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Event Plotting Post: The Walls of Jericho
Greetings, residents of the Meadous and vistors! Our 4th Wall event is right around the corner. To help facilitate this, we’ve pulled together some world descriptions and FAQs that should help anyone coming to visit the Meadous and surrounding godling lands get situated. For this event, We the Lost will be allowing:
TL;DR - We the Lost is having a 4th Wall Event. It will take place ICly over a two-week period and open up seven additional godling realms to explore. Any and all characters are welcome for this event, be they straight from canon, CRAU, or CRAU’d into a godling realm.
THE WALLS OF JERICHO
The Events Calendar post for the plot is HERE
First and foremost, what is this event? We the Lost is a CRAU Slice of Life game set in the realm of a young godling. Every young godling in the WtL-verse develops a world unique to them and pulls people in to populate it and help them grow. Each godling is influenced by their ‘flock,’ although they all have some basic personality traits that help them make their initial flock selection. The characters in WtL have so far given their godling a name: Zephyr, and a form that changes with the seasons.
Godling worlds are small to start and they expand as the power of the godling expands. There is also a barrier placed around each world, something that separates the godlings’ pocket universes from one another and protects the population from the dangers that run rampant between the worlds. Once a god is mature enough, their barrier will come down. Until that happens, though, the wall is kept in place, holding the inhabitants in and the rest of the world out.
On January 30th, an event on the plane of the gods will shatter the barriers between worlds, breaking down the walls and exposing nearby godling realms to one another as well as the spaces between.
This event will have three effects:
This effect will last for two weeks (until February 13th) when the god plane will sort itself out, the barriers will be restored, everyone from the godling worlds will be put back in the right place, and anyone brought straight from canon or another game will be returned ‘home.’
The godlings will be frantically trying to sort out the situation on the god plane with the older gods and will be largely unavailable. However, they may check in now and again. More information on each of the gods and their worlds is provided below. the worlds open during this event will include:
WtL DOES NOT have a network comm. To facilitate communication for this event, a universal ‘Bulletin Board’ will be put up where people in different realms will be able to communicate.
Check the comments below for a brief FAQ!
- Straight from Canon Characters
- CRAU Characters
- CRAU or Straight from Canon Characters that have been AU’d into a Godling Realm
TL;DR - We the Lost is having a 4th Wall Event. It will take place ICly over a two-week period and open up seven additional godling realms to explore. Any and all characters are welcome for this event, be they straight from canon, CRAU, or CRAU’d into a godling realm.
THE WALLS OF JERICHO
The Events Calendar post for the plot is HERE
First and foremost, what is this event? We the Lost is a CRAU Slice of Life game set in the realm of a young godling. Every young godling in the WtL-verse develops a world unique to them and pulls people in to populate it and help them grow. Each godling is influenced by their ‘flock,’ although they all have some basic personality traits that help them make their initial flock selection. The characters in WtL have so far given their godling a name: Zephyr, and a form that changes with the seasons.
Godling worlds are small to start and they expand as the power of the godling expands. There is also a barrier placed around each world, something that separates the godlings’ pocket universes from one another and protects the population from the dangers that run rampant between the worlds. Once a god is mature enough, their barrier will come down. Until that happens, though, the wall is kept in place, holding the inhabitants in and the rest of the world out.
On January 30th, an event on the plane of the gods will shatter the barriers between worlds, breaking down the walls and exposing nearby godling realms to one another as well as the spaces between.
This event will have three effects:
- There will be an unexpected and unmanageable ‘pull’ out in the multi-verse that will drag in characters straight from canon or from other games and drop them into unsuspecting godling lands.
- Characters already within godling realms will be ‘flung’ across their own plane and may wind up in a different godling world than the one they started in.
- Travel between worlds will be possible.
This effect will last for two weeks (until February 13th) when the god plane will sort itself out, the barriers will be restored, everyone from the godling worlds will be put back in the right place, and anyone brought straight from canon or another game will be returned ‘home.’
