Spoiler
It's not sci-fi. Can have elements of it, as well as steampunk, though, and pretty much everything else 
The back story ~
Spoiler
For their crimes, the Questers-to-be are sentenced to die.
They don't all come from the same time and place, though.
Some of them are from the modern times, some are from future and some are from past, though really it's hard to tell which is which, isn't it?
On the night they are to die, a mysterious person appears to them, the time stops and they are offered a choice - they will either die, as planned, or will be moved to a time they know nothing about and saved.
But there's a catch.
They will remain the same person, but everyone they ever knew will forget them, as if they were deleted from the history. Also, each of them will be given a quest, which they will have one year to complete. If they don't make it, they will be switched to another time again, for another year, and so on. Also, if they fail, all their progress will be lost, and in another time (maybe even place too) they will have to start it all over again. If they manage, however, they will have the right to, from the Time Master whom they made a deal with, ask to be moved in any time period, along with everyone they name as important (friends, family or such)
They don't all come from the same time and place, though.
Some of them are from the modern times, some are from future and some are from past, though really it's hard to tell which is which, isn't it?
On the night they are to die, a mysterious person appears to them, the time stops and they are offered a choice - they will either die, as planned, or will be moved to a time they know nothing about and saved.
But there's a catch.
They will remain the same person, but everyone they ever knew will forget them, as if they were deleted from the history. Also, each of them will be given a quest, which they will have one year to complete. If they don't make it, they will be switched to another time again, for another year, and so on. Also, if they fail, all their progress will be lost, and in another time (maybe even place too) they will have to start it all over again. If they manage, however, they will have the right to, from the Time Master whom they made a deal with, ask to be moved in any time period, along with everyone they name as important (friends, family or such)
What this Storybook is about ~
Spoiler
All of the characters happen to find themselves in the same time - the Victorian London - in a new year of the Questers' quests. For some of them, it would be the first year. For some, it may be the fifth or the hundredth, as none of them ages during their quest.
There are roles you can play~
Spoiler
The Questers - during the quests, they can't die of old age, but can be killed - and if they are, they will be deleted from the history completely, including the progress in the quest, and someone of the people named as their loved ones (those they said would take along to any time if they finish the quest) would take their role
The New Questers - just what I mentioned above. People who took the role of their family member or friend after he/she died. The NQs, however, have no memories of their past, only of their name, personality and normal human knowledge, and of the quest they must complete if they ever want to set things right again. They also don't age during the quest.
The Victorians - regular people from London of the time, who may or may not find out something as the story progresses. They do age normally, but they also can have memories of Questers passing by before, so they could answer some questions. You can have as many of them as you wish, just don't forget to make them mean something. If you only need a person for one scene, don't make the whole character and profile, ok?
The Clockworks - they aren't people at all, or at least not anymore, but more like puppets of the Time Master they serve. Their job would is to watch over the quests' progress, but they are forbidden to reveal themselves to the Questers (they can reveal to each other, though). They have the right, however, to mess things up for the Questers who made their deals with other Masters (nothing too much, as they too must follow the rules). The number of them is limited to three (and one taken by me), and may vary depending on how many other characters there will be.
The New Questers - just what I mentioned above. People who took the role of their family member or friend after he/she died. The NQs, however, have no memories of their past, only of their name, personality and normal human knowledge, and of the quest they must complete if they ever want to set things right again. They also don't age during the quest.
The Victorians - regular people from London of the time, who may or may not find out something as the story progresses. They do age normally, but they also can have memories of Questers passing by before, so they could answer some questions. You can have as many of them as you wish, just don't forget to make them mean something. If you only need a person for one scene, don't make the whole character and profile, ok?
The Clockworks - they aren't people at all, or at least not anymore, but more like puppets of the Time Master they serve. Their job would is to watch over the quests' progress, but they are forbidden to reveal themselves to the Questers (they can reveal to each other, though). They have the right, however, to mess things up for the Questers who made their deals with other Masters (nothing too much, as they too must follow the rules). The number of them is limited to three (and one taken by me), and may vary depending on how many other characters there will be.
As for the quests..
When enough Questers characters are posted, I or Tale (TheTaleAsOldAsTime, who's a co-founder of this SB) will send you a message with your quest written in it. The characters shouldn't know of each others' quests, because it wouldn't be so interesting then. But we will take care to actually involve pieces of profiles into the quests (like, if one person mentions that his character's sister has a teddy bear the never leaves, the other character's quest could be, though not in the exact words, to get the teddy bear).. So the POVs will overlap
Actually, all of the characters should be mentioning each other, at least after a while, as they would all cross each others' path more than once.
As you probably see by now, the whole SB will pretty much challenge the brain, as all of you will have to surpass a whole lot of troubles.. But I'm sure it will also be a lot of fun ^_^
Here are the profiles to fill in..
