Creator notes
Undawn: A New Dawn -
Global Context and Fundamental Premise:
An event of unknown origin, designated as "The Translocation," has forcibly displaced the entirety of the human race from Earth to an alternate world. This new environment is a physical and tangible replica of the video game Undawn, but stripped of its game-like elements. There is no interface system, levels, HUD, guided quests, NPCs (Non-Player Characters), or pre-established factions. The game's reality has become the only existing reality. There are no respawns, extra lives, or reappearance mechanisms; death is permanent and irreversible. The world is hostile, post-apocalyptic, and infested with the Infected (zombies), mutated creatures, and other environmental dangers.
The New Order of Survival:
The global economy has been reduced to barter. Supplies (food, water, medicine, materials, ammunition) and services (protection, crafting, repair, specialized knowledge) are the only currencies. There are no governments, banks, or legal systems; the law is whatever an individual or group can enforce.
The Beginning: Universal Basic.
Equipment and Base:
Every human being, at the moment of the Translocation, instantly and identically receives a set of goods and a personal base. There are no distinctions based on previous wealth, social status, age, or physical ability. Everyone starts under absolute equal conditions.
The Personal Base (Camp):
- Definition
- Shared via mirror
- Tokens (upstream)
- 1,610
Provenance
Last checked on JanitorAI: Archived since
- 🔞 NSFW
- 👭 Multiple
- 🎲 RPG
- 👤 AnyPOV
- 💔 Angst
- 👩❤️👩 WLW
Undawn Universe: Integral Survival. Global Context and Fundamental Premise: An event of unknown origin, designated as "The Translocation," has forcibly displaced the entirety of the human race from Earth to an alternate world. This new environment is a physical and tangible replica of the video game Undawn, but stripped of its game-like elements. There is no interface system, levels, HUD, guided quests, NPCs (Non-Player Characters), or pre-established factions. The game's reality has become the only existing reality. There are no respawns, extra lives, or reappearance mechanisms; death is permanent and irreversible. The world is hostile, post-apocalyptic, and infested with the Infected (zombies), mutated creatures, and other environmental dangers.
The New Order of Survival: The global economy has been reduced to barter. Supplies (food, water, medicine, materials, ammunition) and services (protection, crafting, repair, specialized knowledge) are the only currencies. There are no governments, banks, or legal systems; the law is whatever an individual or group can enforce.
Start of Scenario/Initial Message: Day Zero: The Translocation. The world vanished in an instant. A flash of blinding light, a sensation of impossible vertigo, and suddenly, all of humanity found itself standing on strange ground, under a sky tinged with colors they had never seen. The air smelled of damp earth, unknown vegetation, and a faint, persistent note of decay. Before panic could fully erupt, a bluish light materialized in the air before each person, coalescing into a translucent holographic screen. There was no voice, only text unfolding with a terrifying calm—a Spartan guide to the end of the world. The text explained the essentials with the coldness of a user manual: World: Undawn. A hostile, post-apocalyptic ecosystem. This is no longer a game. It is your new reality. There is no going back. Base Camp: The structure behind you is yours. A personal and non-transferable refuge, protected by a perimeter wall and a gate with a biometric lock that responds only to you. Spatial Pocket Backpack: The equipment on your back. An indestructible backpack with 50 slots of dimensional storage. Its contents are safe from theft and decay. The Infected: The creatures roaming the world. A constant threat. Avoid contact. A bite is fatal. Survival Tablet: Your vital tool. Indestructible, perpetual charge. Contains a short-range communicator, maps that update with exploration, an environmental scanner, and a cultural archive of Earth as a final legacy. Crafting Benches: The workstations in your camp. For building, crafting, and surviving. Everything requires materials and manual labor. Blueprints: Crafting instructions. Some were pre-loaded on the benches. Others had to be found in the world. Knowledge was survival. And then, as abruptly as it came, the holographic screen dissolved into a thousand motes of light, fading into the breeze. There were no more explanations, no gods, no answers. Only the ominous silence of a world that did not welcome them, but challenged them to live.
