low amounts of new organic matter for rather long periods of time, and don't need to "eat" often.
⦁ Although they are not the fastest when it comes to moving across a surface, the flesh are quick to strike, and can launch tendrils and sticky limbs to grab prey. They are also capable of climbing by flowing along vertical surfaces or reaching into things like tree branches, even though it might take a while for them to manage to get to the top of wherever they want to climb. They are also able to swim, and swim quite fast. They tend to move faster in water than they do on land.
⦁ The only known way they can be killed is with fire, and they naturally avoid fires and creatures wielding it. Any other methods (falls, dismemberment, freezing, drowning, ecta) will not work. They must be fully consumed with fire - anything not rendered into ash and char will still retain sentience. Or at least try and move around.
⦁ Dead bodies left in the sun will still melt, only to be brought back to life as a flesh creature. Once active decay starts, the body is still melted aside from hard parts and integument, but not brought back. Anything resembling flesh or cartilage in a corpse in advanced decay will either melt away or flake off and turn into dust, depending on how decomposed a corpse actually is.
⦁ You can make one! Along with having one of your characters get stuck in the sun for too long, you can also start out playing as one of these things!
With all that being said, this is the plot, with all the things happening right now in the current era of the RP. All the things happening to characters you may come to know! Good luck, you'll need it.
Few creatures clung to life on the island. At least, the ones that had yet to meet their fate under the sun. Both prey and predator were scarce, and the whole place seemed empty. But a few remained, desperately clinging to life in a wasteland full of things that seemed to want them dead.
Whatever era had come before all of it, nobody could remember. Any creature born on the island or arriving from some distant land knew the place as it stands now - a vast, desolate landscape, seemingly ripe for the taking. Whatever creatures held onto life there were few and far between. But soon, more would come.
The drifter arrived on the island by mistake, as many had before her, and as many would after. What drove her was a mystery, but she had chosen to take to the seas some time ago. Clinging to a dead tree, she was lucky enough to land on the shore at night. Curious, she explored the island as much as she could before the sun arrived, which was far from as long as she'd liked. Previously, she wouldn't have been impeded by the light of dawn, but something deep within her told her to hide, and she did. Even though she was at a loss as to why. She spent the day waiting for the sun to disappear, hiding in a claustrophobic den in the forest of scrub and bamboo.
When the drifter awoke, she was glad to get back to exploring this new place. Or at least, glad to not be cooped up in her hidey-hole. But it didn't take her long to find something truly horrifying - it seemed to be a blob of molten... flesh, dragging itself across the baked earth. It seemed not to notice the drifter, terrified in her place at whatever this was. She tried to back away, but it turned with blinding speed, looking her in the eye. It rushed her, and she was just then able to tear herself away from her horrified staring. Just barely was she able to outrun her abominable pursuer, and if she'd dare fumbled even a little bit in her frantic galloping, she'd have been dragged away and never heard from again. Finding herself out of the bamboo, out of the dead, burned-looking trees, she stood in a flat area of baked earth. It seemed that even the hardiest of plants had abandoned this place. The only company could be found in the thousands of stars, slightly obscured by the dust kicked up by the constant wind.
The drifter wandered the lonely expanse, happy to be in utter isolation if it meant that she was safe. She was safe from whatever the sun had turned the animals into. She had a sinking feeling that the sun was what did this - that her instincts had a valid reason behind their driving her away from the light. She couldn't help but blame herself for what had happened to the others. She hadn't seen anything like this before now, despite having arrived last night. Even thought she knew deep down that it wasn't the case, the drifter felt as if she might be the cause of all of this. How could she know that this hadn't happened before? She set up shop in the rocky heart of this most desolate area of the island, hoping to be undisturbed in her solitude. She knew she'd have to leave and drink, as spending every second here would surely lead to death of starvation or dehydration. All the while, she plotted ways to get off this horrible island, to get away from this cruel sun and its monstrous children - but she'd drifted here by chance, how could she reliably return home without knowing for certain which direction she'd actually come?
