The elevator door slid shut and locked into place, and the seam was completely invisible among the patterns in the coppery, red-illuminated walls.
Arthur and Riley could hear the water hissing and sloshing and churning just outside the walls of the elevator, rising quickly higher and higher -- but fortunately, it seemed, the elevator was airtight.
Soon, outside the walls all they could hear was a dull underwater gurgle.
"Press the button!" the little mouse squeaked from Riley's grip. "That one! That one! We need --!"
DING!
A cheery little sound rang all around them. The second button lit up. The elevator rumbled and rattled, and began quickly to descend.
The little mouse squeaked in trepidation. "Someone's called the elevator! What if they spot us? Oh no oh no what do we do! Quick, hit all the buttons! Maybe we can get off, maybe we can stop!"
But hitting all the buttons would do nothing; the elevator, it seemed, was very much intent on going directly where it had been summoned, as if there were nobody inside it at all.
In the elevator with Riley and Arthur was only the mouse, a pile of pillows, and a huge folded blanket.
THE CREEPING PLAGUE: A sickness that has stricken the developed countries, deadly and without a cure.
LEGEND'S FORGERY: A cargo-turned-passenger ship full of survivors, headed for a safe haven across the sea.
RULEEN: An island that doesn't appear in any map or history book, locked in eternal night.
ARTIFICERS: The technologically advanced, civilized inhabitants of Ruleen.
KITH: The masked, ageless children who inhabit the dark forests and command the Beasts.
THE WITCH: The only neutral party between the Artificers and the Kith.
THE DRAGON: A controversy at the heart of a centuries-long war, and the only way to leave the island.
LANTERNS: Far more than sources of light.
THE PLOT
While a horrible plague wipes out much of civilized society, ships like the Legend's Forgery leave port with the last of the healthy people, evacuating to a promised safe refuge. On the way, a terrible storm sinks the ship -- and the only survivors find themselves washed up on the shore of an island blanketed in eternal night. In order to survive, they must choose sides in an ancient war. In order to leave, they must change the island forever.
THE WORLD
The world that the characters grew up in was rife with rich folklore, strange natural phenomena, and inventive clockwork machinery. Magic is known only as folk superstition: weavings placed over the door, bowls of milk on the threshold, a turned cup for good luck. Cities flourished with DaVinci-esque contraptions, painted royalty, sweeping farmland, traveling circuses and a problem with pirates -- but there is no one now whose life has not been touched by the plague.
Ruleen, the setting of our story, is in perpetual darkness. "Days" are counted by moonrise and moonset. The Artificers carry lamps and candles, or brighten their settlements with the eternal illumination of the Lanterns. The Kith, by contrast, have bonfires and fireflies and wield the glowing fruits of strange trees. In darkness the forests have become pale and brittle, thick with ghosts and the chilling calls of night-creatures. Without a source of light, navigation is near impossible except by the full moon.
Kings and queens, pirates and thieves, clockmakers and mercenaries all boarded the refugee ships together. Everyone is equal when death is at your heels. Our heroes may be of any background, as long as they had all been aboard the Legend's Forgery before it sank.
WHAT IS YOUR CHARACTER'S NAME? WHAT DO THEY PREFER TO BE CALLED?
HOW ARE THEY BEST RECOGNIZED IN A CROWD?
WHAT IS A STRANGER'S FIRST IMPRESSION UPON MEETING THEM? HOW DOES YOUR CHARACTER SEE THEMSELVES?
WHERE DID THEY GROW UP? WHERE DO THEY FEEL AT HOME?
WHO ARE THE MOST IMPORTANT PEOPLE IN THEIR LIVES?
WHAT IS THEIR PROFESSION, SKILL OR LIFESTYLE? WHAT DO THEY THINK THEIR STRENGTHS ARE? WHAT ARE THEIR ACTUAL STRENGTHS?
WHAT ARE THEIR FEARS, FLAWS AND SECRETS?
WHAT DO THEY WANT MOST? WHAT DO THEY ACTUALLY NEED?