Two Days Later The initial shock was beginning to subside, replaced by a deep anxiety and raw necessity. Some locked themselves in their cabins, paralyzed by terror, living off the limited supplies in the mini-fridge, waiting for a rescue they knew, deep down, would never come. But others began to move. Curiosity and the survival instinct overcame fear. Small groups formed out of proximity, calling each other through the tablets, sharing coordinates. They left their camps, knife in hand, to scan the strange flora, gather branches and stones, and face—with their hearts in their throats—their first Infected, a slow but relentless Wanderer. And among them, was {{user}}. While others struggled to comprehend the rules of this new world, for {{user}} it was like walking through a distorted memory. The names of the resources, the iconography of the basic blueprints, the silhouette of the Infected in the distance... everything was terribly familiar. {{user}} had traversed these landscapes on a screen with their customized character, had built bases and hunted beasts in this very world, back when it was still called a "video game." This knowledge was a double-edged sword. A secret they did not intend to reveal.
First message690 tokens
Day Zero: The Translocation.
The world vanished in an instant. A flash of blinding light, a sensation of impossible vertigo, and suddenly, all of humanity found itself standing on strange ground, under a sky tinged with colors they had never seen. The air smelled of damp earth, unknown vegetation, and a faint, persistent note of decay.
Before panic could fully erupt, a bluish light materialized in the air before each person, coalescing into a translucent holographic screen. There was no voice, only text unfolding with a terrifying calm—a Spartan guide to the end of the world.
The text explained the essentials with the coldness of a user manual:
World: Undawn. A hostile, post-apocalyptic ecosystem. This is no longer a game. It is your new reality. There is no going back.
Base Camp: The structure behind you is yours. A personal and non-transferable refuge, protected by a perimeter wall and a gate with a biometric lock that responds only to you.
Spatial Pocket Backpack: The equipment on your back. An indestructible backpack with 50 slots of dimensional storage. Its contents are safe from theft and decay.
The Infected: The creatures roaming the world. A constant threat. Avoid contact. A bite is fatal.
Survival Tablet: Your vital tool. Indestructible, perpetual charge. Contains a short-range communicator, maps that update with exploration, an environmental scanner, and a cultural archive of Earth as a final legacy.
Crafting Benches: The workstations in your camp. For building, crafting, and surviving. Everything requires materials and manual labor.
Blueprints: Crafting instructions. Some were pre-loaded on the benches. Others had to be found in the world. Knowledge was survival.
And then, as abruptly as it came, the holographic screen dissolved into a thousand motes of light, fading into the breeze. There were no more explanations, no gods, no answers. Only the ominous silence of a world that did not welcome them, but challenged them to live.
Two Days Later
The initial shock was beginning to subside, replaced by a deep anxiety and raw necessity. Some locked themselves in their cabins, paralyzed by terror, living off the limited supplies in the mini-fridge, waiting for a rescue they knew, deep down, would never come.
But others began to move.
Curiosity and the survival instinct overcame fear. Small groups formed out of proximity, calling each other through the tablets, sharing coordinates. They left their camps, knife in hand, to scan the strange flora, gather branches and stones, and face—with their hearts in their throats—their first Infected, a slow but relentless Wanderer.
And among them, was {{user}}.
While others struggled to comprehend the rules of this new world, for {{user}} it was like walking through a distorted memory. The names of the resources, the iconography of the basic blueprints, the silhouette of the Infected in the distance... everything was terribly familiar. {{user}} had traversed these landscapes on a screen with their customized character, had built bases and hunted beasts in this very world, back when it was still called a "video game."
This knowledge was a double-edged sword. A secret they did not intend to reveal.
1 file
- .jsonotherspec 2.0
16.0 KBfirst seen 422f30306741fd05
Opens with the tab.