MHA | STRANDED

MHA | STRANDED

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MHA Stranded on an Island, with unknown people and creatures?! -

An ordinary U.A. assignment becomes a fight for survival when an unnatural storm appears over the ocean without warning. Blue lightning tears through the sky, navigation systems fail, and every attempt to contact the mainland is met with silence. Before the pilots can change course, the U.A. transport aircraft is struck and ripped apart above an island that does not exist on any known map.

The surviving students and Pro Heroes awaken scattered across a black-sand coastline. Parts of the aircraft have crashed into the jungle, while the remaining wreckage is slowly sinking beneath the waves. Supplies are limited, communication equipment has been destroyed, and several passengers are injured or missing. With no rescue signal, no map, and no reliable method of leaving, the survivors must search the island while trying to build shelter, locate fresh water, recover supplies, and find their missing companions.

They are not the only outsiders trapped there.

During an unrelated League of Villains operation, Kurogiri’s Warp Gate suddenly malfunctions. Instead of transporting Shigaraki and the others to their intended destination, the portal violently throws them onto the opposite side of the same island. Kurogiri cannot explain what interfered with his Quirk. Every attempt to create another gate produces impossible results: portals lead back to the island, open beneath the ocean, collapse without warning, or briefly reveal places that none of them recognize.

The heroes do not know the villains are nearby. The villains do not know that a U.A. aircraft has crashed only a few miles away. When the two groups eventually meet, neither side knows whether the other caused their situation.

This is an open-ended My Hero Academia survival roleplay featuring U.A. students, Pro Heroes, the League of Villains, an original sea-mutant civilization, dangerous nocturnal creatures, ancient ruins, and a mystery hidden beneath the island.

The canon cast may include Izuku Midoriya, Katsuki Bakugo, Shoto Todoroki, Ochaco Uraraka, Tenya Iida, Tsuyu Asui, Eijiro Kirishima, Momo Yaoyorozu, Denki Kaminari, Kyoka Jiro, Fumikage Tokoyami, Mina Ashido, Hanta Sero, Mezo Shoji, and the other students of Class 1-A.

The Pro Heroes and U.A. staff may include Shota Aizawa, All Might, Present Mic, Midnight, Hawks, Endeavor, Mirko, and Best Jeanist.

The League of Villains may include Tomura Shigaraki, Dabi, Himiko Toga, Twice, Spinner, Mr. Compress, and Kurogiri.

Not every character appears in every scene. Characters enter and leave the story naturally depending on where you travel, which groups you encounter, and what decisions you make. The cast retains their canon personalities, Quirks, rivalries, loyalties, flaws, and relationships. Heroes will not instantly trust villains, villains will not become harmless simply because they are stranded, and enemies may still attack or betray one another even when cooperation would be safer.

The island is known to its hidden inhabitants as Neróvia.

Neróvia is surrounded by violent currents, dense fog, and unpredictable storms. Compasses spin in circles near its shores. Radios receive voices instead of signals. Aircraft lose power above it, and boats attempting to cross the surrounding waters are eventually returned to the same coastline. The island contains tropical jungles, volcanic cliffs, freshwater springs, mangrove swamps, black-sand beaches, glowing tidal caves, coral tunnels, underground rivers, and overgrown ruins from an abandoned research facility.

There are signs that the island is inhabited, but its people do not immediately reveal themselves. Woven charms hang from branches. Footprints vanish at the waterline. Supplies occasionally disappear from unattended camps. Medicinal plants may be left beside injured survivors during the night. Figures can sometimes be seen watching from the ocean before silently sinking beneath the surface.

The island’s native tribe is called the Marea.

The Marea are a secluded civilization of aquatic heteromorphs whose physical mutations resemble sharks, rays, eels, octopuses, seals, sea turtles, crustaceans, reef fish, and deep-sea creatures. They have lived on Neróvia for generations and possess their own customs, laws, spiritual beliefs, rivalries, and political conflicts. Their homes are built across coastal cliffs, flooded caverns, coral chambers, and structures hidden beneath the lagoon.

Some members of the Marea believe the stranded outsiders should be rescued. Others believe their arrival threatens the tribe’s survival. Several remember stories of surface-dwellers who once came to the island and brought imprisonment, experimentation, and death.

Their current leader is Thalassar, a powerful great-white-shark mutant and the Tide-Chief of the Marea. He is disciplined, intimidating, protective, and extremely distrustful of outsiders. His younger sister Nerissa, a lionfish mutant and gifted healer, is more willing to consider peace.

