fuzzehpolarbear
Serf
- Local time
- Today 1:00 AM
- Messages
- 11
- Age
- 38
- Pronouns
- She / Her
Hey besties.
Ya girl has the kinda goblin brain that doesn't sit still well, and I think my other thread might be a bit specific for the current climate (that makes sense, as I am Very Specific!). That said, here's some beautiful vaguery from a full lifetime ago that may grow a bit better given current weather conditions. The plots below are really more pairings+, and have plenty of room to grow in any direction. I will almost definitely end up with an ensemble cast by the time we're done, as characters grow in my brain like mushrooms grow in damp, shaded earth. My deeply autistic heart has far too much room for love in it, and thus I insist our roleplay have a little romance peppered in. With that in mind, your character may be whatever gender / orientation you wish, just let me know so my cast can shift accordingly. Please let me know how I can make our co-writing experience as pleasant as possible. 
Who are you, how long have you been writing and what kind of things do you like to write?
I'm Sarah! I wasn't always Sarah, but I am now. Don't get it twisted.
I have been writing for what feels like about four lifetimes now. I am classically a horror author, but have been attempting to dabble in some of the opposite of that as well, sort of a written equivalent of ASMR. None of the latter can be found in this thread (which is horror all the way down), but if you're interested let me know and we can discuss.
How long do your replies tend to be and what is your writing schedule like?
I generally will meet my partner's post length unless I'm writing something like the intro for a new character or something like that which may grow to be hyoog. I'm disabled and home most weekdays, full availability from about 8:30 AM to 5:30 PM PST. Weekend availability will vary, but I will do my best.
What is your tolerance level for gore? Violence?
As a horror author, I'm comfortable with both, though as I get older and the world becomes more horrifying, I don't like to dwell too terribly long on either.
Do you write sexual content? If so, what are your kinks? Limits?
I've always felt more interested in where the plot was going next, rather than where the genitals were going next. I'm into romance, and don't mind a little heavy breathing and rough grabbing as a prelude to a star wipe to the next morning (or later that evening, some of us are tired), but none of my plots feature sex as an integral part of their anatomy, as it were, so I prefer not to dwell there. I'm not throwing shade, go on and get it, girl, that's just not what I personally am looking to write about.
Do you write any fandoms? (Please bear in mind that any characters under 18 and any high school settings must be aged up)
If you want fandoms and me at the same time, you'll want to go on over to the Dead Worlds (Warning: Very Specific!). Strictly OCs up in here.
Do you have any pairing or setting ideas?
Do you have any detailed plots prepared?
Do you have any characters you want to write? (Our character forum is here if you want a dedicated thread)
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My Uncle's Mansion:
The Plot -
A cliché haunted house story - your character has inherited a spooky if gigantic mansion from a relative that their family barely talked about, only going so far as to say said relative was, "Always kind of weird." Aside from the home's caretaker, a somewhat mysterious fellow who continually insists when asked that nothing is wrong with the old home, and the seldom-talkative cook, you initially seem to be alone within. It isn't long, however, before you become plagued by strange occurrences and terrors in the night. Will you try and find out what's going on, or will you try to flee? If you do try to flee, will the house let you go? Takes place any time from the modern age to the 1890's, depending on what you want the tech level to be.
*I love haunted house stories above probably any other horror cliché, so there's probably the most raw potential to be found here. Tropes included could be drawn from a thousand places, potentially including Rose Red, the actual Winchester Mystery House, Hill House / Bly Manor, Undying, House on Haunted Hill, and many more.
The characters -
Mine -
1. The caretaker.
2. Your personal chef.
Yours -
Here, you play the inheritor of the home, who can be just about anyone you'd like it to be. Also feel free to play friends or additional relatives of said inheritor.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Deep Six:
The Plot -
All anyone knows about Deep Six is that it's a highly classified deep sea research station located under an ice shelf in the arctic circle, a few hundred miles off the Canadian coast. No one even knows what kind of research they're doing, with the obvious exceptions of those who work there, and a few remote administrators.
Your character, as one of the top scientific minds in their field, has been selected to transfer in. Even still, they are told little up front, only that the pay check is difficult to say no to, and that they'll have a chance to do 'potentially world-changing work' with people from many different fields of study. How could one refuse?
The characters -
Mine -
1. The chief site engineer and various members of the on-site team. There's a little town down there, sort of like a military base, without the emphasis on shootin' stuff.
