We have certain views on escapism. For the larger part of our history, we have been dreamers. In olden times, we were music-makers. The ancient human race was one obsessed with mysticism in all its forms: monsters, magic, gods. They were enraptured by everything which we have come to call "myths."
There is no explanation as to why it happened. Suddenly, the imaginative fables our ancestors considered truth became "just stories." Some say this was due to the advent of science, but there is little actual proof of this. Belief in such things fell out of favor before the golden age of civilization. In medieval times, in poverty and with little knowledge of technology, such beliefs had already disappeared. People became persuaded of the fact that, all and all, those superstitions, those legends, that folklore, was nothing more than lies.
And if they were lies, we can see what must have occurred. Some compare many lies to a tangled web, forgetting the strength of the spider's silk. A number of lies together are nothing more than a precarious tower, hastily built, which at the right time, in the right wind, has a tendency to collapse. But bricks and mortar do not just disappear. Ruins remain; our own science tells us matter cannot be destroyed. And if matter, why not ideas? Why not deceit?
On a plane of vast mist and in an ocean of water black, through and through, there lies an island. There is a wall here, broken at the edge of the sea. Beyond here, past a small stretch of sandy, listless beach, there is only an endless wood. Like any true rainforest, it holds unmeasured biodiversity. Creatures lurk here, some of which have never been seen by human eyes, and at least a few of which are malevolently intelligent. Its existence has never been marked. You will uncover it charted on no map. But be aware, for there are many places here to trespass, that it is not, by any means, undiscovered.
No living human, or at least in the Terran sense of the word, has ever seen it. That is, perhaps, until now. At one time, the island had a lower half, a bleak wilderness, dotted with pine trees and covered in snow. It had mountains, which, despite the physical impossibility, have been completely devoured by the sea. The land was ruled by an iron-fisted mistress, Zhila of the River, who had molded the land to her purpose with her power over all things aqueous. The wall now broken once towered here, an impassable barrier, the exact function of which remains unknown.
And then they arrived. An intrepid band of humans, maybe the only ones to ever come to the island, found their way through. Instantly thrust into survival, they were visited by a nightmare and gifted powers they did not understand and whose origin was surely sinister. Using them wantonly, their fear soon gave way to curiosity. For unexplained reasons, Zhila opposed them. In attempting to murder them, she was killed by them, by the trespassers on her own lands. With her death, the fabric of the lower island weakened, and the humans were forced to flee past the crumbling wall. Zhila's domain was swallowed by the sea which she had thought she controlled, and her killers found themselves again forlorn on the sandy beach, at the edge of the jungle.
Unbeknownst to them, they have drawn the attention of many. Few who walk the island are unaware of the death of the mistress of the River world, Zhila. The arrival of man is an omen, linked to countless things. There are more cultures here than one could count. There are inklings of beings, stalking the dark. There are secrets, always, many kept from the humans themselves.
For what would they do if they knew, perhaps, that a city lay just past the jungle? That a harbor, consumed by the white man's greed, existed. It is a vast labyrinth, and within, perhaps, is a way home... however, even within civilization, things prowl the night.
The objective of the humans is simple: discover the way back to their own world. It is always these incomplex plans which go most wrong in the end. Even now, some within the group seek to deviate from that path. Home is not always where the heart is.
The motives of the island denizens vary, but there is one certainty. They cannot escape. All have become part of it. They have been swept into the irreversible change that has come, and as the plot thickens, the consequences may be dire.
Summary
I will clarify the setting for the large number of you which are confused at this point. The events of the Jungle center around an island, the exact location of which is unknown, save that it is not on Earth. The island itself is a vast rainforest, filled with life. The denizens of the island can be nearly anything. Many are creatures of myth: banshees, satyrs, or even long-forgotten gods. There is no inkling that anyone gets along. People carry out their own business, living lives and dying deaths. There are underlying cultures, many trading with one another, and hidden machinations between all the denizens here, many of which oppose each other in some way. Magic is prevalent and accepted, the exact form varying from practitioner to practitioner. No one has ever mapped the place, and none understand everything about it. There is history here, but there are no history books. Within the bounds of the island, there are many ruins, which suggest things about the past. Most beings here have the magical gift of tongues, but some speak languages that other denizens do not understand.
