setting details
Imagine a space that is both sentient and infinite, but also limited in its ability to communicate and the restrictions of its form, and you have the Clock.
Inspired by Doctor Who's TARDIS, Harry Potter's Room of Requirement, Arabian djinni stories, The Hitch-Hiker's Guide's Restaurant at the End of the Universe and The Redemption of Althalus' House at the End of the World, the Clock Box is a contained magical space with the ability to shift and change at will, procure objects from the firmament, and even alter its inhabitants.
Whether it's a magic imbued with its creator's personality or an entity in its own right is unknown, but the Clock has both an immense desire to please, a scientific curiosity about the psychology of relationships, and occasionally a ridiculous sense of humor. It responds well to deep cravings, longing, fierce emotion and heartfelt wishes, but it does also sometimes make mischief for the sake of the reaction and sometimes things get a bit lost in translation.
Physically, the Clock is an infinite series of rooms and doors, from broom closets to spaces vast enough to hold an ocean. It loops around on itself in Euclidean impossibilities and shifts confusingly. Fortunately, as it's not malicious and enjoys interaction, it tends to bring its inhabitants together rather than stranding them alone in its endless maze of wonders.
All characters will arrive in close proximity to others, whether the fellow newly arrived or established inhabitants.
There are three ways your character can arrive: accidentally, involuntary, and rescued.
ACCIDENTAL arrivals open a door in their canon, maybe one they walk through every day or something brand new, and have found themselves in another world. The first room is a large plush mansion decked out with anything they would consider wealth, and broad windows that overlook beautiful scenery just waiting to be explored. The Clock will try to tempt them further in with the scent of their favourite food cooking, maybe faint music in the distance, or some other pleasant mystery. But once they've entered, if they turn to look back, they'll find the door home is now closed — possibly for good.
These characters arrive in the state they choose to leave, injured or otherwise, with whatever they have on them at that canon-point (subject to general item restriction).
INVOLUNTARY arrivals simply wake up in a soft, dewy meadow. There's clover (with bees, careful!) and tiny pink and white butterflies, as well as brightly coloured flowers from all different worlds growing amongst the long grass. It's hard to say exactly where the sun is coming from, but the sky sure is blue.
An involuntary arrival may have been snatched from the brink of death, but they arrive completely whole, hale and hearty. Unfortunately, they also don't have any items or clothes — but don't worry! Those will start coming into being as soon as your character starts wanting them.
RESCUED arrivals are characters who were desperately hoping for rescue or relief. Perhaps they had nowhere else to go, or were daydreaming of a better place, but whatever the case, the Clock heard their silent call and gave them a way out. One moment they're in canon, and the next? They're not. Try not to fall over, since the trip can be a little forceful, and hope you didn't interrupt anybody by suddenly popping into being.
These characters arrive with whatever they have on them at that canon-point (subject to general item restriction). Any injuries or malaise will be healed.
AS OF OCTOBER 2016: Accepted applicants will also be assigned a random room from our database. This can be the room that the character arrives in or simply the next one they walk into. Wholly an optional feature, we're providing it as a prompt to give players an extra jumping-off point.
The Clock encourages togetherness and interaction. Unfortunately some of the ways it does this are kind of more like the desperate machinations of a fanfiction author writing their favourite pairing.
Tropes involve things like sharing a blanket or being trapped in an elevator, and it is absolutely okay to use the clock's elaborate machinations for your own purposes. Mods may occasionally post trope posts that characters can mingle in to gain new CR and get their meetcute on.
Infinite areas. The sky is basically the limit, here. We keep a sortable record of all existing locations here.
If you invent a location you'd like to describe so other people can use it, please leave a comment here. If you purchase a locked location please leave a comment here.
Keep in mind the limitations of what the box can and can't create (listed in the FAQ). All "areas" are one space. The easiest way to think about this is to assume that all doors in an area will lead to other areas at random.
In addition, if you want an empty duplicate of a specific location to appear from a character's world or another canon, you'll need to request it using the activity rewards system.
If you make major changes to a location that others would notice, especially permenant or destructive changes, it might be wise to post to the OOC community and/or reply to the location comment on the Settings page with details.
The Clock is curious about social psychology and thrives on interaction, which is why it encourages characters together. It will always make choices intended to encourage interaction, so if characters want to start a community and take on specific roles it's probable that it will help rather than hinder.
As an example, if a character's desire to set up a shop producing a specific item (say, bread) is quite high, then the Clock might provide them the materials to help them do so, and may be more reluctant to just procure said item from the ether for others.
Players can request items to start a business or institution using the activity rewards system. If you invent a business or your character starts making themselves available in a specific capacity of work, please leave a comment here.