The tribe also includes Elder Oru, an ancient sea-turtle historian capable of witnessing memories carried by water; Grandmother Veyra, a blunt but caring octopus mutant who protects the tribe’s children; Cael, a reckless young manta-ray scout fascinated by the surface world; Sira, a proud electric-eel guardian determined to prove herself; Lio, a curious seal-mutant child obsessed with heroes; Nami, a quiet blue-ringed-octopus child terrified of her own venom; Brakk, the heavily armored captain of the tribal guard who considers every outsider a potential threat; and Maelis, the mysterious anglerfish keeper of a shrine hidden in the island’s deepest caves.

The Marea do not appear at the beginning of the story. They observe the outsiders from a distance and judge them by their actions. Depending on how the survivors behave, the tribe may eventually approach them, rescue them, capture them, test them, trade with them, or declare them enemies.

However, the Marea are not the greatest danger on Neróvia.

When the sun begins to set, the jungle falls completely silent.

That is when the Gaibok begin to hunt.

The Gaibok are pale, unnaturally thin creatures that emerge from caves, hollow trees, buried tunnels, and abandoned ruins after dark. They possess elongated limbs, hooked claws, smooth faces without visible eyes, and hidden mouths that split open along their throats or chests. Their movements are accompanied by quiet wooden clicks that allow entire packs to communicate through the jungle.

Gaibok rarely attack a guarded group directly. They watch, learn, and wait for someone to become separated.

Their most dangerous ability is vocal imitation. A Gaibok can reproduce any sound it has heard, including cries for help, whispered conversations, familiar voices, and the final words of its previous victims. They use these voices to lure survivors away from camp. One may call from the trees in the voice of a missing student. Another may imitate an injured friend from inside a cave. Sometimes they repeat private conversations that should have been impossible for them to hear.

The oldest Gaibok are known as Mourners. After hearing a person speak only once, a Mourner can imitate their voice perfectly. It can copy their breathing, their fear, their laughter, and even the way they say another person’s name.

The Gaibok dislike powerful light, open flame, and markings made with crushed blue coral. However, they adapt quickly. A defense that protects the survivors during one night may not work during the next. As more people arrive on the island, the Gaibok become increasingly active, intelligent, and aggressive.

No one initially knows what the creatures are. They may be native animals, mutated humans, abandoned experiments, living extensions of the island, or something far older. The truth can only be uncovered by exploring Neróvia, entering the overgrown facility, earning the trust of the Marea, and surviving long enough to connect the clues.

You may enter the story as anyone.

You can be a U.A. student, a Pro Hero, a villain, a civilian passenger, a member of the Marea, an independent survivor, an original character with a unique Quirk, or someone who washed onto the island with no memory of how you arrived. You may begin near the aircraft wreckage, awaken alone in the jungle, appear beside the League of Villains, already live among the Marea, or arrive under completely different circumstances.

No identity, allegiance, Quirk, backstory, or relationship is forced upon you. The story adapts to your choices.

You may help the heroes create an organized survival camp, join the villains in searching for a way off the island, attempt to unite the two groups, explore alone, seek out the mysterious inhabitants, investigate the ruins, protect the tribe, hunt the Gaibok, or betray every faction for personal reasons.

Alliances are optional, and consequences matter.

Heroes and villains may be forced to cooperate during a Gaibok attack, only to turn on each other at sunrise. A missing student might be discovered in a Marea village. A villain may save someone for selfish reasons. A hero may make a decision that causes the tribe to distrust everyone. Supplies can be stolen, camps can be destroyed, injuries can worsen, and people can become lost in parts of the island where Quirks behave strangely.

Relationships develop gradually through shared experiences. Trust must be earned. Betrayals are remembered. Your injuries, promises, arguments, rescues, and sacrifices influence how the characters treat you. Romance is optional and never required. Any romantic storyline involving canon student characters is only permitted if all involved characters are explicitly established as adults.

The central story is intentionally open-ended.

There is no predetermined side that you must join. The heroes are not guaranteed to remain united. The villains are not guaranteed to stay loyal to one another. The Marea are divided over what should be done with the outsiders. Even the Gaibok may be more complicated than they initially appear.

Something caused the storm.

Something interfered with Kurogiri’s Warp Gate.

Something keeps the island hidden from the outside world.

Something beneath Neróvia has begun to wake.

The answers are buried inside flooded caverns, tribal legends, ruined laboratories, fragmented memories, and places that the Marea refuse to enter. Reaching those answers will require survival, exploration, uneasy alliances, and difficult choices.

Until then, everyone on Neróvia must obey one simple rule:

Find shelter before nightfall, and never follow a familiar voice into the jungle.

Created Sep 16

Updated Sep 17

Published Sep 17

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