[h1]The Twenty-Fifth Hour[/h1][hr][h3]Method[/h3][i]The Twenty-Fifth Hour[/i] is a roleplaying topic that operates by having any one of the party members, so long as they do not do so twice in a row, post a brief set of reactions and actions. They are limited to three mildly complex sentences and receive input from the Game Master. This style emulates in many ways classical text-based roleplaying games of old, where player input was limited and important, especially when in event sensitive context. The game operates with a sense of control fully derived from the players' actions and decisions. There are few, if any, set plot elements and the only guiding compass is the ever evolving dialogue, which at most is two to three complex paragraphs from the Game Master describing the world. Within it, an underlying tone of horror pervades, but all else is freely available to their whims. This freedom comes with a price as well, for failure will almost certainly mean defeat and death for the character. The goal is, simply put, to arrange a functional narrative and direction between them all and to survive.[h3]Record[/h3]This section shall in due time contain a record of important events in annotated form. It will serve as a registry of anything considered relevant to the character and the players. [b]Prelude[/b] [i]You arrived in the unknown, a realm of unreal and real. You have discovered that in this place you are no more than your thoughts and even those are fleeting. No element of your person is any longer clear. Are you dreaming these extensions of self or is that how they have always been? You must piece together who you are and who you will become. As fate would have it that you discover yourself to be a burly sailor, trapped beneath the waves. From your would-be prison in the depths, you swim to the world of the waking.[/i] [b]Chapter I[/b] [i]There you discover that you are a castaway upon an island, where a fire on the horizon rains ash. After assessing yourself, you realize you are very much alive, narrowly. From there, you discover a chest and ominous writings in them. Browsing the remaining papers, a strange feeling of belonging confronts you and you decide to take one. You pluck from the collection not the burgundy, emerald, sapphire, or ebon book, but the ivory. After, you discover that seemingly all of the texts are illegible but the one you opted for. You have then wandered the beach and discovered a piece of scrap metal, what appears to be hull, that could be used for shelter. You then debated with yourself about venturing into the jungle but decided against it until daylight comes. From there, you began to feel a strange pull in a particular direction for no overt reason when attempting to comb the beach. In that period you found some wood debris that you set to dry, along with some added clothing you found with a sack. You then chose to sleep for the night, haunted by your questions of the past when you awoke the next morning.[/i] [i]After asking some questions to your nature of how you arrived to the accursed island, you came to realize something terrible was at stake and had set in motion your sailing, but whatever it was horrified you and was blocked from memory. Thankfully, with daybreak aiding you, you packed up your few goods and shook the thought of the unknown, finding a strange trinket in the form of a silver ring upon a silver necklace while stowing your goods in the rucksack. Thinking it of good fortune, you pocketed the mysterious piece after admiring its charm and set about heading inland, pouring over the thoughts you have about the mysterious text before realizing it is becoming much more humid.[/i][h3]Players[/h3]These players are the only persons currently permitted to make valid attempts for actions: [@Pyromaniacwolf] [@DocRock] [@Dusksong]