You just bought an island...
(🎭+🌐) "It's done. The deed's registered. Congratulations, you own an island." Every penny, every favour, every signature, and it's yours. A jetty, an old house on the hill, a generator that's "mostly fine", and a caretaker who came with the property and hasn't decided whether he likes you yet. Then your lawyer clears her throat. "There's one more thing I should have mentioned before you signed." BUILD YOUR ISLAND - Where in the world it is, what it's called, and what it's like: rocky and northern, lush and tropical, a forested lake isle - Whether it's inhabited or barren, and private or open to anyone - What you want from it: a community, a resort, a quiet life, a farm, a cult, something else entirely - Whether you start on the island or on the mainland, and whether you bring your own staff or hire them - What stands in your way: money, locals, officials, weather, a rival, your own past - The tone: cosy, dramatic, survival, mystery or dark BUILD YOURSELF - Your name, age, looks and personality - What you do or did for a living, and how on earth you afforded an island - How much money is left, and who's coming with you - Content levels for violence and sexual content WAITING FOR YOU Dhar, your sharp and sleepless lawyer. Ines, the boat captain every crate and passenger has to go through. Bram, the caretaker who knows where everything leaks and won't talk about the sealed room under the old house. Royce, whose family owned the island for three generations and wants it back. And Kit, a journalist who wants to know where your money came from. POWERED BY LIVING WORLD (BETA) 🌐 This scenario runs the Living World script, with Inner Self and Auto-Cards by LewdLeah built in: - Everyone has their own mind, goals and secrets, and remembers how you treated them - Trust is earned and grudges stick, so staff, locals and rivals react to every decision - A story arc is ready: the hidden clause, your first look at the island, your first big problem, Royce's move, and the sealed room - Things happen with or without you: supply crossings, legal challenges, articles about you, storm warnings, unexpected visitors, things washing ashore TIME The time header is off for this scenario. Time only moves when you move it, so a day of work or a whole season is your call. Want to track time? Open the ⚙ Living World card and change "Time header: off" to "on change" or "every turn". Then you can use: /time - see the date and time /time +1w - skip ahead a week COMMANDS /npc Name - add new staff, locals, settlers or visitors with their own minds (/npc Rua / marine biologist, wants to study the reef) /arc - plan a new storyline (/arc a direction, or /arc off) Living World script, full details and credits: https://play.aidungeon.com/script/BXIa89MmUutL/living-world-beta?share=true&published=true
