Once upon a time, there was a man named Oliver St. Oldcastle. He built a perfect clock, more accurate than any before or since; one that, if wound regularly, would never lose even a fraction of a second.
The clock was too perfect.
The measuring changes that which is measured, after all, and time began to bend around the clock until it broke. Fortunately, the effects were contained in one house. But inside the walls of that house, the shattered pieces of time jumbled up, not always in any particular order. And things started to slip through the cracks. Sometimes you might hear the whisper of someone who once lived there, or catch a glimpse of someone who will live there one day. The non-human things, creatures that already existed just outside the realm of ordered time, found it much easier to crawl into being in the House.
For the most part, the creatures are contained in the attic, in the time when people believed in them. And most of each floor exists comfortably in a set century. But certain corridors will lead you astray, and the doors that don't lead to bedrooms might land you who knows when. Try to carry an object through the House and you'll notice that the object changes to make itself part of whatever time you're currently in.
You see, Oliver St. Oldcastle is secretly enjoying this. He's bringing you here just to watch what happens.
But there's someone else. Someone who might be on your side, or who might be messing with you, or who might just be insane.
HOW THINGS WORK, IN A NUTSHELL
Your character wakes up in a bedroom. Most of the bedrooms exist at the turn of some century or other. For a detailed break-down, with descriptions of each floor, visit the
Floor Descriptions page. On their desk is a journal, connected via a network to all the other occupants' journals, a
key, and nothing by way of explanation as to why they're there. The one perk they get is that their closet has all of their clothes from home. All their other possessions are gone.
Note that while various parts of the House exist in different times, they don't exist in different places. The House is on the West coast of England, always has been, always will be. So while you might wander into Roman times, you won't actually be in Rome.
The attic (and sometimes other parts of the House) is full of mythological creatures, and since the House is in England, they're all lifted straight out of Celtic mythology. For a list of creatures, visit the
Strange & Mythical Beasts page.
Every once in a while, a strange note will be slipped under your character's door. They'll never see who's doing it, and the notes don't always make complete sense.
TIME SKIPS
As you might guess, the House isn't exactly stable, especially when the clock runs down. And it runs down roughly twice a month, resulting in time - and even space and reality - going a little wonky. So in the second and fourth weeks of every month, we'll have terribly silly and/or terribly traumatizing plots, involving pirates and dancing Norwegians and who knows what else. These will last for three to five days, at which time the clock will reset itself and be at full power for the next couple weeks.
Got a suggestion for a Time Skip? Head over to the
Suggestions Post.