BluEndings
The One Called Blu
LOST PLAYGROUND
Click Stars and Scroll
- Art by fenmoriINTRODUCTION“”You don't belong here, do you?
Dry leaves crumble under footstep, while the world tumbles twice over. A dissonant vertigo that lands your shaky body in an unfamiliar iridescent glow. The canopy above is thick, and the fronds under foot alien to the ones you knew just moments before. This wooded expanse is elsewhere. Its sounds and vibrancies are its own and entirely unfamiliar. The air is cool and pulses with fear and whispers, while curious eyes peer inward from the sheltering dark.
Light itself seems to bend by its own whims so that the night squirms into corners unseen.
Downy rodents pass underfoot and towering beasts stalk from high above the brush. The sing-song of the dwelling fauna rings like a rehearsed chorus of harmony and omen. In this hidden place you are utterly fulfilled, but hopelessly vulnerable. The when and where you left behind would soon become little more than the sour taste of nostalgia. Your fingertips sparking in anticipation even in acknowledgement of the chapter ahead of you—one brimming with terrible fascination.
You are lost.
And it was time to find yourself.The TownHawthorn, a nowhere town, in the western province of Oskea.
Bordering lake and river, the once small community has continued to flourish from the bounty of resources these formations have offered. With a population just shy, ‘town’ is a title that has been fought tooth and nail by the locals in the face of the capital’s ever growing interest. If it weren’t for the pervasive growth of fresh conflict in the surrounding territories, Hawthorn may have already been swallowed by their machinations.
But these kinds of politics were of little concern to the common inhabitants.
For most of you, the town was your whole world. Born within its borders, and raised in the unassuming cradle that was Abella's Home for the Displaced. A humble place to nurture the orphaned youth until they were able to labor as apprentices. These apprenticeships would guide the way for the inevitable transition away from the institution’s supervision, and serve as the first steps into organized society.
That was what the settlement referred to as ‘Callings.”The WoodsFate, however, was another matter entirely. Though blessed with a lake and river, there too was a perimeter of woodlands that neighbored Hawthorn. It was in these woods that much of the town’s history had been born and lost. Aplenty tales new and old served as warnings to ward away the fearless and the foolish. The once abundant callings for woodcutters and huntsmen had dwindled in favor of the tasks free of green canopy. Few good things came from that forest, and yet it beckoned all the same.
On this fine festival day, its harmonic lull would seize new prey.
“The Lost” they called them. Any who managed to cross that veil was labeled as a deathless dead. One who had wandered into a forbidden unknown where fairies and demons danced to the misgivings of the mortal kind. Reason and truth were meaningless where countless whispered secrets reigned, and unweaving them often spelled misfortune.
After all, witchcraft had been banned for centuries. - BeginningsIn Lost Playground you play as one of the mentioned orphans—I’m looking for 6-8 players.
Your character’s ages will range from 14 - 22. With their lifetime denoting whether they have only recently received a Calling, have begun an Apprenticeship, or are operating as a newly departed (in which case they still act as a helper). The roleplay is expected to have a couple time skips of significant length (e.g. 4~ years). Keep that in mind for your character/face claims!
The plot's starting line is simple.
Through the events of the 'Prologue,' the assembled group will cross a boundary line, and wind up in a whimsical plane other than their own. This is somewhere mystical and magical—there will be fairies, unicorns, and magic, but man-eating trolls, demons, and curses too. In many ways, the plot pulls from the theme/vibe of folk/fairy tales. So there will be many parts wonderous as there are eerie.Character CreationCallings are the jobs/tasks/roles your characters were expected to become accustomed to so that they might benefit the town. This classification is yours to decide, so long as it makes sense (e.g. “Sailor” would not work, since it is not an ocean adjacent town).Callings & Fates
Fates are unique classifications you can pick from the list below. These are special traits/histories/secrets that will provide a special narrative angle. The brief descriptors will give you an idea of their theme, but the entire implication of some may not be revealed until later. These features may be altered or overwritten due to in-character events.
Though I aim to make each one worthwhile, if none strike your fancy you can opt to select The Overlooked—this one is considered ‘blank,’ but is still capable of being altered (do not bank on this). Many fates “bend the rules” a bit, so if you have a concept that’s a bit out there feel free to let me know. I wouldn’t get your hopes up, but we may be able to workshop it.
