KRAKOA
SETTING
ADDITIONAL INFO
INVENTORY
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We are people, not weapons, not resources, and certainly not soldiers. Krakoa was founded up on the promise of creating a safe environment for young imPorts. They want to better their lives with science and their abilities, not through using them to harm others or covet power.
This state was founded when a handful of imPorts who had served with the White Tower requested independence and a safe space. Given the service record of these individuals, they were granted conditional independence with the understanding that should they ever raise arms against their benefactors, they would be eradicated. Krakoa was created with the intention to abstain from future wars and the ongoing power struggle.
Krakoa is ruled by a Council of Five. Joshua Foley (MIA), Allison Hargreeves, Jane Porter, David Alleyne & Rimuru Tempest guide the island towards peace and prosperity.
This state was founded when a handful of imPorts who had served with the White Tower requested independence and a safe space. Given the service record of these individuals, they were granted conditional independence with the understanding that should they ever raise arms against their benefactors, they would be eradicated. Krakoa was created with the intention to abstain from future wars and the ongoing power struggle.
Krakoa is ruled by a Council of Five. Joshua Foley (MIA), Allison Hargreeves, Jane Porter, David Alleyne & Rimuru Tempest guide the island towards peace and prosperity.
Any info about the game's setting you'd like to put here.
EXPORTS: The very best in defensive system technology and medical research.
POPULATION: Krakoa's population skews very young, as it was founded with the goal of creating a safe space for young imPorts to grow up away from the constant fighting.
PLACES OF INTEREST: The barrier system surrounds the island. It allows authorized personnel to enter and exit, but no one else.
EXPORTS: The very best in defensive system technology and medical research.
POPULATION: Krakoa's population skews very young, as it was founded with the goal of creating a safe space for young imPorts to grow up away from the constant fighting.
PLACES OF INTEREST: The barrier system surrounds the island. It allows authorized personnel to enter and exit, but no one else.
natural beauty
picturesque manmade landscapes
picturesque manmade landscapes
community
live your life
live your life
power
freedom to use your gifts
freedom to use your gifts
immortality
you are safe in the hands of the five
you are safe in the hands of the five
CULTURE: An island paradise far from prying eyes. Krakoa's population skews towards the younger side. The core of their belief system is that your powers are yours and you hold no obligation to use them for the betterment of the world. In fact, as far as they're concerned, the world outside Krakoa might as well not exist. It focuses on training imPorts to use their gifts and to use them to benefit their people and society in a peaceful, non-violent manner.
It's also exactly what you imagine an island full of teenagers to be - full of constant drinking, partying, and celebrating youth and life. Krakoa is fun for young people who may never have known fun before in their lives. It lets them test the extent of their abilities.
If you show enough promise and a strong enough desire to fight, and the Council believe you can handle life outside the protective bubble of the island, you may be recruited by the White Tower during the Synod.
STRENGTHS: Krakoa boasts some of the best defenses on the planet. Up until the disappearance of Joshua Foley, the populace also boasted immortality. There was no sickness or death within its borders. There are even rumors they’ve been experimenting with the nanites.
WEAKNESSES: Per their agreement with the White Tower, Krakoa has no weaponry. As such, Krakoa has very little in the way of offense. It’s defensive systems may seem impenetrable, but with a little inside information and some brute force they can be destroyed.
WANTED: Leadership! The Council is completely open for people to sign onto. Rivals! There are those who see Krakoa as a threat, take them out. Enemies! Are you with the resistance? Do you want to come attack this peaceful island nation? Let’s play out some invasions! Traitors! Are you ready to move somewhere bigger and better? All you need to do is betray your faction.
It's also exactly what you imagine an island full of teenagers to be - full of constant drinking, partying, and celebrating youth and life. Krakoa is fun for young people who may never have known fun before in their lives. It lets them test the extent of their abilities.
If you show enough promise and a strong enough desire to fight, and the Council believe you can handle life outside the protective bubble of the island, you may be recruited by the White Tower during the Synod.
STRENGTHS: Krakoa boasts some of the best defenses on the planet. Up until the disappearance of Joshua Foley, the populace also boasted immortality. There was no sickness or death within its borders. There are even rumors they’ve been experimenting with the nanites.