Inspired by Doctor Who's TARDIS, Harry Potter's Room of Requirement, Arabian djinni stories, The Hitch-Hiker's Guide's Restaurant at the End of the Universe and The Redemption of Althalus' House at the End of the World, the Clock Box is a contained magical space with the ability to shift and change at will, procure objects from the firmament, and even alter its inhabitants.
Whether it's a magic imbued with its creator's personality or an entity in its own right is unknown, but the Clock has both an immense desire to please, a scientific curiosity about the psychology of relationships, and occasionally a ridiculous sense of humor. It responds well to deep cravings, longing, fierce emotion and heartfelt wishes, but it does also sometimes make mischief for the sake of the reaction and sometimes things get a bit lost in translation.
Physically, the Clock is an infinite series of rooms and doors, from broom closets to spaces vast enough to hold an ocean. It loops around on itself in Euclidean impossibilities and shifts confusingly. Fortunately, as it's not malicious and enjoys interaction, it tends to bring its inhabitants together rather than stranding them alone in its endless maze of wonders.
ARRIVAL
All characters will arrive in close proximity to others, whether the fellow newly arrived or established inhabitants.
There are three ways your character can arrive: accidentally, involuntary, and rescued.
ACCIDENTAL arrivals open a door in their canon, maybe one they walk through every day or something brand new, and have found themselves in another world. The first room is a large plush mansion decked out with anything they would consider wealth, and broad windows that overlook beautiful scenery just waiting to be explored. The Clock will try to tempt them further in with the scent of their favourite food cooking, maybe faint music in the distance, or some other pleasant mystery. But once they've entered, if they turn to look back, they'll find the door home is now closed — possibly for good.
These characters arrive in the state they choose to leave, injured or otherwise, with whatever they have on them at that canon-point (subject to general item restriction).
INVOLUNTARY arrivals simply wake up in a soft, dewy meadow. There's clover (with bees, careful!) and tiny pink and white butterflies, as well as brightly coloured flowers from all different worlds growing amongst the long grass. It's hard to say exactly where the sun is coming from, but the sky sure is blue.
An involuntary arrival may have been snatched from the brink of death, but they arrive completely whole, hale and hearty. Unfortunately, they also don't have any items or clothes — but don't worry! Those will start coming into being as soon as your character starts wanting them.
RESCUED arrivals are characters who were desperately hoping for rescue or relief. Perhaps they had nowhere else to go, or were daydreaming of a better place, but whatever the case, the Clock heard their silent call and gave them a way out. One moment they're in canon, and the next? They're not. Try not to fall over, since the trip can be a little forceful, and hope you didn't interrupt anybody by suddenly popping into being.
These characters arrive with whatever they have on them at that canon-point (subject to general item restriction). Any injuries or malaise will be healed.
AS OF OCTOBER 2016: Accepted applicants will also be assigned a random room from our database. This can be the room that the character arrives in or simply the next one they walk into. Wholly an optional feature, we're providing it as a prompt to give players an extra jumping-off point.
TROPES
The Clock encourages togetherness and interaction. Unfortunately some of the ways it does this are kind of more like the desperate machinations of a fanfiction author writing their favourite pairing.
Tropes involve things like sharing a blanket or being trapped in an elevator, and it is absolutely okay to use the clock's elaborate machinations for your own purposes. Mods may occasionally post trope posts that characters can mingle in to gain new CR and get their meetcute on.
LOCATIONS
Infinite areas. The sky is basically the limit, here. We keep a sortable record of all existing locations here.
If you invent a location you'd like to describe so other people can use it, please leave a comment here. If you purchase a locked location please leave a comment here.
Keep in mind the limitations of what the box can and can't create (listed in the FAQ). All "areas" are one space. The easiest way to think about this is to assume that all doors in an area will lead to other areas at random.
In addition, if you want an empty duplicate of a specific location to appear from a character's world or another canon, you'll need to request it using the activity rewards system.
If you make major changes to a location that others would notice, especially permenant or destructive changes, it might be wise to post to the OOC community and/or reply to the location comment on the Settings page with details.
SOCIETY
The Clock is curious about social psychology and thrives on interaction, which is why it encourages characters together. It will always make choices intended to encourage interaction, so if characters want to start a community and take on specific roles it's probable that it will help rather than hinder.
As an example, if a character's desire to set up a shop producing a specific item (say, bread) is quite high, then the Clock might provide them the materials to help them do so, and may be more reluctant to just procure said item from the ether for others.
Players can request items to start a business or institution using the activity rewards system. If you invent a business or your character starts making themselves available in a specific capacity of work, please leave a comment here.
LOCATIONS
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