Yours -
If you would rather not necessarily be a scientist, you might also consider playing a medical or security expert.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
What If There Is No Heaven?:
The Plot -
Based fairly heavily upon a film called The Possession Of David O'Reilly (although you don't need to have seen it, you should, it's super underrated if you're into slow burn horror). Your character is a psychiatrist at a fairly prestigious mental hospital. One day, a patient is admitted to their care (after voluntarily having himself committed) with delusions - specifically, the delusion that he sees unspeakable horrors, all conveniently when no one else there to witness it, of course. At first, your character assumes he's the same brand of lunatic they see quite constantly.
As his therapy progresses, however, he does not give up on his 'delusions' - rather, he becomes more adamant that he is telling the truth, and as he becomes more adamant, he becomes more convincing. The patient's ramblings suddenly seem to begin affecting your character's life away from the hospital. At home, in the evenings, they begin to think that they may also be seeing strange things, just on the corner of their periphery, or just visible as a quick flash of something unknown around a corner, and then gone. Strange noises in the night.
Is the patient truly insane, or is he really being stalked by horrors indescribable? Has your character begun seeing these things because their patient is so convincing, or because they are all too real?
The characters -
Mine -
1. Your character's ill-fated patient.
Yours -
In this scenario you'll play a psychiatrist, and any other hospital staff or patients you'd like to, as well as your character's family or other interests, if they have them. (I may also play a couple members of the hospital staff, depending on how things go.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Island of Insanity:
The Plot -
Mason's Isle has been abandoned for years, after the Mason Isle Hospital For The Criminally Insane, located on the island, was closed. The reasons behind the closure were never released publicly, but it was a death knell for the island. Not that it had exactly been a tourist destination previous to that, since dangerous reefs circling the island made landing by ship extremely dangerous. But this is part of what gave the island its 'charm' - like Alcatraz, it was as difficult to get off of as it was to get on to. Eventually tired of losing both boats and people (not to mention numerous lawsuits), the organization that owned the hospital had a sub-oceanic passage built underneath the bay, through which it was possible to walk to and from the island.
The passage was, of course, heavily secured, with massive metal doors and armed guards posted at several points along its length. But the passage, too, was left to decay when the hospital was closed. Only good fortune (and rock solid construction) has kept the sea out of it over the years.
Now, the city across the bay wishes to re-open hospital as a cheesy 'haunted house' for the sake of tourism income. The contractor they've farmed the remodeling work out to is superstitious, however, and believes that the place is likely haunted. He insists that not a worker will set foot on the island until the old hospital has been given a 'clean bill of health' by 'real' ghost hunters.
To this end, the city has called you and your small team of experts in to examine the hospital and the surrounding island, in order to quiet the fears of their contractor. Modern day.
The characters -
Mine -
1. I'm playing supporting cast on this one - the members of your character's investigation team. I had intended for the team to be between 3 and 4 members, depending on how many characters you'd like to play. (The ideal was 2 for each of us, but if you'd like to only play 1 then either I can run 3 or just 2 and say the other one's out sick with the flu.)
Yours -
Here you play the character in charge of the paranormal investigations team sent in by the city to examine the hospital, and potentially another if you'd care to (see above).
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Storm to Guide You Home:
The Plot
This one brings back memories. Sort of inspired by the fact that I used to work for Royal Caribbean (which is an awful company, but the ships are nice!). Your character is on a cruise liner in the middle of the ocean when a violent storm rolls in. Though the vessel is massive enough that the storm barely disturbs it, the pouring rain does make the deck a bit inhospitable. Taking refuge within a restaurant, your character runs into a middle aged Russian individual who reveals themself to be part of the shipside security detail. They seem nice enough, and after some time, they thank you for the pleasant conversation, and tell you that they're returning to their room. As you leave to return to your own room, the captain comes over the intercom and announces that there's something wrong with the engines, and you'll be held over for a while.
Things just become stranger from there as the ship experiences power failures and other odd occurrences.
The characters -
Mine -
1. A security officer on board the ship.
Yours -
You can be just about anyone you'd like here. Staff, passenger, you name it.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
A Thousand Nights At Sea:
The Plot -
Go on, put on the Monkey Island theme. You know you want to!