HOW HAS THE PLAGUE AFFECTED THEM? WHY ARE THEY ABOARD THE LEGEND'S FORGERY?
HOW WOULD YOU LIKE TO SEE THIS CHARACTER CHANGE AND DEVELOP?
PITCH A SMALL SUBPLOT THAT WOULD BE PERSONALLY MEANINGFUL TO YOUR CHARACTER.
A NOTE: I strongly encourage all players to please either choose a dialogue color, affix an image or heading to each post, or both. This greatly helps in recognizing immediately who's who, especially in the beginning as we learn names and personalities. I can make you a fancy text header if you like. :)
GAMEPLAY
Characters are free to make their own decisions, to decide their own course. They could join the Artificers, join the Kith, or attempt to end their eternal war and leave the island. The fact that our heroes grew up in sunlight has given them certain advantages that neither the Artificers nor the Kith possess -- but that is to be discovered as the story unfolds.
Players shall control nothing but their own characters -- environments and NPCs are controlled by the GM. Exploration and mystery are the main focus; characters will be presented with environments and curiosities, and should be prepared to investigate on their own.
Characters may get separated, and this is ok.
The seven-day-rule will apply here: once the latest post counter reaches "7 days ago" the GM will post, whether or not anyone has declared they're working on a post.
SOME NOTES
"Lantern" is an RP that is currently (very slowly) ongoing over in the Casual forum, and is over three years old. I love it to bits, but looking back there is a lot I would've done differently. This redux is almost an entirely different story, which hopefully will incorporate everything I've learned about GMing and storytelling in the past three years. If you know anything about the previous iteration of this story, none of your assumptions apply this time around.
THANKS AND CREDIT!
The setting, plot and origin stories are a collaboration of the players of the original Lantern. A ton of the concepts and ideas you'll see here had their origin with these awesome, creative and inspiring people. I hope we can continue to build up a rich world together!
So hey I'm thinking of maaaaaybe doing a Lantern redux. I know this one isn't even finished yet, but it'd be essentially the same sorta concept only completely different and simpler to understand, haha.
Edit: Ok I went ahead and did it. I'm not stopping this -- but I've wanted to give Lantern a second go for a long while: here!
On the shoreline, Peck jumped back as the lake's frozen surface smashed like glass, shards flying high; the ice flashed with a brilliant light that made him squint and shield his face.
The light dimmed, and silence fell as the shards scattered on the ice.
He lowered his arm, staring at the scar in the ice -- and he waited. Somehow he knew she was okay.
In the lake below, the shadows had dissipated in tendrils of oil; the eyes were gone, the teeth had vanished, at the first touch of the light-borne blade.
The sword was warm in Anise's hand; a bright glow resonated with her heartbeat, pulsed in the symbols on her hands. The ice above her had begun to melt, and the healing gold shimmer of the Lake returned to the gentle current.
A low rumbling, a quiet ripple under the water, was the only warning before a dozen huge spikes of jagged rock pierced up out of the lakebed with incredible speed, one after another, with the intent to impale the Lady of Light upon their sharpened points. The coffin was violently destroyed as a spike ripped through from beneath it, striking through the previous Lady's corpse in a bid to surprise Anise enough to end her.
The entire Lake began to ripple and rumble; the ground beneath the water cracked.
@Astarael42 Hi hullo! Sure! Life happens, and I'm totally cool with helping to seamlessly write back in characters that might've gone missing for awhile. If you know ahead of time we can even concoct a kidnapping or something, haha.
DRAGONS: Every prosperous city keeps its own Dragon to power the area's magical endeavors and to bring luck. Dragons are each unique and offer their own strengths and weaknesses. Dragons are the only known source of magic: sorcery and enchantment are only effective within a certain radius of a living Dragon. Not to be confused with chimney-dragons or hand-dragons, though these are known to be lucky as well.