But another question ebbed its way into her mind. If she had survived, despite not knowing a thing of what was wrong with this terrible place, had others done the same? Was she the last one to keep their shape and their sanity on this island? And if she was, would some other unfortunate soul stumble upon this hostile land while she still walked upon it? Would she be alone forever here?
It is unknown exactly how you got to the island, being born here or arriving later. That is for you to decide. But now that you're here, what will you do? The world seems hostile, with even the sun turning against you. And unless you have wings, there's little leaving this place, as the ocean currents could either carry you right back to square one or further into the endless blue to die. However, there is a glimmer of hope - you could easily alter the fate of this lonely island and its inhabitants. Although the sun will not cease its attack, through your actions, and the actions of your fellows - the drifter among them, the future will be shaped. What will come of the creatures here? That's for you to decide...
In the words of S.D. Locke, directly from the original tale:
"Learn to embrace the darkness, friends. Fear the light."
Things to be aware of:
None yet! Stay tuned!
With this plot being extremely character-driven, we encourage you to leave updates in the replies! However, not everything that happens in the RP should be reported on. Only bother with a report when an incident in the RP meets these criteria:
⦁ Involves something like a death, a birth, or a similarly notable detail.
⦁ Foreshadows something important or has major consequences.
⦁ Involves damage to/reshaping of the maps. If you're gonna go screwing with the maps I made, at least let me know what you did so I can edit them promptly.
⦁ Involves something important being avoided, like a death or something else of similar weight.
Character development and regular RP happenings don't often count unless they meet these criteria. Try and avoid putting them here. I might suggest logging fights, but I guess it depends how important that fight is to the rest of the happenings on the island.
Always write the day you make the report, day/month/year. Don't be afraid to put some detail into your reports, but do your best to keep it concise. Here's an example of how I'd do mine.
day/month/year - X, driven by starvation, attacked Y in the dust bowl, killing him and eating most of his body. With Y's cubs and mate left alone after his passing, their future looks bleak. What will happen to them? Is there enough of Y's body left to doom him to the earth when the sun rises tomorrow?
Now go out and find someone to RP with! It's always encouraged to RP as often as possible, so there's probably someone who's up for it.
When it comes to interacting with the plot, I plan for things to be interesting and engaging. Conflict! Intrigue! All-around adventure! We're not gonna go full DND with us going on to fight otherworldly beings or something and call ourselves heroes, but I hope to get enough player engagement to make day-to-day survival an interesting experience. This isn't really intended to basically be a family simulator - where you go around, look for a mate, have some babies and call yourself fulfilled. Think the Benevolent Wolf Pack and most similarly-themed wolf packs on FH. Where the most interesting things going on in the plotline are the usually basic interactions between characters or the birth of a new litter, and it's almost always super casual. Sure, your character can go around and live like that, this is the land of free choices, after all. But the rest of the RP is far from tailored to that experience, and is intended to be a place where cool stuff happens around every corner, even if our characters are cooped up in their hidey-holes whenever the sun is in the sky.
This RP is based on SCP-001: When Day Breaks. It inspired both the premise and the name, and the influence of this story runs deep here. The story was originally written by S.D. Locke, and the credit for several ideas expressed here go to them. Hell, I'd suggest you read it if you get the chance!
Before this becomes an issue, there are no other SCPs known on the island. Try not to bring any over.
If you're reading this, S.D. Locke, please don't sue me! Or hate me, or whatever... I just wanted to create a roleplay using some of your ideas for the sake of fun. I didn't want to step on your toes or be disrespectful to your ideas in any way, I just happened to find inspiration from your, frankly, pretty awesome tale and figured I could make my own interactive story-type thing out of your ideas in the form of this roleplay.
Yet, the sun's properties differ slightly from the original story to this RP. It's not an exact copy of the sun from When Day Breaks, but causes the same or similar effects. This is what the sun in this RP does, and how one can escape its wrath.
⦁ When exposed to the sun's rays, any animal life will begin to melt. Usually taking only a few minutes tops for this to consume the whole creature, yet it can occur in only seconds, but only in direct sunlight. This usually starts to pick up speed while the sun is still visible, but this can still occur on some level when it's behind the horizon. Unlike in the direct sunlight, it can take minutes or longer to consume an entire creature in lower-light levels. But be careful!
