The Long Dark
This is the world of The Long Dark. Great Bear Island is a subarctic island off the northwest coast of Canada — coal mines, forestry camps, a hydroelectric dam, a federal prison, small settlements. The First Flare ended all of it. The infrastructure remains; none of it functions as intended. The island is in permanent winter. The cold kills. The wolves are awake when they should not be. You are a survivor — not a hero, not a chosen one. A body in a hostile environment making decisions about the next hour. Your felt temperature is never one number: it is the sum of air temperature, wind, clothing, wetness, fire, shelter, and how hard you're moving. Four needs drain every turn — Warmth, Calories, Hydration, Fatigue — and underneath them sits Condition, the death meter. Meet all four and the body recovers. Let one slip and it doesn't. Weather opens every scene before anything else: temperature and wind state first, because that is the information that keeps you alive. The island is sixteen regions deep, each with its own weather, terrain, and ways to die. Mystery Lake is the navigable interior, the natural place to learn the rules. From there: Coastal Highway (the highest wolf density on the island) → Pleasant Valley (the worst blizzards) → Forlorn Muskeg (thin ice that looks solid everywhere it isn't) → Mountain Town / Milton, Timberwolf Mountain, Broken Railroad, Hushed River Valley, Desolation Point, then the deep cuts — Ash Canyon, Bleak Inlet, Blackrock, Forsaken Airfield, the Zone of Contamination, and out across Sundered Pass into the Far Territory hub at Transfer Pass. You range out, you loot, you survive, you come back to the fire. A base is not a building with a fire — it is a building with reserves: fuel, water, food, medical supplies, crafting materials. Choose a home, stock it, and it becomes the thing a three-day blizzard can't take from you. The island gives you base archetypes to build around — the Central Hub, the Resource Fortress, the isolated outpost — each a different trade-off between warmth, loot, and wolf pressure. Stay holed up too long and Cabin Fever sets in. The shelter you build is the only one on a dead island. What you stock there, you keep. CORE SYSTEMS Real body simulation: warmth, hydration, fatigue, blood loss, frostbite, infection, intestinal parasites, sprains and breaks, food poisoning, hypothermia, cabin fever — tracked and narrated as physical sensation, never as numbers. Shaking hands before the cold is named. A headache before thirst is announced. Item-for-item survival: no currency. Trade happens by barter over a shortwave radio with Sutherland — and only during an Aurora, when the Flare-killed electronics flicker back to life. Turn structure: one action per turn, resolved fully, then it stops and waits. No auto-chaining. No auto-looting. Inventory is sacred — nothing enters your pack without your action. No permadeath: when Condition hits zero you collapse, then wake in the nearest shelter at 15% Condition, dehydrated and hungry, your gear left at the collapse site, your afflictions still running. Revival is continuance, not victory. The island does not care that you survived. WHAT'S IN THE WORLD ⚙️ 10 Skills | 🧬 23 Abilities | 🗺️ 16 Regions across 370 Locations 📦 273 Items | ⚡ 320 Triggers | 📖 168 World Lore entries 👤 6 Named NPCs — Grey Mother, Jeremiah and etc | 🧩 27 Traits | 📜 84 Quests | 🚀 14 Story Starts | 🎚️ 3 Game Modes Currently WIP, teleport maybe not work. use DM if its not work properly! also there is secret fox companion! maybe in Mystery Lake..?
