INTO THE VALLEY
Suddenly, you wake up, and find yourself somewhere unfamiliar. You don't know where you are, or why you're there. Hell, you don't know anything except a certain skill and your first name only. You soon find yourself integrated into one of three factions in the valley. The one you choose, or the one that chooses you, changes how you will act around others, and your views on the valley. Some see the valley as a blessing, some as a curse, many as a refuge, some as a prison. How you choose, and how you think it, is up to you and your faction.
These are the three factions that have set up within the valley. You may start off within one, or you can choose not to be in one, but, be warned, you will be forced into a faction meeting at some point, and whichever meeting you go to, you are now within that faction. There are three Faction leaders, brother Drake, Drew and Dray.
"Safety is Within the Valley."
The Liberators are the primary and largest faction of the three. They wish to keep all new and old members in the valley there, not wanting them to escape the outside world. The majority of their follows count the valley as a blessing. Despite this, however, they wish to unlock the mystery of the labyrinth that surrounds the valley, as another precaution to keep the members in the valley.
This was the first faction founded, and at its head is Drake, a jaded, stoic teen with a bad attitude to others, and views the valley as a place to maintained and runs it with strict rules.
"The World is Waiting."
The Seekers are second largest group within the valley. They wish to seek a way into the outside world, and escape from their valley prison. However, the valley is surrounded by a large and eloquent labyrinth of sorts, hindering their process. Many of them view the valley as a prison, a jail to escape from.
They were founded second, not too soon after the first, and at its head is Drew, a haughty, arrogant scientist, blunt in his words and actions.
Points of InterestQuote:
"Normality is Key."
The Peacemakers are the smallest, however most important group. They attempt keep the peace between The Seekers and The Liberators, though often times fail, and normally do not participate in many of the going-ons the other factions do, but not always, as, sometimes, they will help out one or the others, depending on the price and the chore. The members have varying views on the valley, but generally do not care about the valley, as long as they're alive.
This was the final faction and was founded by Dray, the youngest of the three faction head brothers. Dray is a quiet and moody teen, but has great leadership skills.
*Center Square-A large plaza in the middle of the Valley, serves as a meeting place and a celebration area.
Housing-Groups of housing along East side of the Valley, all members sleep here, eat here, and cook here.
Labyrinth Gate-A gate that is normally firmly sealed shut. It leads to the seemingly endless labyrinth. West of Center Square.
Fields-The farming fields, normally farmers work here, but oftentimes a scientist or student can be here studying. North of Center Square.
Well-A large well were water for the population. Located East of Center Square, before the Housings.
Labs/School-A small building doubling as a lab and a school. Hidden under it is the main base for The Seekers. Located West of Center Square, North of the Storehouse, and East of the Labyrinth Gate.
Storehouse-A large storehouse used for storing goods. Under the building is the base for The Liberators. West of Center Square, East of the Labyrinth Gate, and South of the Labs/School.
*Outskirts Gate-A gate leading into the Outskirts, usually closed, but unlocked. South of Center Square.
Outskirts-Areas outside of the main area, mostly abandoned except for faction members, workers, and prisoners. South of Center Square.
Prison-A prison where the most dangerous of the society are kept. Located south of the Outskirts Gate.
Old Well-An old, dried out well. Located beneath the well is the main base for The Peacemakers, though they don't use it much. South of the Outskirts Gate.
Quarry-A quarry and mine were building materials are found. Most accidents happen here, and there is a cemetery within the area. Located West of the Outskirts Gate.
Woods-A forest located East of the Outskirts Gate. A cemetery is also located here, and it serves the same function as the Quarry, as well as having the addition of having game to hunt in it. Rumored to be haunted.
The Labyrinth is the main obstacle within the game, and all of the factions are out to find out the mystery behind the valley.
How It Works
The labyrinth is a sprawling maze, with an alarming amount of dead-ends. There is no set path through the labyrinth, nor is it completely known what's on the other side, but that's what the mission is about, find the exit to the other side. Each day, the labyrinth changes position of some sort, sometimes it is very minor, sometimes, it is a more major change, but there's always a change each night. However, it is know that the labyrinth's cycles have a set period, a complete rotation is 28 days. The factions have tried mapping through the area, but, many have failed to come back. What few maps they have are unfinished, and are stored within their meeting places.
Each day consists of 24 hours and a month is 28 days, a complete Labyrinth rotation, and a year is 12 months. All characters must be awake at Hour 6, but if late night meetings are in order, they can be up earlier or stay up past Hour 22, the time when all are to head to sleep.
Each post will have a time stamp, showing the month, day and time, the time I leave in your hands to decide.
EX: Month 3, Day 24, Hour 4
Standard RP rules apply.
Specialty: (Cooking, Hunting, Farming, Music, Building, Arithmetic, Language, Science, or Art)
Faction: (Can either be one of the above three, or none.)
I'll have character sheets for Drake, Drew and Dray up in a bit.