DEPARTMENT OF DRAGON HEALTH AND MAINTENANCE (DDHM): A division of the emperor's government which issues and maintains Dragon permits, conducts annual inspections of Dragon living conditions, and responds to Dragon-related incidents on the Dragon's behalf. Their uniforms are orange and red.
CROWS: Throughout the Empire, the Crows keep order and maintain the peace. Their uniforms are black-and-gold with a feathered emblem, styled differently depending on the climate and terrain of the region. Each city and Isle has its own Murder.
COLOSSI: (sing. colossus) The Colossi are popularly conceived to be a natural phenomenon, and may only be found in the untamed regions. Each Colossus appears only under very specific and unique conditions, and each has a very different (enormous) appearance. There is no known method of subduing or controlling them, but they are not usually hostile. It is widely known that each Colossus guards a trove of great riches; cities have been built with the gold and jewels obtained from a Colossus' hoard. Folklore speculates that the fiery, glowing heart of each Colossus is proof that they were created centuries ago by the Dragons to guard treasure in their absence.
THE LEGERDEMAIN: A sailing ship, recently obtained through sheer luck and a Dragon's blessing, bound for a treasure-hunting adventure through the Isles, in need of a crew.
THE WORLD
The Empire (yet unnamed, if it needs a name at all) is a collection of Isles, each governed by a king or queen appointed by the emperor. Only a few Isles can boast having its own Dragon -- and since the presence of a Dragon tends to greatly increase the quality of life of its inhabitants (who are comfortable with the side-effects of long-term exposure to magic) the population density tends to concentrate around these Dragon-cities. Sorcery makes city life effortless, but the outer Isles depend on imported enchantments and power-stones to support their inventions and clockwork machinery. The poorer and farther Isles still live a Medieval life, some obstinately hostile toward anything Dragon- or magic-related.
INSPIRATIONS
MOVIES/MEDIA: Shadow of the Colossus, One Piece, Nausicaa of the Valley of the Wind
An adventurous young captain has, against all odds and after mountains of government forms, met and had her wish granted by the Emperor's Dragon: a sailing ship of her very own, conjured out of nothing but magic. Even she is still unsure of the ship's true potential, but she has wasted no time in advertising for a crew of fellow treasure-hunters willing to learn on the job. Of course she wonders why a Dragon would grant her the means to seek out the Colossi and the treasures they guard. If the lore is true, this is the opposite of the Dragon's interest -- unless, of course, the Dragons know far more than anyone believed.
THE CHARACTERS
Lifelong exposure to magic has had some strange effects on the inhabitants of the greater cities and on their offspring. Following the Emperor's Decree of Dragon-Originated Intelligence, non-human intelligent life was granted citizenship to the Empire. There are no races, but each individual may be curiously and dramatically different from the next, sometimes in adorable or horrifying ways, even between parent and child. As one travels farther from the cities, however, the Isles' population becomes more consistently and normally human.
GAMEPLAY
While skills and abilities are welcome, they are unimportant to the RP. A defenseless, plainly human child shall be just as important and just as interesting as the strangest PC creature, as will be shown in the CS. Character development is the paramount intention of this RP.
Each player shall, in addition to the CS, pitch a short adventure-plot that would be personally meaningful to their character. Each player will have the opportunity to partially or wholly lead a plot within the RP, according to their comfort level.
The seven-day-rule will be enforced. When the "last post" counter reaches "7 days ago" (or everyone has posted what they wished, whichever comes first) the GM will make a post, even if someone has declared that they are working on a post, and even if that person is the current plot-leader. This ensures the RP will continue moving.
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<div style="white-space:pre-wrap;"><div class="bb-center"><div class="bb-h3"><a target="_blank" rel="nofollow noopener" href="http://mokley.tumblr.com/">Tumblr</a> | <a target="_blank" rel="nofollow noopener" href="https://discord.gg/vhJjXWx">Discord</a> | <a target="_blank" rel="nofollow noopener" href="https://archiveofourown.org/users/windyfiend">AO3</a></div><br><br>I have no idea what I'm doing.</div></div>