The godlings will be frantically trying to sort out the situation on the god plane with the older gods and will be largely unavailable. However, they may check in now and again. More information on each of the gods and their worlds is provided below. the worlds open during this event will include:
- The Meadous - Realm of Zephyr - Flock Qualities: Lost
- Ajras - Realm of an Unnamed Godling - Flock Qualities: Musical, Upbeat, Adventurous
- Midnight - Realm of an Unnamed Godling - Flock Qualities: Nocturnal, Dual Natures, Hidden Sides
- The Sunset Circus - Realm of an Unnamed Godling - Flock Qualities: Fearful, Young, Misfits
- Samudra - Realm of an Unnamed Godling - Flock Qualities: Unique, Flashy, Prideful, Confident
- The Wild West - Realm of Ara - Flock Qualities: Inventors, Healers, Builders
- Aria - Realm of Lalilia - Flock Qualities: Caregivers, Parents, Builders
- Willowhispers - Realm of Tyvn - Flock Qualities: Artists, Misanthropes, Tech Savvy
WtL DOES NOT have a network comm. To facilitate communication for this event, a universal ‘Bulletin Board’ will be put up where people in different realms will be able to communicate.
Check the comments below for a brief FAQ!
The Wild West - Ara
Nicknames: Wildchild, Mushroom Girl
Selection Criteria: Inventors, Healers, Builders
World Age: 3 Years
World Size: 4 Square Miles
Level of Technology: Mixed - modern-age tech to start, but high tech available to build
Weather: Season are Hot, Hotter, and RAIN with the occasional tornado, wildfire, or other natural disaster thrown in.
Dwellings: Shantytown-esque buildings with modern technology inside. Most of these houses have been reinforced and rebuilt to look more like bunkers after suffering from Ara’s capricious nature. Mailboxes are simple dropboxes near to dwelling doors.
Godling Demeanor: Ara is first and foremost, someone who wants to see her flock improve themselves and their skills. She wants them to be the very best at whatever it is they do. To that end, she is what some may see as a capricious godling. She’s friendly, smiling, and playful any time she comes to visit, and five minutes after leaving will send down a massive flood to test her flock and the things they’ve built. She is always careful to make sure no one dies, but injuries are commonplace. This ties into why she prefers to bring in healers along with her builders and inventors. They need someone to patch them up when things don’t go to plan.
Godling Appearance: Ara appears as a tan, 11-year-old girl with curly blonde hair, often riding atop a giant Lego dragon.
Setting:
The Wild West is a rugged ‘frontier’-esque setting that is predominantly western scrub and desert habitat. There are mountains that surround the area to the north, east, and west, that are home to a network of caves that have many hidden entrances. The mountains are filled with treasure for those who go looking. To the south, there’s a much more hospitable landscape with a predominantly pine forest that surrounds a winding river. All manner of edibles may be found here, including a wide variety of mushrooms. Many of the mushrooms have magical properties that range from something silly, like giving you spots for a day, to something serious, like healing a bad cough. Also south of the town area is a forest of trees that grow bricks and steel beams and neurocircuitry and all manner of building materials.
The main buildings of interest are the Watering Hole - a small pond where people can make wishes to Ara by flicking a small gold coin into the water; the Saloon - an Old West style tavern where you can come and be safe from any of Ara’s natural disasters. It is the one building in town that is never affected. There’s a Bulletin Board inside, and the bartender is a fuzzy brown pony named Clementine. No one is actually sure how she makes drinks. Clem is a great listener, but not much of a talker apart from the odd whinny or snort. She wears a green cowboy hat and an apron with her name stitched on it.
The wildlife is mainly dangerous-looking insects, lizards, and small mammals, along with fish and songbirds near the river. Every resident is also issued a horse to help them travel around.
Questions
Plotting
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First off for those who haven't played Undertale. Undyne is pretty much a shonen hero, with tons of passion, compassion and loves to suplex boulders. She's genuinely a kind person who wants to do what's best for the people she cares about. She plays piano, she's a royal guard in her home world and finds love in a cute dinosaur girl.