The exact plot revolves around the disturbance. Though the island is diverse, and there are many pseudo-humans, there is no known record of the Terran (from Earth) humans setting foot here. The River (also see here), the prequel to this role-playing game, revolved around a group of humans who ended this, being the first of their kind to ever do so. The exact nature of what the humans are, and in seeing their newly found magical powers, what they can do, and what this means, is highly debated among the island denizens. Many see the humans as creatures which they can use to further their own ends, as complex as the island itself. Others see them as a threat which must be destroyed. Those which regard them as benign are rare, especially after the incident.
The reason such a large amount of rumor surrounds the humans is because of what they did. The creature Zhila, a water-manipulating mage, once ruled a lower half of the island which no longer exists. She sought to kill the humans, though her motives were unclear, and in attempting to do so was killed by them. Many of the island denizens are shocked. Part of this is to do with the fact that Zhila was quite powerful, and secondly, what their victory actually caused. For a very long time, a vast wall stood between the Southern and Northern half of the island. When Zhila was destroyed, this broke. The exact purpose of the wall is unknown and is largely viewed as something Zhila built herself to ward away invaders. However, no attempt to destroy the wall was ever successful, and the fact that the humans were (allegedly) able to has aroused an unmeasured amount of interest.
Other Information
A word of caution: this is not a role-playing game meant for those who need to be led by the hand. I will, from time to time, drop plot hints, but I will never overtly push you in any direction. It is up to the player to come up with their own stories. You may, in a sense, do nearly anything you like. Due to this, it is recommended you discuss plot details with the other players. I will hear no complaints which are related to someone interfering in the course of a subplot you had planned.
A few rules: to maintain the atmosphere of the setting I have created, nothing above medieval technology is permitted. Furthermore, I ask that you are very careful not to act god-like in-character. If I feel that one character seems to be having an indeterminable amount of luck and that tragedy never seems to befall them, I will personally see to it that it does. This is one of the few times I will act as a host, and at any other time, I would have it that you be under the assumption that "all members are equal." The mature tag stretches no further than intensely depicted violence, moderate language, and implied sex. There are several established cultures and settings, created by other players and myself. I will do my best to list and describe them here.
Kinnari or Kinnon - These Birdpeople are a race of half-human, half-bird hybrids with feathers of purest gold. They are human-sized, and are really quite stupid, having only the most rudimentary of human thinking functions. They are generally very vain. Naturally, they can fly. Females are kinnari, and males are kinnon. They do have an alpha male who is the leader of the flock. The Savages have a complex mythology built up around the Birdpeople in which the alpha male becomes a King of the Birdpeople, and the race as a whole are the equivalent of angels and gods. It is taboo to trap or hurt the birdpeople in any way. However, some exiles of the tribe make a living by trapping them, and bring them to the great city where the Birdpeople are sold as pets.
The Savages - A race of primitive humans devoted to worship of the birdpeople. They have strange, incongruous features, and are very war-like. Their mindset is alien and somewhat disturbing to those that come in contact with them. Most are somewhat ooze-like in nature, with misarranged features, and in some cases (such as with Kaesaht and Seezeit in the prequel) have active power over this. The exiles of these tribes often go into the business of capturing the Kinnari and Kinnon and selling them in the City. These trappers are locked in a perpetual war with the birdpeople and their servant Savages.
The City - This great harbor is a home to many denizens, most of which have taken to impersonating humans. There is a clear rich and poor class, the former living the high life and spending wealth that never seems to dry up; these posh people are the most frequent purchasers of the captured Kinnari or Kinnon. The city was founded as a simplistic society, but quickly grew into a haven of crime and greed. Its culture is almost exactly the same as Victorian England, with people making reference to a non-existent Queen. It is ruled by a governor and his battalion of fierce guards; largely, he is believed to be insane, and he has no noticeable influence on the way the city is run.
The Demons - A race of shape-shifting beings of which little is known. They make their home very close to the wall in ruins of limestone. They are believed to be malevolent by most of the Jungle denizens, but may simply be misunderstood. There are rumors that the exile Savages are somehow tied to them, and that they may have had a hand in assisting the humans destroy Zhila. These are largely dismissed as pure fabrication.
The Form
For the purpose of plot consistency, no new human character forms will be allowed. All those who enlist in this thread must choose an island denizen, which should hardly be difficult. The exact nature of your character is limited only by your imagination and the rules mentioned above. It is recommended, if you are having a difficult time, that you use a mythological creature and alter it to your desires. Those who participated in "The River" may use any of their former characters if they wish, and may alter them to their desires to show any changes that may have occurred during the course of the prequel's plot.