WEAKNESSES: Per their agreement with the White Tower, Krakoa has no weaponry. As such, Krakoa has very little in the way of offense. It’s defensive systems may seem impenetrable, but with a little inside information and some brute force they can be destroyed.
WANTED: Leadership! The Council is completely open for people to sign onto. Rivals! There are those who see Krakoa as a threat, take them out. Enemies! Are you with the resistance? Do you want to come attack this peaceful island nation? Let’s play out some invasions! Traitors! Are you ready to move somewhere bigger and better? All you need to do is betray your faction.
no subject
Date: 2020-09-05 08:01 am (UTC)You step out of the Gate and into a dream. The walls of the porter building are transparent. A notification goes off the moment the porter fires off and you're greeted
You're greeted with enthusiasm. Children bring you flowers and gifts, teenagers hold welcome banners, and a handful of adults smile with the barest hint of wariness in their gaze... but you're here now. You're one of them, as far as most people are concerned - although you may notice that there appear to be birds and other wildlife monitoring you with a critical eye. These animals report to the Council of Five
If paradise exists this is surely it. To your right you see a seemingly infinite stretch of ocean. Blue waves lap gently against white sand shores.
Almost everyone on the island is an ImPort. Those who aren't are spouses, adoptive children, or adoptive parents. No native of this world is here unless they have a direct connection to an ImPort.
You're immediately offered everything Krakoa has to give. Counselling services for ImPorts who come from troubled worlds or are just having trouble adapting to their new reality, classes to learn to control your powers and to keep up with your education, and housing and care services. You get the sense that the people here love each other deeply and will love you just as much once you become one of them.
WELCOME.
Blessedly, there's no trial to join Krakoa. The Council greets you with smiles and handshakes, although you may be asked some questions and there's a quiet implication that should you cause trouble or pose a threat those friendly smiles will disappear and you'll see just how dangerous things can really be.
There is an oath to swear. You stand in front of the Council of Five and lay your hand across a biometric scanner that reads your vital signs.
“I swear that I will be faithful and bear true allegiance to Krakoa. I will faithfully observe the laws of Krakoa. I will uphold the values upon which Krakoa was established - to protect and honor my fellow citizens, to live with honor and grace, and to build a better tomorrow for all those who come after."
The machine records your heartrate, your breathing, everything that could possibly indicate a lie... but you may notice some members are watching you closer than others. You know if you're found wanting you're not going to be allowed to walk free for much longer. But you're honest, aren't you? Or at least really good at hiding.
One by one the council approaches you and take your hand in theirs. They greet you with warm smiles and enthusiasm.
"I heard a rumor," Allison Hargreeves says as you take her hand, "that you won't betray us."
NETWORK.
Communication for adults on Krakoa is largely open and unmonitored by the council. They don't care what you're doing online, just so long as it isn't potentially a threat to their way of life. However, as they are still allied with the White Tower, one can expect eyes everywhere. though conversations with other factions are secretly recorded and anything potentially treasonous is flagged.
Younger members will find they can't look up anything inappropriate.
There is an open forum for all young ImPorts to speak on. They're encouraged to find friends, to talk about their problems, to comfort each other when they're homesick.
MISBEHAVING.
If you go too far out of line - pick a fight, cause some havok, wanton public destruction - you're going in Rimuru's timeout bubble.
WORLDBUILDING
Date: 2020-09-05 11:45 pm (UTC)Re: WORLDBUILDING
Date: 2020-09-06 12:22 am (UTC)• Luther is a founding member although not a council member, so he's an old familiar face around the island. He leads some power training classes, with his super-durability letting him take the hits when someone's still learning their abilities — plus having, yk, lifelong experience training 5 people with vastly different powersets. He is occasionally Quite Stern as an instructor, but students eventually figure out that he is secretly a big ole softie.
• He collects music in this world too! He's often piping out chill tunes and oldies from his classroom/porch, like the island's local radio DJ.