⦁ All creatures, be they human or far from it, have a deep-seeded instinct to avoid the sunlight, and will flee when exposed to any form of natural sunlight. Most become nervous even at the light of approaching dawn. Probably has something to do with the anomalous nature of the sun and the instincts of the native creatures knowing that something's wrong with it even before they see much of its light, but nobody seems to know for certain why this happens.
⦁ The night and twilight periods are usually safe to travel, yet you may still experience adverse effects from the faint sunlight just after sunset. Sunrise is the same way, but with there being massive mountains to the east, the desert half of the island is just slightly less at risk of having its creatures melted in the twilight periods of the dawn.
⦁ Fur and feathers provide some protection from the sun's rays, with more of it having a stronger effect. Be warned, fur and feathers do not cover every part of any animal. Nor do they offer total protection, they just slow the melting process down somewhat. And scales don't always provide the same protection as their softer counterparts.
⦁ Unlike animals, plants are not affected by the sun's rays in the same way. Most continue to function as normal, but less hardy plants tend to shrivel under the sun's rays. Many plants in disadvantageous places (such as dry places, places with low nutrients, ecta) suffer the same fate.
⦁ Clear water does not protect someone from the sun, however, very murky water does. The water itself is not enough to protect a creature from the anomalous effects of the sun's rays, wherehas the stuff suspended in the water can. If you can see through the water, than hiding in it won't help you. Even if you're able to throw lots of debris into the water or stir up the bottom, it's a massive gamble.
⦁ Shade does not protect you from the sun's rays, neither do overcast skies. They just slow the process down somewhat. If there's too much sunlight in an area in general, you will start to feel the sun's adverse effects. Simply hiding in a den or under the shade of thick trees or something like that won't help, just slow things down. One has to block the entrance or head to a very dark area of the den in order to be safe.
⦁ Harsh storms that block out a lot of the sunlight make things a lot easier to travel in. With a little bit of coverings for one's body, you can pretty easily travel in one. The storm has to be pretty harsh, though. The type that casts everything into shadow. Chances are, such a storm won't happen on the western half of the island that'll be dark enough to completely block out the daylight, but it's possible it could add some time to your night as it makes the sunrises and sunsets darker, and thus reduces the time the sun will be at dangerous levels for.
⦁ Mud and body paint can help combat some of the sun's rays, but this is not the best protection. However, it is better than nothing, and can slow down the melting rate from a minute or two to hours at most. To do this, it needs to be applied in quite thick layers. The best way to protect yourself from the sun is to put as many layers - be it of paint, fur, clothing, or even leaves tied to one's body - in between you and your fleshy body parts, and the sunlight.
⦁ Unlike in the original story, the moon does not reflect the anomalous properties of the sun. It is safe to travel at night, even in the brightest moonlight.
⦁ Bones do not melt, either. Neither do feathers, hair, fur ecta. It's only the fleshy material that melts, and flesh creatures do sometimes still contain their bones and integument. One of the best signs that the creature you've been tracking got melted at some point is a scattered skeleton, usually with some form of tracks or trail leading to and/or from it. Bonus points if the bones show no signs of scavenging or predation, since unless you're a specialized bone-cracker, a bunch of bones lying in the rocks is pretty far from an appetizing snack to just about anything.
⦁ Eyes do not melt, yet are easily burned and rendered blind if one looks at the sun for too long, usually starting with a sharp, burning pain. Although the damage can be recovered from if you turn away as soon as the pain sets in, the duration of your recovery will be beset by visual hallucinations. Most if not all hallucinations involve dark and frightening subjects, with the most common among these hallucinations being of the flesh monsters the sun turns animal life-forms into.
⦁ In the original story, travelers attempting to make treks across the wastelands would wear several layers of thick clothing along with protective goggles in order to block out any and all sunlight. As much of the things on this list say, as long as no sunlight reaches the susceptible parts of your body, you should be fine.
Those who fail to escape the sunlight are transformed into creatures known as "the flesh" by locals. The flesh are one of the most imminent threats on the island, second only to the sun itself.