The basic format for a character form is below. You may add any additional fields as you see necessary. If you feel your character concept is somewhat strange, you may wish to private message me to have it approved. I ask that you reveal only as much in the form below as your character would willingly reveal to others. That is, if your character would not tell his name to a person he meets, do not list it. Make note of these hidden details and send them to me by private message for approval. If you feel that your character would reveal very little at all than do one of two things: write the form as a lie, listing the false identity your character tries to create. Or, secondly: private message me with the entire form, which I will subsequently approve.
Name - I believe this is self-explanatory.
Gender - Male or female, though other genders may occasionally be acceptable.
Appearance - I suggest you keep in mind that we are not all extremely attractive.
Personality - I believe this is self-explanatory.
Abilities - Please detail any martial, supernatural, or skill-related talents your character possesses.
Background - A summary of your character's past; this can be brief.
Other - Any interesting quirks or little-known-facts may go here. If this does not apply, do not use "Other."
Roleplaying Sample - Place a link to one recent post of yours here that you think displays your talent as a roleplayer.
Name - Joseph (Mathias) Haeuser
Gender - Male
Appearance - He stands at about six feet in height and is quite slim, to the point of appearing almost malnourished. Whilst away from home, he has developed lean muscle, though it is not easily noticeable. Thrust into the wilderness, he has begun to tan; his complexion has changed from ghostly white to a slight bronze. His features are angular, almost feral, especially given his green-gray eyes, steeped in malice and rimmed by perpetual dark circles; his bushy, jet brown eyebrows have faded into a subtler sienna shade. Joseph's once-short hair has grown to the length of his chin and underneath the dirt blonde, his roots are slowly turning ginger. His fingernails, notably, seem to have gone unbitten since the whole ordeal began. Once new, his black tee is splattered slightly with blood and tattered similarly to dirt-covered navy blue jeans. He continues to wear sandals with velcro straps, and his feet bear tiny pockmarks from the underbrush he has stepped through. Given his uncleanliness, it is impossible to determine his exact age; he must be somewhere in his late teens or early twenties. He carries what appears to be a razor-edged metal fan with a leather grip in his pocket.
Personality - Joseph appears insociable, even sinister or soft-spoken, but this is the wrong impression. He merely prefers to listen and to interject occasionally with a pointed remark that one should usually respect. He can be talkative and witty amongst those who appreciate it, but remains cynical to a fault. He is not pessimistic, but is always doubting. Though one would believe, given his caustic nature, that he is egotistical, this may not be entirely true. He is modest, generally. To put it simply, he is a man of contradictions. He shows politeness to strangers and acquaintances, but reserves some level contempt for friends. He hides parts of his life. People think that he is protecting himself from getting to close, but then they find that there are no secrets of value behind these walls. Given the combination of these factors, Joseph proves somewhat capricious. This may be due also, however, to his wholly dispassionate nature. As a person, he never really seems to care about anything at all. That is, until he does.
Abilities - He has manifested enhanced senses and inhuman celerity, though he may have other abilities which he has kept hidden. Though his only other appreciable skill is wilderness survival, he also has some modicum of martial talent, especially in use of his war fan, an item granted to him by an unknown patron.
Background - During his stay in this new world, Joseph has proven himself a disloyal companion. Initially, he introduced himself by an allegedly fake name, "Mathias." Furthermore, he has proven on multiple occasions that he is slightly manipulative, even of those who are kind to him in turn. Following the defeat of Zhila, he disappeared into the Jungle, deserting the original group of humans. His exact motives are unclear, but of the humans on the island, he is perhaps the least concerned with returning home.
Current Participants
Plantae - Joseph (Mathias) Haeuser
Weasel Overlord - Arioch, Sirin Ito-ku, and Tryfan
Vulpix.ck87 - Pan and Seryeh
Cxjenious - Samael
Emotional Faun Chiko-sai - Puacca and Ms. Brown
River - Rajnish
Bulbasaur4 - The Watcher
Arnen - Litae
darktyranitar - Ka
Asilynne - "Young" Lily O'Keefe
Drusilla - Sara Raize
Dr. McNinja - Erwyne