She also adores/befriends people who are extremely passionate about something.
She's been in Ara's world for a couple months at this point and probably punched a building down by accident. She's loud, a bit abrasive and aggressively can't turn down a challenge.
WANNA BE BESTIES?!
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Amity herself is a talented mechanic with a rebellious streak a mile wide. She's talkative and gregarious and probably has confused the heck out of everyone else with her impenetrable Victorian street slang. She's been in the Wild West for about six months and probably needs occasional help with the more human-sized aspects of public spaces. If you need a really fiddly bit of clockwork, though, she's your girl. Rat. Whatever.
If "mechanic + issues with authority + intentionally nigh-incomprehensible slang + initials 'A.R.'" sounds familiar, it's because Amity is an AU of Ammond. There's several Ammond-analogs of various species running around the multiverse, but I'm pretty sure Amity's the only other one who's actually in a godkid's world right now.
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The fish highly encourages
nerdspassionate people, ok, ok.no subject
Also I am 100% sure that the first thing Amity ever said to her was "are you aware you've got a face like a zeemonster" I'm very sorry
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Iogann's kind of bad at being
humanlovek - remember, he left the planet when he was around eight and stareczi are a mostly solitary species, so he's pretty out of practice when it comes to being around people. He's not very expressive and tends not to talk much, which tends to make him come across as aloof or antisocial, but as one gets to know him better it starts to become clear that he mostly has sort of forgotten that facial expressions are something he's supposed to do, and that most people can't read the constant magical impulses of thought and feeling that he broadcasts in lieu of speech. He's gotten better - I imagine he's been in Ara's world for a long while - but he's still definitely a little Off. Also he tends to end conversations he doesn't want to be in anymore by growing four extra sets of eyes and staring with all of them until the other participant leaves, which doesn't help.Also, stareczi are a bunch of weird genetic/bioengineers, and Iogann picked up a few tricks from them while he was off in space. His house is primarily reinforced by tall, pale struts of coral fungus, which is incidentally sort of what his "true form" looks like. This doesn't strike him as weird or disturbing at all.
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Peter Vincent | WtL (from Ryslig)
Naturally, he is going to get flung into the Wild West at the start of the event and get stuck there long enough for the rot to set in. He's going to smell awful, and the longer he's there (or in other warm worlds) the worse shape he'll be in. It doesn't actually affect his ability to function much, but it's uncomfortable as hell and getting all skeletal and fallapart is really bad for his self image.
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Shepherd Book | The Station CRAU
He is already greatly familiar with one Bertie Wooster, four is going to make his head spin. He even already knows that the multiverse exists, he got to see a different version of himself at one point. He's learned about magic and time travel and become good friends with aliens and
gotten a crush ona dragon. He's had an interesting time integrating these concepts with his faith.So now let's tell him that other gods exist. That'll go well.
AU!Dustin Silver | Jarjammed AU
Helping his diplomatic skills along further, AU!Dustin was thrown into a Jarjammed-esque game. Jarjammed was basically 'you are now the hero in a multi-player video game. here is a planet and ultimate quest. go.' Dustin became the Hand of Bolt, a hero to his consorts (cute little robots that communicate in beeps and whines) and world (The Land of Machines and Puddles) who had to negotiate and facilitate the transfer of his Denizen to a more suitable world in order to defeat him.
He's been in the Wild West since the very beginning and has developed his own smithy and forge. He's the one who wished for the ever-replenishing grass in the paddock along with wishing for everyone in town to have a horse. He gets into a great many arguments with Ara about how she handles and challenges them, but he's stubborn enough that he just keeps trying to build things bigger and better to show her up.
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Its kind of a 'you're an asshole, but I respect you' thing from Undyne.