You are free to comment the fate that interests you, but it will not be first come first serve. There may also be some new additions between the Interest Check and Character Creation.-
FATES
-
The BereavedYou mourn a friend since passed.
No one else remembers them.The DreamerYour dreams haunt you.
What is real, and what is dream?The FortunateYou have what many lack.
You are no orphan.The HeartYour pure heart is beloved by all.
You have a strong moral compass.The HollowYou are missing something essential.
The mystical rejects you.The KeeperEntrusted with gift and burden.
A keepsake of hidden value.The KindredYour bloodline is unusual.
You are not like the others.The MarredYour skin reflects the woods.
An omen marks your body.The OutsiderYou hail from elsewhere.
You may omit your Calling.The SpookYour shadow chases too closely.
You lack an Anima.The TwinsBound together. Bound forever.
Your Anima must match.The OverlookedFate pays you no mind.
Your path stands bare.
Lastly is the matter of Rumors & Sentiments.Rumors & Sentiments
You will be required to create a certain amount of rumors for your character. The majority will be either true or false, and the remainder will be the opposite. You will inform me of which is which, but for everyone else it will remain unclear. Then, you will give your character sentiments. The exact number of these will be determined by the number of players, but they serve to jumpstart relations.
For example: [Two] sentiments. One positive. One negative. They can be mutual or one-sided, but you can’t choose the same character twice. Nor can a single character have more than [two] ‘aimed’ towards them. This is to ensure there is an even spread.
These sentiments are little blips of feeling/history. You may have a negative sentiment towards someone simply due to their personality, or even go as far as to define a shared event! (e.g. Character B really enjoys hiding Character A’s stuff!! GrRRrrr!)
I highly encourage the latter, but make sure to communicate with the other player!
Did I say lastly?Animas & Beyond
There's also the matter of Animas. This is your first touch into the supernatural. For all intents and purposes, consider this as an animal or organism your character has a special connection with. This can even be something that wouldn’t normally exist in the region (like a penguin) or something your character has never seen. They don’t need to like the entity; it's simply one they 'resonate' with.
Beyond this, there may be other 'magical' opportunities in the future.
There's no harm in keeping this in mind, potentially theming your character in a certain way, or even letting me know your intentions ahead of time—but be aware that magic is a bit unpredictable, and that applies here too. You might be able to choose to open the door, but what extends on the other side could be entirely out of your control.
In other words, don't have that be a make or break consideration! -
- RULESAll the usual RPN rules.1 | Standard
As always, you will be expected to respect your fellow rpers. This is a cooperative-focused RP, but with diverse characters comes diverse interactions. Ensure that any and all contention is limited to the story itself. Any out of character problems should be communicated and handled promptly with one another. Likewise, concerns, suggestions, and the like can be brought to me at any time.
I am here to provide an enjoyable and engaging narrative.
To start off: No real face claims — they will clash with this otherworldly journey.2 | Requirements
Word count is loose. I'd say the 200~ words it takes to fill the code* (without scroll) is reasonable, but not absolute. Rather than the length, I will be keeping an eye on consistency. A short post that arrives reliably is much more beneficial than a long one that may never come.
For that reason, aim to have a post every 9-10 days. Obviously we all have lives, so being a day or two late every now and then is acceptable. Rather than a hard rule, the goal is to avoid having a single person lock down the pace. If circumstances pop up, or you could use some assistance let us know. Delays may happen, or we can guide your character along in a satisfactory manner.
Discord will be a requirement. A convenient centralized hub for communication makes things a lot easier on my end. You don't need to be a chatterbox. It's mostly for organization.
*Code usage is not mandatory, but recommended. It helps set the tone.
Characters can be harmed, and in extreme cases killed.| Peril
Risky and reckless decisions can and will have meaningful consequences. You should (within reason) be worried alongside your character when you contemplate a dangerous choice. If you're not okay with your character being potentially permanently altered, this may not be the RP for you.
I will do my best to lay the foundation as to what merits concern, and keep a constant flow of communication. As I have beloved characters of my own, I recognize the amount of effort and fondness one may have towards their creation. I will do everything in my power to respect that. This peril is for the sake of compelling narrative, not shock value.
To comprehend the wonder of the woods, you must also experience it's depravity.
Code by Ambiloquous