⦁ The flesh are sentient and at least appear sapient, retaining the memories and some personality traits of the individual they once were. They are able to speak, or imitate the sounds of whatever species they were before, yet with a noticeable wet, gurgling tone that always betrays their state. Whether or not they contain the individual's soul or spirit is unknown.
⦁ They are known to enjoy the sun, or at least act as if they enjoy it, basking in its light and often making sounds of enjoyment whenever in direct sunlight. What makes them so dangerous is that they believe every individual should be able to enjoy this pleasure, and make it their mission to drag anyone unaffected into the light.
⦁ Another thing they are known for is their ability of multiple flesh creatures coalescing into one mass. Something else they seem to enjoy, often referring to it as "beautiful". These masses are particularly dangerous due to multiple aware things in each mass being able to notice your presence, and them being significantly more difficult to overpower due to their sheer size.
⦁ Despite not being easily killed, they are somewhat susceptible to drying out in low-humidity areas. This won't kill them or cause any major harm, but it is somewhat unpleasant and spending too long out in arid areas can lead to discomfort. They're not too often found in the driest parts of the island, and don't tend to stay for more than a day or two. They prefer areas like the jungles beyond the mountains and the aptly-named "fen of flesh" in the very western edge.
⦁ Their sight isn't the best, and their sense of smell is basically nil, but they have quite good hearing. Their vision is mostly restricted to light vs dark and is very sensitive to movement, so they'd be able to see you darting into a cave or something. However, they are capable of seeing in the dark better than many other creatures, at least when it comes to detecting movement. Their hearing makes them far more formidable, as they can hear the breathing, moving, and sometimes even heartbeat of most animals they might make a target.
⦁ The flesh need to eat, and may need to drink if there's no water for them to absorb. They can handle high salinity and other things in their water that most creatures can't, but will sometimes pass up seawater or polluted water it in favor of cleaner water. They can eat any organic matter, but are mostly herbivorous, regardless of the diet the original creature had. They can subsist on low amounts of new organic matter for rather long periods of time, and don't need to "eat" often.
⦁ Although they are not the fastest when it comes to moving across a surface, the flesh are quick to strike, and can launch tendrils and sticky limbs to grab prey. They are also capable of climbing by flowing along vertical surfaces or reaching into things like tree branches, even though it might take a while for them to manage to get to the top of wherever they want to climb. They are also able to swim, and swim quite fast. They tend to move faster in water than they do on land.
⦁ The only known way they can be killed is with fire, and they naturally avoid fires and creatures wielding it. Any other methods (falls, dismemberment, freezing, drowning, ecta) will not work. They must be fully consumed with fire - anything not rendered into ash and char will still retain sentience. Or at least try and move around.
⦁ Dead bodies left in the sun will still melt, only to be brought back to life as a flesh creature. Once active decay starts, the body is still melted aside from hard parts and integument, but not brought back. Anything resembling flesh or cartilage in a corpse in advanced decay will either melt away or flake off and turn into dust, depending on how decomposed a corpse actually is.
⦁ You can make one! Along with having one of your characters get stuck in the sun for too long, you can also start out playing as one of these things!
With all that being said, this is the plot, with all the things happening right now in the current era of the RP. All the things happening to characters you may come to know! Good luck, you'll need it.
The main story...
Chapter one: A desolate beginning.
Few creatures clung to life on the island. At least, the ones that had yet to meet their fate under the sun. Both prey and predator were scarce, and the whole place seemed empty. But a few remained, desperately clinging to life in a wasteland full of things that seemed to want them dead.
Whatever era had come before all of it, nobody could remember. Any creature born on the island or arriving from some distant land knew the place as it stands now - a vast, desolate landscape, seemingly ripe for the taking. Whatever creatures held onto life there were few and far between. But soon, more would come.
The drifter arrived on the island by mistake, as many had before her, and as many would after. What drove her was a mystery, but she had chosen to take to the seas some time ago. Clinging to a dead tree, she was lucky enough to land on the shore at night. Curious, she explored the island as much as she could before the sun arrived, which was far from as long as she'd liked. Previously, she wouldn't have been impeded by the light of dawn, but something deep within her told her to hide, and she did. Even though she was at a loss as to why. She spent the day waiting for the sun to disappear, hiding in a claustrophobic den in the forest of scrub and bamboo.