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Andrew Noble (meta-Crisis!Tenth Doctor) | Doctor Who (MLJJ CRAU)
Andrew thought he was going back to his home universe after becoming the Element of Change and facing down the big bad of MLJJ, but instead he got pulled into the Wild West. He's been there for about half a year and still doesn't know how he feels about that; ostensibly he wants to go home to his beloved former companion, Rose Tyler, but he's also a bit terrified of trying to build a relationship and a life with her. He misses all his pony friends.
In the Wild West he's concerned about first and foremost building whatever he needs to build to stop people from getting hurt when Ara throws disasters at them, whether that means better buildings...or trying to come up with a way to prevent her from flooding/burning/blowing away the place at all. Good luck with that, Andrew, very ambitious. He enjoys the challenge much more than he'll admit. No, of course he doesn't look forward to her coming through and knocking everything over to test what he built, that would be ridiculous, what are you talking about.
He's definitely aware that he could wish himself back to his original form, but he hasn't done so. If asked why he likely doesn't give a straight answer; he's pretending it's because he has more urgent needs for his wishes, but really it's more because he has spent most of his life as a pony and he sort of likes it now. He's thought about wishing to be a pegasus because he wanted to be one back in Equestria, but earth ponies are better suited to a place like the Wild West and he's kind of owning the earth pony thing nowadays.
He's at a real loss as to what to do with the horse he was issued. She stays well fed and basically doesn't have to work for him because that would just be weird.
rook t. zimin
rook is the descendant of a spider-spirit and skilled in magic, as well as having excellent surgical skills. unlike her brother, she isn't very interested in biology and medicine, her true love being engineering, but raimut taught her necromancy too, so she has some medicine-adjacent skills anyway.
rook is amiable, gregarious, hedonistic and also absolutely fucking amoral. she will do what it takes to protect what's hers and she tends to automatically cast herself in the role of a bodyguard and/or knight errant, depending on her relationship to the other person. mostly, she's interested in wine, women, song and good company by night and being left alone to tinker in her workshop to her heart's content by day. she tends to solve non-mechanical problems with her fists, though she isn't above kicking people. her fighting style is more "street scrap" than "amateur boxer".
oh and. she's kind of iogann's adopted aunt-type. that's a thing.
she's been in the wild west for a while and she probably came in before iogann. she throws parties, builds ridiculous inventions and encourages ara in her mischief and testing of the populace, because she thinks it's funny and she enjoys a challenge.
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Re: rook t. zimin
Ami Mizuno | Bishoujo Senshi Sailor Moon (anime)
Ami is a bit shy and takes a while to open up to people, but once she does she's very sweet and earnest. She's extremely intelligent--she's basically a genius--and has a good mind for strategy and tactics. She's also a whiz at organization, which is always useful. And although she doesn't have formal doctor training, she does a lot of first aiding.
She's also a magical girl, with powers over ice and fog. That is a thing. Back home she was what you might call a Sailor Guardian. Sailor Mercury to be specific. She uses those ice powers to cool things down for the townsfolk when things get really hot.
Kazuma Kenzaki | Kamen Rider Blade (Save the Earth/Raise the Earth AU)
That's not the Kazuma Kenzaki that we've got here, though. This is a reincarnation of that man, who never lost his parents and who became a paramedic rather than a buggy-eyed fighter for justice. He started to "echo" back memories of that past life right when Earth was invaded by a hostile alien force, and thus had little time to connect with others like himself. He was too busy tending to the injured and trying to save lives. In the aftermath, he recognized that one of the major heroes of that last fight, Hajime Aikawa, was someone he remembered from those echoed memories, and set out to find him and learn more. Aaaand then he found himself scooped up into Ara's world...
He's been there about a year, and is doing what he can to make the most of it. He's not much of a builder, and he'll definitely say he's not much of a healer, either, but he's a practical guy that has helped set up a clinic where people can come and get put back together after the latest disaster or bit of trouble rolls through. He's open and friendly and genuinely helpful, and also kind of an awkward dork. And trying to come to terms with his natural tendency towards caution and pacifism, and his memories of being a fighter and the transformation buckle and cards that he's managed to keep a hold of all this time.