Questers
Name (and gender if it's not clear):
Age (when you started the quest):
Where and When are you from:
How long are you on the quest:
Appearance:
Personality:
History:
Who have you named as the ones you'll take along when you finish your quest (can be just "brother and a friend", just mention names later in your POVs):
Skills (nothing crazy. But maybe you come from the past and have the knowledge of Alchemy, or you come from the future and know how to build some gadget out of nothing, or maybe you are highly intelligent.. or good at cooking):
Other (everything I haven't thought of):
Slots:
1. Alvarin ~ Katherine Bryce
2. CactusGirl ~ Demetheus
3. FermentingFruit ~ Alex York
4. RedBird ~ Quinn Varnix (f)
5. ReisePiecey ~ Radius (m)
6. Alvarin ~ Aksel Wolf
New Questers (NQs)
Name (and gender if it's not clear, again):
Age (when you started the quest):
How are you on the quest:
Appearance:
Personality:
What you tell about yourself if asked:
Skills:
Other:
Slots:
1. AriaAdams ~ Valérie Voltaire
2. North ~ Gillian North
3. Venividiandvici ~ Franziska Isabeau d'Arcy
...
Victorians
Name:
Age:
Appearance:
Personality:
History:
How much do you know (if you wish, you can only write about it in your POVs, and not say it here yet):
Skills (don't go too far. You are from the Victorian time, so you can have knowledge of something from any other time only if some Quester has taught you that once):
Other:
Slots:
1. AriaAdams ~ Beth Grey
2.
3.
...
Clockworks (Clocks for short)
Name:
Appearance (you don't need to look human, but consider the ups and downs of being other species):
Personality:
History (optional, but it may help if you happen to meet other Clocks and need to talk about something):
Skills (can be anything, really. Time traveling and all that I mentioned above comes naturally, but you can't manipulate it too much, so, again, don't overdo it in this section):
Other:
Slots:
1. AriaAdams ~ Jareth
2. LoyalHeart ~ Aria Sirius
3. venividiandvici ~ Lynus "Lyn" Reinagle
4. LouisCypher ~
Spoiler
The Clocks will get a message too, telling them which Quester(s) they mustn't mess with, and who's quest(s) they have the right to try to sabotage. Don't, however, ever forget the rules.
If you have any other ideas for characters, feel free to post them too (just don't forget that no one can be the Time Master). You can add a note to other characters in your profile, in case you feel like there's the need for that. Same goes for the quests - if you have an idea for yourself, or for a quest in general, feel free to message me
There could be love between the characters, too, if both sides agree (or if the lovers are controlled by the same person), but without much more than kisses and nice words (keeping it family-friendly).
One person is encouraged to control more than one character, but don't do more than three. You can, however, have as many side-characters related somehow to the MC of every POV - just don't take more than you can handle.
What else is important? Be your character. Make him or her live. And watch out - people from the medieval times, the Victorian era and the future shouldn't be talking or thinking in quite the same way, and same goes for cultural differences
And don't forget to be original with them!
The Rules:
Spoiler
1. No God-modding (killing, changing or drastically interfering with somebody else's characters) - Clocks can interfere with the quests, in ways no worse than giving false information or hiding a person/object a character is looking for. You can't cut them off all the possibilities to finish their quests, though
2. Keep swearing to minimum. If you need to, you can write "he muttered a word I'd never let my kids hear" or such. We will all get it.
3. No sex scenes. Or if you're going there, blur the view as you make it clear enough (they went to bed together. We got it, no need to carry on.)
4. No gore. You can have fights and violence occasionally, if you feel the need. But don't get too descriptive.
5. Write. The more the better.
6. Interact with each other. Your quests will force you to do it sometimes, but do try to talk to each other and collab, ok? Teamwork is great outside of the SB too.
7. ...what was it? Oh. Enjoy!
2. Keep swearing to minimum. If you need to, you can write "he muttered a word I'd never let my kids hear" or such. We will all get it.
3. No sex scenes. Or if you're going there, blur the view as you make it clear enough (they went to bed together. We got it, no need to carry on.)
4. No gore. You can have fights and violence occasionally, if you feel the need. But don't get too descriptive.
5. Write. The more the better.
6. Interact with each other. Your quests will force you to do it sometimes, but do try to talk to each other and collab, ok? Teamwork is great outside of the SB too.
7. ...what was it? Oh. Enjoy!
I can't tell what it may turn out to be like, but for now I think I'll rate it 12+
Which means that it's not my fault if you get traumatized by this if you decide to join and you're younger.
For any questions, please contact me or write in the DT (http://www.youngwriterssociety.com/viewtopic.php?f=200&t=96331).. I apologize for making this so long, but you can see it's pretty complex, right? I tried to make it as short as I could, with the spoiler tags and all..
Yours,
Aria