• He has an extremely silly-yet-useful ability called Televator, which can turn any elevator into a teleporter to an elevator somewhere else in the world — which means he has a bit more free movement around the world, but he primarily uses it to support Allison's underground 'railroad', safely bringing in new arrivals that are in danger / fleeing their factions. (He knows Josh doesn't approve and that the council tries to turn a blind eye to it, and Luther feelsbadman about it... but he also feels strongly about getting people to safety, and when Allison says jump, he jumps, so.)
Allison Hargreeves Related Details....
Date: 2020-09-06 01:04 am (UTC)- Allison is something of a 180 from her canon self in that she's known since she ported in at 18 that she wanted nothing more to do with the mindsets of people like her father (and The White Tower), even if she did pose as WT Elite for a good half-decade before defection.
- Allison was 100% in when David & Josh revealed the idea for Krakoa. She packed herself, her family, and a war orphan she'd been toting around for a few weeks at that time, and went with them at the first approval/accords struck between White Tower and the newly burgeoning Krakoa.
- Allison rarely gets to act as a teacher to the younger imPorts on the island, given the Council position keeps her very busy, but she does take time to help those who show up with powers like hers. Especially the reality manipulating types, because she knows the dangers both outwardly and inwardly they cause. Two exceptions to this are: Allison loves when she gets time open to go help with hand-to-hand & martial arts instruction, and she does take some time every summer to help the Krakoans put on a large official event summer play.
- Allison arrived on Krakoa with a baby in her arms, a war orphan she was basically turning over to The Cause because she couldn't leave it in WT, but, unexpectedly to her, she ended up adopting the girl by the end of the first year there, too. Claire is a happily, healthily, adjusted four(-ish) year old, who in a lot of ways is almost an island mascot for the idea children could just be born and raised into this freedom/safety/happiness in a next-generation beyond them, if they protect Krakoa's burgeoning neutral placement and foot holding among the factions.
- Allison, Luther, and Claire live a little distance from the area of the main hub of excitement and night-time partying. Originally this was because when Claire arrived she was one and being away from the noise promised Allison got any sleep at night without Claire waking up, screaming, every hour. Now, it's just a nice little peaceful escape at the end of her very busy Council Work Days. It's known that the whole Hargreeves Clan gets together for Family Dinners on Sunday night, and that Allison isn't to be disturbed during those hours except for Council Level Emergency Business, and sometimes it's just as loud out in their little private area as the parties can get.
- Allison is generally the healthiest version of her you will ever see in any AU ever here on Krakoa, able to turn her training and her powers to the full protection and freeing of others. Having gotten to work through large swaths of her painful childhood issues, and time in the White Tower, and develop a healthy hand for her powers, with those with the powers to do so since Krakoa started.
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Powers #1 - SuperStar. A super lolsy power that grants Allison a preternatural ability to basically never have her hair, makeup, clothes get messed up. She doesn't really do anything with it. It just exists.
Power #2 - Reality Manipulation. Most of the time this starts with "I heard a rumor..." and the people and general world around her shifts to make that statement true. This is used in many for the creation and protection of herself, her family, Krakoa.
(2.B for Council Members Only - Allison did swear when joining the Council of Five, not to rumor the other Council Members except in the worst of emergent circumstances where nothing else could be done [/basically to save their people or to avoid the greatest harm/especially since everyone still gets to come back to life #yoproimmortality])
~~~~~~~~~~~~~~
- Allison's Secret #1: Allison's last power is that of Lie Detection, and it is only known by her family and the Council of Five. It is used to the benefit of keeping Krakoa protected and being certain of the intentions of those they deal with both coming into the island and those they are making/keeping political alliances with. (There's absolutely a well-oiled system of cues, words, gestures that her family/the Council knows to get her input on how things are going/if they can be trusted even amid conversations with others.)
- Allison's Secret #2: Allison is the Council of Five member who started/is running the pipeline/underground railroad getting imPort Youth (and all others of similar circumstances) who want to be on Krakoa to Krakoa. It is a point of contention rarely talked about among the Council between The Danger It Poses to Current!Krakoa and The Need To Free People Like Them, but Allison is staunchly/unwaveringly dedicated to it.
no subject
Date: 2020-09-06 01:07 am (UTC)no subject
Date: 2020-09-06 02:31 am (UTC)Psychometry - The ability to read the history and experiences of an object after physical contact with it. This ability does not work on living things.
