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The votes are in, and the choice is overwhelmingly option two:
( selkies. )
When you step through the door you find yourselves in an uncultivated clearing, in a forest. It is afternoon. You can hear a river nearby. The wildlife is not afraid of you, and there are no signs of civilisation. If you travel four days downriver by foot, though, you will reach the sea, and discover you are not alone.
The people you find there will not recognise you at first, but you will recognise yourselves in their gods. You might decide to reveal yourselves to them, or not to. You can work with the shore-settlers to help them expand onto the continent you've found yourself on, or not. You can try to communicate with the people below the water, if you want. Or you can just focus on yourselves, and rebuild, and repopulate. Between the lot of you, you can do all of these things. There's a lot of space.
The wildlife is frequently large and fairly dangerous, but nothing you can't deal with if you're careful. Plenty of it is edible, and so are enough of the plants. There are plenty of both you can learn to cultivate and domesticate, if that's how you roll. This is where we would go into extreme detail about all of this, but, well, this is also where we bring the mod train to a halt. You made this world; you can work out the specifics amongst yourselves.
You also have three alchemiters, with enough grist to last you for a long time, although not forever.
From here you're welcome to use the game communities like a musebox, if you want, and thread anything you want with your characters at a leisurely pace with no mandated plots or activity check or anything – or just move on entirely if you'd prefer. Either way, though, it would be nice if everybody could leave a comment about what their characters are likely to be doing with themselves on this post.
If anybody has any last questions, too, they're welcome.
( selkies. )
When you step through the door you find yourselves in an uncultivated clearing, in a forest. It is afternoon. You can hear a river nearby. The wildlife is not afraid of you, and there are no signs of civilisation. If you travel four days downriver by foot, though, you will reach the sea, and discover you are not alone.
The people you find there will not recognise you at first, but you will recognise yourselves in their gods. You might decide to reveal yourselves to them, or not to. You can work with the shore-settlers to help them expand onto the continent you've found yourself on, or not. You can try to communicate with the people below the water, if you want. Or you can just focus on yourselves, and rebuild, and repopulate. Between the lot of you, you can do all of these things. There's a lot of space.
The wildlife is frequently large and fairly dangerous, but nothing you can't deal with if you're careful. Plenty of it is edible, and so are enough of the plants. There are plenty of both you can learn to cultivate and domesticate, if that's how you roll. This is where we would go into extreme detail about all of this, but, well, this is also where we bring the mod train to a halt. You made this world; you can work out the specifics amongst yourselves.
You also have three alchemiters, with enough grist to last you for a long time, although not forever.
From here you're welcome to use the game communities like a musebox, if you want, and thread anything you want with your characters at a leisurely pace with no mandated plots or activity check or anything – or just move on entirely if you'd prefer. Either way, though, it would be nice if everybody could leave a comment about what their characters are likely to be doing with themselves on this post.
If anybody has any last questions, too, they're welcome.