When the drifter awoke, she was glad to get back to exploring this new place. Or at least, glad to not be cooped up in her hidey-hole. But it didn't take her long to find something truly horrifying - it seemed to be a blob of molten... flesh, dragging itself across the baked earth. It seemed not to notice the drifter, terrified in her place at whatever this was. She tried to back away, but it turned with blinding speed, looking her in the eye. It rushed her, and she was just then able to tear herself away from her horrified staring. Just barely was she able to outrun her abominable pursuer, and if she'd dare fumbled even a little bit in her frantic galloping, she'd have been dragged away and never heard from again. Finding herself out of the bamboo, out of the dead, burned-looking trees, she stood in a flat area of baked earth. It seemed that even the hardiest of plants had abandoned this place. The only company could be found in the thousands of stars, slightly obscured by the dust kicked up by the constant wind.
The drifter wandered the lonely expanse, happy to be in utter isolation if it meant that she was safe. She was safe from whatever the sun had turned the animals into. She had a sinking feeling that the sun was what did this - that her instincts had a valid reason behind their driving her away from the light. She couldn't help but blame herself for what had happened to the others. She hadn't seen anything like this before now, despite having arrived last night. Even thought she knew deep down that it wasn't the case, the drifter felt as if she might be the cause of all of this. How could she know that this hadn't happened before? She set up shop in the rocky heart of this most desolate area of the island, hoping to be undisturbed in her solitude. She knew she'd have to leave and drink, as spending every second here would surely lead to death of starvation or dehydration. All the while, she plotted ways to get off this horrible island, to get away from this cruel sun and its monstrous children - but she'd drifted here by chance, how could she reliably return home without knowing for certain which direction she'd actually come?
But another question ebbed its way into her mind. If she had survived, despite not knowing a thing of what was wrong with this terrible place, had others done the same? Was she the last one to keep their shape and their sanity on this island? And if she was, would some other unfortunate soul stumble upon this hostile land while she still walked upon it? Would she be alone forever here?
It is unknown exactly how you got to the island, being born here or arriving later. That is for you to decide. But now that you're here, what will you do? The world seems hostile, with even the sun turning against you. And unless you have wings, there's little leaving this place, as the ocean currents could either carry you right back to square one or further into the endless blue to die. However, there is a glimmer of hope - you could easily alter the fate of this lonely island and its inhabitants. Although the sun will not cease its attack, through your actions, and the actions of your fellows - the drifter among them, the future will be shaped. What will come of the creatures here? That's for you to decide...
In the words of S.D. Locke, directly from the original tale:
"Learn to embrace the darkness, friends. Fear the light."
Things to be aware of:
None yet! Stay tuned!
With this plot being extremely character-driven, we encourage you to leave updates in the replies! However, not everything that happens in the RP should be reported on. Only bother with a report when an incident in the RP meets these criteria:
⦁ Involves something like a death, a birth, or a similarly notable detail.
⦁ Foreshadows something important or has major consequences.
⦁ Involves damage to/reshaping of the maps. If you're gonna go screwing with the maps I made, at least let me know what you did so I can edit them promptly.
⦁ Involves something important being avoided, like a death or something else of similar weight.
Character development and regular RP happenings don't often count unless they meet these criteria. Try and avoid putting them here. I might suggest logging fights, but I guess it depends how important that fight is to the rest of the happenings on the island.
Always write the day you make the report, day/month/year. Don't be afraid to put some detail into your reports, but do your best to keep it concise. Here's an example of how I'd do mine.
day/month/year - X, driven by starvation, attacked Y in the dust bowl, killing him and eating most of his body. With Y's cubs and mate left alone after his passing, their future looks bleak. What will happen to them? Is there enough of Y's body left to doom him to the earth when the sun rises tomorrow?
Now go out and find someone to RP with! It's always encouraged to RP as often as possible, so there's probably someone who's up for it.