Ever since your character could remember, they've wanted to sail the seas. Their reasons are their own - perhaps they crave the wealth that untold plundered treasures bring. Perhaps they seek the power of mystical artifacts said to haunt the holds of pirates, ruins of islands, and castles of lords and kings. Perhaps they seek only glory, for themselves or their country. Perhaps they simply seek adventure. Heck, maybe they just want to put their sword through as many pirates as they can.
Your character has (through means you can describe in your opening) finally amassed enough money for a ship and crew, and believe they know just where to find them. They sail on safe, primarily coastal, waters, chartering passage on a merchant vessel bound for the Sapphire Islands. While these islands are most well known for their fertility and exports of sugarcane and other crops, they are also known, in some circles, as a haven for swashbucklers, both the retired, and those simply seeking a captain under which to make their personal fortune.
Surplus crew will be no trouble to find, but the seas are fraught with danger, and specialists will be required. First, a mystic will be needed. The seas are rife with strange magical artifacts, and having someone who can identify and properly deal with them is essential. Plus, one definitely doesn't want to be stuck trading cannon fire with a ship that's got a wizard on her crew if their own ship does not. Second, an experienced helmsman will be needed. The seas can pitch up from calm to chaotic in mere moments, and if the ship is to remain above the water, an experienced seafarer will be needed at her helm. Finally, your character will need to recruit a navigator, though not just anyone who can read a map will do. The furthest seas are both dangerous and unpredictable; unspeakable, often massive creatures wait below their depths, rogue waves and freak storms threaten frequently to pitch whole crews overboard, ghost ships still under sail by their former crew are a surprisingly frequent sight, and those out on the water range from zealous crusaders to the most depraved and bloodthirsty pirates. A proper navigator can, at the very least, steer a ship toward the least dangerous route, anticipate the coming of storms, and parlay with the dead. It may also be a good idea to find a quartermaster, unless the captain wishes to deal with rationing themselves. A well fed crew is much less likely to become a mutinous one should things turn grim.
The characters -
Mine -
1. Your mystic.
2. Your helmsman.
3. Your navigator.
4. If you'd like me to, I can also drum up a character to act as the ship's quartermaster, and I will also likely play some surplus crew.
Yours -
You are the ship's captain, and may also play surplus crew, other members of the captain's family (if such exist), or the quartermaster if you so desire.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Edit: Not actually editing anything, just leaving this here so I know when to bump! Thread created 2:30 PM 10/16.
Ya girl has the kinda goblin brain that doesn't sit still well, and I think my other thread might be a bit specific for the current climate (that makes sense, as I am Very Specific!). That said, here's some beautiful vaguery from a full lifetime ago that may grow a bit better given current weather conditions. The plots below are really more pairings+, and have plenty of room to grow in any direction. I will almost definitely end up with an ensemble cast by the time we're done, as characters grow in my brain like mushrooms grow in damp, shaded earth. My deeply autistic heart has far too much room for love in it, and thus I insist our roleplay have a little romance peppered in. With that in mind, your character may be whatever gender / orientation you wish, just let me know so my cast can shift accordingly. Please let me know how I can make our co-writing experience as pleasant as possible. 
Who are you, how long have you been writing and what kind of things do you like to write?
I'm Sarah! I wasn't always Sarah, but I am now. Don't get it twisted.
I have been writing for what feels like about four lifetimes now. I am classically a horror author, but have been attempting to dabble in some of the opposite of that as well, sort of a written equivalent of ASMR. None of the latter can be found in this thread (which is horror all the way down), but if you're interested let me know and we can discuss.How long do your replies tend to be and what is your writing schedule like?
I generally will meet my partner's post length unless I'm writing something like the intro for a new character or something like that which may grow to be hyoog. I'm disabled and home most weekdays, full availability from about 8:30 AM to 5:30 PM PST. Weekend availability will vary, but I will do my best.

What is your tolerance level for gore? Violence?
As a horror author, I'm comfortable with both, though as I get older and the world becomes more horrifying, I don't like to dwell too terribly long on either.
Do you write sexual content? If so, what are your kinks? Limits?
I've always felt more interested in where the plot was going next, rather than where the genitals were going next. I'm into romance, and don't mind a little heavy breathing and rough grabbing as a prelude to a star wipe to the next morning (or later that evening, some of us are tired), but none of my plots feature sex as an integral part of their anatomy, as it were, so I prefer not to dwell there. I'm not throwing shade, go on and get it, girl, that's just not what I personally am looking to write about.
