Post by Pharaoh Leap on Aug 6, 2017 5:36:53 GMT
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[attr="class","rcgenleft"] [attr="class","rcgenleft2"] [attr="class","rcgenleft3"]16 THE[break] LORE | [attr="class","rcgenright"] [attr="class","rcgentitle"]ALL IN, NOTHING OUT [attr="class","rcgen2"] [attr="class","rcgen3"]A vacuum, an entrance with no exit – anything goes in, but nothing comes out. The island beckons all, regardless of age or walk of life, and consumes those it deigns to take. Humans, gods, reality benders, things, all the same. In one moment, they exist in their correct world, in their correct time, and in the next, they wake to brightened skies and breezy weather. (Different; unfamiliar.) Those who could move freely through parallels find themselves trapped, moved through a one-way door that refuses to let those who have entered go back out. Hive minds are broken into pieces, regulars left in confusion. The sea extends infinitely in all directions, and those who have tried to set sail find themselves miraculously turned around (”I swear I was going straight the whole time!”) or cannot bring themselves to speak of the nightmares that made them turn tail and flee back to the safety of the island (terrible, monstrous things, impossible to comprehend). Once you are here, you are here forever. Cling all you want to your hope, delude yourself with the pleasantries of the island, but this will be your grave. [attr="class","rcgentitle"]UNIVERSAL DREAMSCAPE [attr="class","rcgen2"] [attr="class","rcgen3"]In the dead of night, your mind takes you to places near and far, familiar and strange. It's the land of dreams. Perhaps you've forgotten all those you have had before, inconsequential as they are, or maybe you see them all as vividly as the moment you dreamt them. The reoccurences don't come back to you, though, nightmares or otherwise. Instead, you find them replaced by visions of yourself, sometimes in a form unrecognizable but always one you know on instinct to be you. Where you are and what you're doing differs – maybe you are an invincible warrior or a police officer in space – but the principals are all the same. What you may not realize are that these dreams aren't the work of an overactive mind. Rather, they are gateways to other worlds, visions of “could have been”s and “have not”s, and alternate realities that can be seen but not experienced. Fewer will go on to remember these visions, and fewer still will come to know them for what they really are. [attr="class","rcgentitle"]THE COUNCIL [attr="class","rcgen2"] [attr="class","rcgen3"]A council – the mayor, her many advisers, and the town spokesperson – make up the “hierarchy” of Tomodachi Island, dictating law, mandating peace, and providing for both those who have lived their whole lives on the island and those who were whisked there against their volition. The specifics of this council, like their specific members or what, exactly, they do is often a mystery. How many of them are there? How do they come into power? What do they look like? Oneyea Monocular acts as a messenger, relaying updates, policies, and decrees of her employers, and the mayor has been heard (thought to be a woman, as well), but anything beyond that remains unknown. It is indisputable, however, that these people, whoever they may be, genuinely care for the well being of the island and its population. Peace and health are their highest priority, and everything they do serves to promote those things.[break][break] In addition, the council serve as direct employers to the members of the task team Omega Five, providing missions, pay, and – if necessary – mandatory control mechanisms. This, of course, is done in secret. [attr="class","rcgentitle"]CITIZEN REGISTRY [attr="class","rcgen2"] [attr="class","rcgen3"]Upon arrival on the island, newcomers from other worlds and universes are detained (as peacefully as possible) and taken to be registered as island civilians. This is important for two reasons: first, it's only upon registry that a new arrival can be given means of survival (a home, work, currency, et cetera); second, through a network of empaths and telepaths, the island can determine how dangerous a new arrival is. Depending on how dangerous they are, a number of things can happen. In all cases, new civilians are moved through, given an apartment, meager funds, and the opportunity for work. Most are left to go about their lives unhindered and unwatched. Those deemed a potential threat, however, may fall under one of two categories. If there's high chance of negotiation, dangerous individuals may be hired by the island to work under the Omega Five project, an operation that will allow them to use the skills that make them dangerous to protect the innocent civilians. Those beyond negotiation are marked and watched, either by island officials or members of the aforementioned Omega Five. At the first sign of trouble, they'll be dealt with accordingly. Punishment usually comes in the form of a swift, cruel beating. At other times, it comes in the form of death – plain and simple. [attr="class","rcgentitle"]OMEGA FIVE [attr="class","rcgen2"] [attr="class","rcgen3"]Utopia. An idealistic concept, and one many have striven for and failed to achieve. Perfection fails in the face of humanity's individual imperfections, good corrupted from the inside out by evil. Tomodachi Island advertises itself as a utopia, a place without misery or strife, and from a glance, many can be fooled. The truth of the matter, however, is that evil can't be eradicated, and it can't be stopped from slipping in. There is evil all around, in fact – in the alleys, in your building. Con artists, murderers; beings who can erase another with their mind, or humans who find pleasure in other people's pain. The council cannot rid these people on their own, not without stirring a fuss with the public and drawing attention to the fact that this “perfect island” of theirs isn't quite so pristine. The only solution is to put it in the hands of specialists. Keep it away from the public eye, but weed the problem out from the shadows all the same.[break][break] Code named Omega Five and inhabited by professional spies, thugs, and murderers, this group is funded and run by the island's enigmatic council. Members of Omega Five are often the only ones to ever meet council members face-to-face, although many members recall seeing different members than others and few stories ever match up. Due to the council's stance of “innocent until proven guilty”, most missions assigned to Omega Five members are largely of information collecting and spying, stalking those who have been placed in the “watch list” and keeping tabs on them to ensure that they do no wrong while on the island. It's only at the first sight of “bad behavior” that enforcers or hitmen are sent out, depending on the severity of the crime and the potential for an information leak, and the person being watched is dealt with accordingly. Because of the nature of their work, the Omega Five group is compact, filled primarily with humans and creatures who excel at reconnaissance and the odd murder specialist. Regardless of skill, all members are fit with small microchips that enable the council to follow their movements and, if necessary, terminate the member in the case of betrayal. The work they do is finicky, secret; any potential for failure or exposure must be dealt with swiftly and violently. |