Orientation
n. the determination of the relative position of something or someone (especially oneself)
The gray world is a thief. It steals people, places, ideas... anything it can. It wants to grow. It wants to live. Whatever it is, it's not a true world, not a true place. It can't be more than ghosts and echoes until it gathers enough of... something. Whatever it happens to looking for when it steals people and things away.
But that is meaningless to those it steals. Sometimes people are left with only a single memory, a strong point in place or time. Their powers, their life, it is all gone and all that remains is their body, the clothes on their back, and that singular memory. Others find themselves with just a few memories stolen, things they should remember but can't. And sometimes they come without noticing any missing memories and new abilities they never had before.
Make no mistake; the gray world will use your remaining memories against you. You will see things you love and desire, and it may very well be the death of you. It may tempt you, even, with the offer of the return of your memories. It's possible to reclaim the memories it has stolen, although the more memories you have, the more difficult it is to reclaim what remains missing.
The drive to return is powerful in most, although it's entirely possible that there are those who have a better life here in the gray world. Even with their memories stolen and their form changed, in the gray world there is food aplenty (and despite being colorless, it still has flavor) and the biggest threat are other people. The essentials are all here: shelter, food, water; people to talk to, interact with; the ability to explore; things to engage the mind. It is tempting for those who have known suffering and gone without.
But to stay is to leave family behind. To stay is to always watch your back, knowing that people will inevitably betray you.
Mechanics
- Characters in the gray world will have one memory pushed to the forefront. This can be a memory they may have otherwise forgotten (such as a memory from when they were a baby), but this memory will be a sort of keystone tethering them to the gray world.
- At least one memory will be missing. They may not even notice this memory, but it will be gone. Characters may not even remember their names or how to read, although they must be able to communicate in some way with others.
- Powerful individuals will have their powers stripped. Characters here are weaker versions of themselves, although they may gain more abilities over time at your request or by staff discretion.
- The gray world fuels paranoia. Characters will be mistrustful of each other. This can be overcome, and it's not strong enough to override, for example, a naturally trusting personality, but those who are already prone to not trust others will have this trait amplified.
Apparatus
n. any system or systemic organization of activities, functions, processes, etc,. directed towards a specific goal
All people arrive at the gray world at an abandoned, worn house. Inside the house is a book and a music box. The book is on a pedestal and cannot be opened. The music box, upon being removed from the house, will immediately be teleported back inside where it was originally found. The book has some faint color: its cover is brown leather, painted with strange runes in a myriad of faded, dusty colors.
- These things have colors, and cannot be changed or fully removed. It's very clear that these are important items.
- Despite arriving at the abandoned house, characters will be assigned to living quarters elsewhere. It's up to them to find where those living quarters are.