Do you write any fandoms? (Please bear in mind that any characters under 18 and any high school settings must be aged up)
If you want fandoms and me at the same time, you'll want to go on over to the Dead Worlds (Warning: Very Specific!). Strictly OCs up in here.
Do you have any pairing or setting ideas?
Do you have any detailed plots prepared?
Do you have any characters you want to write? (Our character forum is here if you want a dedicated thread)
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
My Uncle's Mansion:
The Plot -
A cliché haunted house story - your character has inherited a spooky if gigantic mansion from a relative that their family barely talked about, only going so far as to say said relative was, "Always kind of weird." Aside from the home's caretaker, a somewhat mysterious fellow who continually insists when asked that nothing is wrong with the old home, and the seldom-talkative cook, you initially seem to be alone within. It isn't long, however, before you become plagued by strange occurrences and terrors in the night. Will you try and find out what's going on, or will you try to flee? If you do try to flee, will the house let you go? Takes place any time from the modern age to the 1890's, depending on what you want the tech level to be.
*I love haunted house stories above probably any other horror cliché, so there's probably the most raw potential to be found here. Tropes included could be drawn from a thousand places, potentially including Rose Red, the actual Winchester Mystery House, Hill House / Bly Manor, Undying, House on Haunted Hill, and many more.
The characters -
Mine -
1. The caretaker.
2. Your personal chef.
Yours -
Here, you play the inheritor of the home, who can be just about anyone you'd like it to be. Also feel free to play friends or additional relatives of said inheritor.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Deep Six:
The Plot -
All anyone knows about Deep Six is that it's a highly classified deep sea research station located under an ice shelf in the arctic circle, a few hundred miles off the Canadian coast. No one even knows what kind of research they're doing, with the obvious exceptions of those who work there, and a few remote administrators.
Your character, as one of the top scientific minds in their field, has been selected to transfer in. Even still, they are told little up front, only that the pay check is difficult to say no to, and that they'll have a chance to do 'potentially world-changing work' with people from many different fields of study. How could one refuse?
The characters -
Mine -
1. The chief site engineer and various members of the on-site team. There's a little town down there, sort of like a military base, without the emphasis on shootin' stuff.
Yours -
If you would rather not necessarily be a scientist, you might also consider playing a medical or security expert.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
What If There Is No Heaven?:
The Plot -
Based fairly heavily upon a film called The Possession Of David O'Reilly (although you don't need to have seen it, you should, it's super underrated if you're into slow burn horror). Your character is a psychiatrist at a fairly prestigious mental hospital. One day, a patient is admitted to their care (after voluntarily having himself committed) with delusions - specifically, the delusion that he sees unspeakable horrors, all conveniently when no one else there to witness it, of course. At first, your character assumes he's the same brand of lunatic they see quite constantly.
As his therapy progresses, however, he does not give up on his 'delusions' - rather, he becomes more adamant that he is telling the truth, and as he becomes more adamant, he becomes more convincing. The patient's ramblings suddenly seem to begin affecting your character's life away from the hospital. At home, in the evenings, they begin to think that they may also be seeing strange things, just on the corner of their periphery, or just visible as a quick flash of something unknown around a corner, and then gone. Strange noises in the night.
Is the patient truly insane, or is he really being stalked by horrors indescribable? Has your character begun seeing these things because their patient is so convincing, or because they are all too real?
The characters -
Mine -
1. Your character's ill-fated patient.
Yours -
In this scenario you'll play a psychiatrist, and any other hospital staff or patients you'd like to, as well as your character's family or other interests, if they have them. (I may also play a couple members of the hospital staff, depending on how things go.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Island of Insanity:
The Plot -
Mason's Isle has been abandoned for years, after the Mason Isle Hospital For The Criminally Insane, located on the island, was closed. The reasons behind the closure were never released publicly, but it was a death knell for the island. Not that it had exactly been a tourist destination previous to that, since dangerous reefs circling the island made landing by ship extremely dangerous. But this is part of what gave the island its 'charm' - like Alcatraz, it was as difficult to get off of as it was to get on to. Eventually tired of losing both boats and people (not to mention numerous lawsuits), the organization that owned the hospital had a sub-oceanic passage built underneath the bay, through which it was possible to walk to and from the island.
The passage was, of course, heavily secured, with massive metal doors and armed guards posted at several points along its length. But the passage, too, was left to decay when the hospital was closed. Only good fortune (and rock solid construction) has kept the sea out of it over the years.