Technopathy - The ability to communicate with and control computerized systems with a thought. With systems he's unfamiliar with or which are actively defended by a skilled programmer/hacker/or equivalent power user, he cannot actively push past their defenses.
Psychic Weapons - The ability to create, shape and manipulate psychic energy into a material form, including as weapons.
Notes
-David was number two on the conception of Krakoa, in part because at the time he was already Josh's lover when Josh was told of the path mutant-kind would take in the future. Josh spoke wistfully. David said they should do it. Thus Josh started the getting the work done, and David started quietly planning and recruiting.
-Much of the technological superstructure of Krakoan culture comes from David's technopathic gift, helped by other tech savvy people. Part of his great tech for the island was made at Josh's request, and amplifies Josh's powers so they can spread over the island and serve their people.
-David is actively known among the council and their inner circle as being one of the more paranoid leaders when it comes to their safety. When pressed he rattles off statistics for mutant deaths back home, especially when they tried to care for themselves and make peace.
-In matters such as Allison's underground railroad, he's a staunch supporter. But stresses the importance of keeping their work hidden and welcoming people from more factions than White Tower. He understands the risk but can't leave the kids.
-When annoyed or angry, technology around whoever bothers him or has pissed him off will malfunction. Yes, he's that petty.
-His romantic relationship with Josh fell apart as stress over their work, the strain of the power amplifier on Josh, and the fact that together it was hard to not be working all the time. David still maintains some degree of relationship with Laurie, who was brought into their relationship previously.
-From day one David never bought that Josh had run off on them. He's been trying to find out what happened for a very long time, and is near violence.
-When he's not working on specific council business, David tries to take time to teach on the island. He teaches first aid, medicine to those who need advanced training, and meditation.
Diego Hargreeves highlight notes
Date: 2020-09-06 04:26 am (UTC)➤ Helps out with powers & general self-defense training; is often helping refugee kids via the underground pipeline project (and has likely gotten into heated arguments with Council members that aren't about that project so much on more than one occasion); unofficially sometimes low-key tries to recruit the like-minded b/c he's just a huge f'ing advocate of everything they've done/built and thinks anyone who wants to escape their current, awful circumstances should have the opportunity to do so.
➤ When he's not doing "teacher" things, he'll occasionally organize sports stuff for the kids to do, and usually joins in the game himself. Otherwise, you can find him at home with his wife, Lila, or at Allison and Luther's for quality family time with the rest of the Hargreeves clan.
➤ Doesn't understand where Josh would have disappeared to, but has kept an ear to the ground for anything worth reporting to the Council.
➤ Powers: Trajectory curving (physics defying/near perfect aim); Infinite lung capacity (what it says on the tin); Empathy (including sense, projection, & manipulation)
no subject
Date: 2020-09-06 12:57 pm (UTC)• Jane's artistic powers don't often come in useful, but her ability to communicate with animals means that Krakoa has an almost impenetrable security and surveillance network. It's extremely rare for anyone to get within half a mile of Krakoa without Jane hearing about it, and rarer still for them to actually make it to the base itself.
• She doesn't consider herself much of a 'teacher' but tends to engage the more troubled youth in Krakoa in what she calls 'artistic self-expression' for the purpose of anger management and working through emotional issues. This can involve anything from quiet sessions to violently catapulting balloons full of paint at a wall.
• Jane is also a supporter of Allison's 'underground railroad' scheme, using her ability to communicate with animals in support of this as well as maintaining her own small network outside of Krakoa with contacts she made before she joined the faction.
• She also functions as a kind of 'team mom' between the members of the Council, particularly the ones who are less inclined towards taking care of their own basic needs.
no subject
Date: 2020-09-08 12:13 am (UTC)- Gladion has been made part of any security due to his pokemon and past experience in a similar field with being the Enforcer of Team Skull in his world, as well as his Pokemon not being anything to sneeze at. Especially his pseudo-godlike pokemon, Silvally
- Gladion can help anyone heal or grant elemental resistances due to his power with Silvally's discs (found in his info section with the powers bit)
- Like his MoM-self, he's begun to open up and make friends. Even willing to be dragged to various Teen Activities