Now, the city across the bay wishes to re-open hospital as a cheesy 'haunted house' for the sake of tourism income. The contractor they've farmed the remodeling work out to is superstitious, however, and believes that the place is likely haunted. He insists that not a worker will set foot on the island until the old hospital has been given a 'clean bill of health' by 'real' ghost hunters.
To this end, the city has called you and your small team of experts in to examine the hospital and the surrounding island, in order to quiet the fears of their contractor. Modern day.
The characters -
Mine -
1. I'm playing supporting cast on this one - the members of your character's investigation team. I had intended for the team to be between 3 and 4 members, depending on how many characters you'd like to play. (The ideal was 2 for each of us, but if you'd like to only play 1 then either I can run 3 or just 2 and say the other one's out sick with the flu.)
Yours -
Here you play the character in charge of the paranormal investigations team sent in by the city to examine the hospital, and potentially another if you'd care to (see above).
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Storm to Guide You Home:
The Plot
This one brings back memories. Sort of inspired by the fact that I used to work for Royal Caribbean (which is an awful company, but the ships are nice!). Your character is on a cruise liner in the middle of the ocean when a violent storm rolls in. Though the vessel is massive enough that the storm barely disturbs it, the pouring rain does make the deck a bit inhospitable. Taking refuge within a restaurant, your character runs into a middle aged Russian individual who reveals themself to be part of the shipside security detail. They seem nice enough, and after some time, they thank you for the pleasant conversation, and tell you that they're returning to their room. As you leave to return to your own room, the captain comes over the intercom and announces that there's something wrong with the engines, and you'll be held over for a while.
Things just become stranger from there as the ship experiences power failures and other odd occurrences.
The characters -
Mine -
1. A security officer on board the ship.
Yours -
You can be just about anyone you'd like here. Staff, passenger, you name it.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
A Thousand Nights At Sea:
The Plot -
Go on, put on the Monkey Island theme. You know you want to!
Ever since your character could remember, they've wanted to sail the seas. Their reasons are their own - perhaps they crave the wealth that untold plundered treasures bring. Perhaps they seek the power of mystical artifacts said to haunt the holds of pirates, ruins of islands, and castles of lords and kings. Perhaps they seek only glory, for themselves or their country. Perhaps they simply seek adventure. Heck, maybe they just want to put their sword through as many pirates as they can.
Your character has (through means you can describe in your opening) finally amassed enough money for a ship and crew, and believe they know just where to find them. They sail on safe, primarily coastal, waters, chartering passage on a merchant vessel bound for the Sapphire Islands. While these islands are most well known for their fertility and exports of sugarcane and other crops, they are also known, in some circles, as a haven for swashbucklers, both the retired, and those simply seeking a captain under which to make their personal fortune.
Surplus crew will be no trouble to find, but the seas are fraught with danger, and specialists will be required. First, a mystic will be needed. The seas are rife with strange magical artifacts, and having someone who can identify and properly deal with them is essential. Plus, one definitely doesn't want to be stuck trading cannon fire with a ship that's got a wizard on her crew if their own ship does not. Second, an experienced helmsman will be needed. The seas can pitch up from calm to chaotic in mere moments, and if the ship is to remain above the water, an experienced seafarer will be needed at her helm. Finally, your character will need to recruit a navigator, though not just anyone who can read a map will do. The furthest seas are both dangerous and unpredictable; unspeakable, often massive creatures wait below their depths, rogue waves and freak storms threaten frequently to pitch whole crews overboard, ghost ships still under sail by their former crew are a surprisingly frequent sight, and those out on the water range from zealous crusaders to the most depraved and bloodthirsty pirates. A proper navigator can, at the very least, steer a ship toward the least dangerous route, anticipate the coming of storms, and parlay with the dead. It may also be a good idea to find a quartermaster, unless the captain wishes to deal with rationing themselves. A well fed crew is much less likely to become a mutinous one should things turn grim.
The characters -
Mine -
1. Your mystic.
2. Your helmsman.
3. Your navigator.
4. If you'd like me to, I can also drum up a character to act as the ship's quartermaster, and I will also likely play some surplus crew.
Yours -
You are the ship's captain, and may also play surplus crew, other members of the captain's family (if such exist), or the quartermaster if you so desire.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Edit: Not actually editing anything, just leaving this here so I know when to bump! Thread created 2:30 PM 10/16.
Last edited:

