Fade Rift Mods (
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faderift2022-11-29 07:54 pm
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Entry tags:
- ! mod plot,
- ! open,
- abby,
- bastien,
- benedict quintus artemaeus,
- clarisse la rue,
- cosima niehaus,
- derrica,
- ellie,
- ellis,
- gela,
- gwenaëlle baudin,
- james flint,
- john silver,
- kostos averesch,
- marcus rowntree,
- mobius,
- obeisance barrow,
- stephen strange,
- vanya orlov,
- viktor,
- wysteria de foncé,
- yseult,
- { jude adjei },
- { mado },
- { richard dickerson },
- { tony stark }
MOD PLOT ↠ HOME FOR RIFTMAS
WHO: Everyone (more or less)
WHAT: Rifter Show & Tell & Steal.
WHEN: Early Wintermarch 9:49 (forward-dated!)
WHERE: The Crossroads and BEYOND.
NOTES: OOC post. Please use appropriate content warnings in your subject lines.
WHAT: Rifter Show & Tell & Steal.
WHEN: Early Wintermarch 9:49 (forward-dated!)
WHERE: The Crossroads and BEYOND.
NOTES: OOC post. Please use appropriate content warnings in your subject lines.

Since Corypheus began opening the Gates, Riftwatch has been noticing pockets of instability in the Crossroads—crumbling platforms, paths newly blocked by rubble or broken bridges, sections where gravity has been shifted and altered in ways unusual even for the Crossroads, with new intrusions of green-tinged rock outcroppings or corners of temple walls. The barriers between the Crossroads, the Fade, and the world are thinning. It's a problem.
But more recently, Riftwatch has been made aware of an ancient artifact known (now; one hopes this isn't its original title) as the Sealing Stone, now in pieces scattered throughout the Crossroads, and the approximate locations of those pieces. If brought together and activated, the Stone may stabilize the barrier between the Crossroads and the other realms and may provide a model Riftwatch could use to reinforce the Veil elsewhere.
So Riftwatch ventures into the Crossroads to retrieve the pieces of the Stone. It's an intensive effort undertaken by large teams, due to the many now-familiar hazards of the Crossroads, the potential for encountering the Venatori that also use the eluvian network, and the need to cover ground as quickly as possible in hopes of finding the artifacts before the Venatori notice the increased Crossroads activity and come join the hunt.
It's not as simple as merely locating the pieces, however. Whenever a group of Riftwatchers get near enough to one of the artifacts, they're alerted first by the triggering of a sort of protection mechanism. In some cases—specifically, on teams without any rifters—spirits suddenly swarm from the metaphorical woodwork in numbers so great and with such hostility that retreat is the only viable option. The spirits chase the teams only as far as necessary to push them away from the artifact's location, then mass into a circling shoal, guarding the spot until they're left alone long enough to decide the risk has passed.
But for groups containing at least one rifter, something with the mechanism goes wrong. Or right, arguably. Rather than being overwhelmed by spirits, they instead find themselves abruptly engulfed by what appears to be a rift, opening suddenly and rapidly large enough to swallow entire masses of people before contracting again to lie in wait like a carnivorous plant for anyone else who comes too close. Those caught in its radius tumble out into what appears to be a new and unfamiliar world–for most. For one or more of the rifters in each group, it will be perfectly familiar.
The first group to encounter this effect will be one including Tony Stark and Stephen Strange, and will drop them and their compatriots straight into midtown traffic. Any groups attempting to travel to the same spot in the Crossroads to investigate the apparent vanishing—whether they have rifters with them or not—will find themselves drawn through the same "rift" almost as soon as they get within sight of the place, before anything can be discerned about their lost fellows. They will likewise emerge into Stark & Strange's United States.
Subsequent groups including other rifters will be seemingly drawn into their companions' worlds by the same effect. In each, Riftwatch will have to navigate local hazards and retrieve a distinctive lyrium-etched artifact, at which point the world will dissolve around them like a dream and they will find themselves back in the Crossroads where they began, in possession of a carved chunk of stone glowing with lyrium runes.
1 ↠ MCU Earth-199999
Alternate-universe Earth, New York and Los Angeles, 2012-2025, Tony Stark & Stephen Strange.
Earth-199999 is very much like contemporary Earth as we know it, featuring the same historic events, same nations, same conventions. For the average person, there is no difference, except that they know magic and aliens and gods and superpowers are all real and have been causing problems for a while now, with NYC as the hub for most of the shenanigans. MCU Earth has also made leaps and bounds in all science fields as compared to real Earth, although these leaps and bounds are not widely accessible, primarily exclusive to private organisations like Stark Industries, mad scientists, and the likes of SHIELD, but can range from interactive three-dimensional holograms through to biotechnology that turns people into supersoldiers.
It's commonplace to see or hear about criminals causing havoc in the streets with superpowers or gadgets, and crime-fighting vigilantes trying to stop them. The Avengers, as the world's first superheroes, became widely-known commercialised celebrities in-universe with merchandise, documentaries, book deals, and memorial murals to the deceased Iron Man.
Special Abilities: Everyone is nerfed to regular human, unless you want a sudden onset of mutant powers. 1 individual themed ability per character; like pyrokinesis, superspeed, superstrength, etc.
Arrival: One main rift opens in the middle of New York City, ejecting our rifters into midtown traffic… except thanks to Strange’s own multiversal mishaps, people in this world will seem astonishingly accustomed to this sight! Bystanders will be startled, but then the rifters will likely be dogged by strangers snapping photos and videos and tweeting about their arrival.
The Fade-constructed timeline will be a little off: the old Avengers tower and its penthouse is still standing and still accessible to Tony, and Strange will also offer up the Sanctum as a sanctuary, and these will be the main mission hubs while the team gets their bearings and tries to locate the artifact. In the meantime: relax, take in the sights, maybe check out a Broadway show, wrangle your new superpowers.
A secondary rift also opens up on Hollywood Boulevard, in case people want to do some helplessly stranded on Earth RP. Tony can very easily find out this has happened and go collect them, with various degrees of efficiency according to what people want out of that OOCly. As this universe will be available to explore for a few IC weeks, people can assume some degree of Stark-provided financial freedom for basics (i.e. clothes and food, burner phones, etc), and they can stay in the Avengers tower and/or the Sanctum.
2 ↠ Shifterverse
Original alternate-universe Earth, Midwest US, 2022, Jude Adjei.
Real-world 2022, but what if Shifters?
Special Abilities: All superpowers are unfortunately nerfed. However, everyone's a Shifter now. Your choice of animal. Enjoy.
Arrival: Everyone will arrive in Yellowstone National Park, which is wholly staffed and operated by Jude's pack, but... not in an area where tourists are routinely and happily welcomed. Welcome to the deep woods and canyons and plains, where Jude's pack has built their den for some several hundred people. Characters will immediately be found by scouts in fur and feathers, who will be guarded and curious, but not hostile. The wolves and ravens will greet the interlopers as equals, and if they aren't offered any violence, they'll be treated as guests. Hundreds of pack members live in a mixture of hand-built cabin homes and meeting places, portable tiny houses and various shared spaces. There is wifi, a greenhouse, lots of tasty food and warm clothing to wear. If they stay several days and prove themselves trustworthy, they might even start to see children out and about, and there's nothing cuter than a toddler who can become a wolf pup at will. (Mind the raven toddlers and the bear cubs. They're less cute.)
3 ↠ Tassia
D&D Original World, Loxley & Richard Dickerson
Tassia is an original Dungeons&Dragons inspired world, a single continent divided into four nations that is otherwise completely isolated from any other possible world beyond it. These nations are Lloryndell, Sylvica, Ifrin, and Promias, and at its centre lies the Cruxal, a university-city of diverse cultural influence.
While Tassia resembles Thedas in its day-to-day technology levels, including its anachronisms, it is more heavily laden with fantastical elements. Along with humans, elves, and dwarves, there are goblins, dragonborn, tritons, tieflings, sentient robots, bird people, centaurs, and more (https://www.dndbeyond.com/races) (but no qunari). There are many different kinds of magic users who wield their powers openly. There are shops full of magic items, potions, and spell scrolls. There are monsters of countless kinds that lurk just about everywhere. Most cultures in the material plane are polytheistic and worship themed gods from the default D&D (Faerun) Pantheon. Some smaller cults and individuals worship ancient fey, fiendish, and eldritch beings who dwell on the outskirts of their respective planes and may provide power to the exceptionally loyal -- for a price.
Special Abilities: You can choose to be a normal depowered person, but you are equally encouraged to take on magical abilities, whether you're a mage or not. In brief, you can be a wizard, whose magic comes from spellbooks and knowledge, a sorcerer, who have innate magical abilities, a bard, who draws their magic from music, words, and performance, a warlock, who has made a pact with a powerful entity in exchange of magical ability, a druid, who draws their magic from nature, and a cleric, whose divine abilities are gifted to them by a deity. (Other classes have magic too, but it might be easier to pick one of these major ones if you are unfamiliar!)
Rather than overthinking it, we recommend you pick whatever sounds fun to flavour your magic with, and then browse magical spells using classes as a filter. (Eighth and ninth level are off limits, and it may be easier to limit yourself further due to how many spells there are.) Given the temporariness of these powers, don't worry too much about how many spells you get or how frequently you can do them, but know that higher level spells (anything above fifth) can only be cast one or twice a day.
Your character may be Tassia-ised, in terms of their race, but in a limited capacity. All humans will stay human, but elves may adopt D&D traits like seeing in the dark.
Arrival: Rifts will open in the streets of the Cruxal. People will be startled by the sudden appearance of rifters and stand offish, but otherwise: they've seen it all before! No one will be calling the guard on you, unless you decide to start something, so please don't. Or enjoy jail.
The Cruxal is a labyrinthian melting pot built up in concentric rings around a massive central university and library. Goblins scarper among humans, elves, and dwarves in the street. There are tusked half orcs and horned, scale-clad dragonborn mixed in among more familiar silhouettes. This is a university town, but while a large portion of the population are students, academics, and staff, it is also self-sustaining, with taverns, shops, temples, brothels, residences, and marketways.
The university itself is guarded and degrees of entry closely regulated due to the school’s extensive collection of dangerous artifacts -- one of which just so happens to have gone missing last night. News of the theft has been suppressed, but every temple, tavern, and brothel on the outskirts of town is abuzz with the rumor. The entire corridor, they say, was scorched black.
Loxley and Richard won't be too concerned about herding everyone but can provide some coin as needed for inn rooms and food. They appear to have a near bottomless stash, at least as far as living costs go.
4 ↠ Sulleciel
Original fantasy world, Petrana de Cedoux.
What if magic was real and holy emperors still kissed the ring in Rome, until someone beheaded the fucking pope? Welcome to Sulleciel, and specifically to Lamor City, capitol of Lamorre and the seat of the Lamorran empire, ruled over by Empereur Marius IX and his consort, Empress Petrana Solene. A nation and empire in the throes, still, of great upheaval — think Versailles or Orlais, but lurching ungainly out of its dark ages into a theoretically more enlightened time, control of which is being actively fought in the halls of power and at grassroots levels of social influence. Power vacuums abound, thanks to the fall of the church and the rise of a conqueror who is less interested in ruling than he was conquering; women are still the often-illiterate property of their fathers and husbands, but now there are more alternatives to family and marital homes, and dedicated studies of witchcraft are being encouraged, with pilot programs across the empire primarily in those early sanctuary cities, figuring out how this is all going to work. Known for her efforts to lean on the scales in the people's favour Petrana herself is, in this era, rumored to be imprisoned; graffiti of her crowned likeness can be found in some places in the city, with the epithet ""la reine du malheur"".
Special Abilities: In Sulleciel, magic is a skill that may be pursued like any other — and there are those of more or less talent, as if someone were to attempt the violin, or swordplay. It is practised primarily through incantations and foci, with more elaborate spellwork for more ambitious results sometimes requiring particular items or a full coven to achieve. As magic is limited in Sulleciel only by the will, imagination and stamina of those practising it, no one coming here will be subject to any nerfs; all mages and otherwise magical or powered individuals will be able to use their powers as they're used to using them. In addition to this, anyone who is as magical as a chair-leg ordinarily can feel free to have a go at Sulleciel's magic — it's up to you if they have a knack for it or not. Simple spells like casting a light or telekinesis of small objects can be mastered by toddlers; a powerful enough witch or coven might be able to summon a thunderstorm and alter weather patterns, but ""can"" and ""should"" are different and it's generally advised that you try not to do a climate change.
"
Arrival: The rift will open into a spacious, luxuriously-appointed tower on the grounds of the imperial palace but not visibly connected to it above-ground. It was at one point the sole domain of the previous arciduc's personal astronomers, but is now the primary residence and working space of the Queen's Coven. The Queen's Coven is a particular group of women, so named for having been among the first witches to come beneath the new regime's protection in the first city-state to bend the knee where Petrana was first installed as Queen Regent; they are private, secretive, and increasingly cut off from the power-struggles of the imperial court, having been actively distanced from the Empress herself by a variety of other players in the game. Both relatively prepared for sudden magical happenings and inclined to keep shit in the tower on lock, they will be prepared to pass you all off as "foreign witches, seeking our enlightenment" and see both you and the sudden access to Petrana as potentially useful in their maneuverings. Which will make moving around easier, but will probably be an active hindrance to getting where and what you need. An underground tunnel connects the tower directly to the palace, though there are also pleasant, covered pathways to walk across the palace grounds; guards at the main, above-ground entrance to the tower will inquire about movements to and from, and will be skeptical but limit their interference initially ... as long as they don't see Petrana.
5 ↠ Kalvad
Original fantasy world, Wysteria Poppell.
Kalvad—specifically the city of Somerset, the magic capitol of the civilized world—is a mashup of Regency Era and Industrial-Revolution-But-Magic! Nebulously England (with the serial numbers aggressively filed off). When in doubt, default to Jane Austen vibes. But if it seems fun to do some weird magic-powered technological advancements, then go nuts.
Kalvad is an imperial island nation ostensibly ruled by three kings, though they're largely figureheads overseeing an upper and lower parliament. The country has made itself rich and powerful by doing a whole lot of war and colonization. As historically one of the most magically powerful regions in the world, magicians have long been a vital tool in the empire's efforts to do both those things.
Unfortunately for Kalvad, the strength of magic in the world has waned considerably in the last 40 years. Where once Talent was rare but reasonably powerful, magic users are both becoming more commonplace and considerably weaker. Even older magicians and hedge-witches who once might have manufactured considerable arcane feats have seen some diminishing of their powers. A popular, but unproven, theory in academic circles is that those with Talent all draw from the same "well" of magic. As more people are born with the ability to tap into that resource, the less there is to go around. Resentment for those with weaker Talents among older generations of magic users is A Thing.
That said, increased availability of minor magics has kick-started a 'minor magic' powered industrial revolution. Parlor witches who perform small arcane conveniences are growing in number; minor charms and enchantments have become more readily available to lower classes. Meanwhile, the non-magical population is slowly being shunted out of their respective cottage industry jobs and into factories powered by great enchanted machines. The empire as the world knows it is clearly teetering on the brink of major social and political upheaval, both at home and abroad. The consequences of all this change just haven't quite played themselves out yet, though you can bet there are people rushing around in an attempt to cover their asses before they do.
Special Abilities Characters will be nerfed of any abilities they had in Thedas, but can be Talented in Kalvad terms or not. Any Talented character under 40 is likely to be able to produce only minor magics (think lighting fires in fireplaces, being able to heal minor injuries, and temporarily being able to enchant objects to do one specific thing). Anyone over forty can be a little flashier (think appearance altering glamors, temporary invisibility, transfiguration and significant healing). General magic flavor is: Brothers Grimm fairy tales and Arthurian legends, except that someone somewhere made all that weirdly pliable magic adhere to a strict ruleset. Easy, thoughtless channeling of magic is a secret lost long before the arcane powers in the world began to diminish. Now, all magic must be carefully and deliberately designed and constructed. The magicians most accomplished by Kalvadan standards are methodical and patient. Think clockmakers and mathematicians, not wizards on the side of a van.
Arrival: Members of Riftwatch will arrive through a rift and find themselves on the wooded outskirts of a sprawling city. Luckily, no one will witness their initial arrival. Even more convenient: once they've gotten their bearings and made their way into the city, they'll discover they aren't the only weird strangers in town (although they may want to strongly consider indulging in petty theft to make themselves stick out less—particularly as it comes time to infiltrate places). It seems that a sprawling months-long academic conference turned party turned cover for political intrigue and cold warfare has descended upon Somerset.
In the aftermath of what everyone is claiming to be a major military victory somewhere, delegations from a number of implicated countries have converged on the city at the invitation of the Kalvadan Crowns in order to share and demonstrate their various technical and arcane achievements. The World's Fair-like atmosphere has drawn a number of non-Talented tourists, scheming politicians, and cutthroat spies along with the legitimately academically and/or magically inclined.
While Somerset is something of a city of wonders by the world's estimation, it's still first and foremost a dirty and crowded industrial hub in a world that has yet to bother with paving all its major roads. The conference has quadrupled that effect, transforming it into a riot of sights, sound, and (often to its detriment) smells. At this point, finding a room and board in the city has become less a question of where you want to stay and more one of how many other people you're willing to timeshare a bed with.
Luckily, it doesn't seem like Riftwatch will be sticking around long. Some snooping around the of pamphleting/gossip will reveal that the artifact they're after is likely to be found in the grand exhibition hall, and that there will be an opportunity to get their hands on it that evening.
6 ↠ Abeir-Toril
D&D Forgotten Realms, Astarion
The D&D continent of Faerûn is loosely based on Eurasia—if it ran entirely on magic, was roughly stuck somewhere in the 14th century forever, and was filled to the brim with elves, dragons, gnolls, faeries, gods, demi-gods, and just about any myth (or mythological creature) you’ve ever encountered in your life. For the purpose of simplicity, everyone from Riftwatch is going to get plunked down in the titular Baldur’s Gate: the city is massive, it’s known as the jewel of Faerûn, and its cultures, districts, trades and pastimes reflect that remarkable splendor. Still, think of it like Kirkwall in that there are some pretty damn rigid socioeconomic divides separating the city via districts. QUICK GUIDE.
The Upper City is the fancy part of town where nobles (known as Patriar) and their servants live, and it also houses the city’s government and key recreational buildings. There are no bars, pubs, taverns or drinking halls. Anything rowdy happens behind closed doors, and if you don't have an invitation, you'd better look for fun somewhere else. Magical enchantments and lanterns make it beyond stunning at night to stroll through. Lower City is more varied: you’ll find taverns, shops, tons of entertainment and ample trade, as well as pirates by the docks (and their ships), and the harbor waters are absolutely gorgeous for sailing on calm days. Doors are shut and locked during nighttime hours aside from taverns, inns or gambling parlors. Visibility is also lower at night when harbor fog rolls in, particularly where poorer residents can't afford oil, tallow or magic every night. The Undercity stretches deep (and hidden) beneath both the Upper and Lower Cities: it begins at its most shallow within the city as sewers and along seawall cliffs as open-mouthed caves. The deeper you go, the worse it gets: undead catacombs, cultists, temples, blood sport and bloody magic prevail alongside monsters too dangerous to clear out. Outer City sucks. There's almost next to no law or order, and is inherently dangerous to explore. Treat it like Lowtown for the most part, and you'll be pretty smack on (slavers and actual kind impoverished poor included).
CULTURE: Baldur’s Gate is primarily run by humans, and to a lesser extent, elves. Other races aren’t really considered a foothold here, but they’re more than welcome in the city and treated exceptionally well with a few exceptions here and there (ogres, trolls, more ferally inclined goblins, etc). This is not at all like Thedas: someone more familiar with discrimination against non-humans, certain pairings and particularly mages wouldn't find it here. Most of the time if you dress nicely and carry yourself well, you’ll be well respected. Or robbed. Or both!
Special Abilities: Characters will be adjusted to fit D&D, and powers are optional for all. For D&D’s magic/power/race everything, please take a look at some basic classes.
Arrival: Characters will arrive via rifts torn into the Outer City, just along its riverfront sprawl. They won’t be too far from the city gates, but witnesses to the scene will be inclined to gossip and gawk, assuming everything from a freak magical incident to believing the new arrivals are wealthy travelers from somewhere far and exotic, who simply missed their mark in teleporting to the Upper City for sightseeing. Anyone wearing Thedosian clothes will be fine to go without changing— wearing something more modern or say, nothing at all for some reason, will definitely require staging some kind of Terminator II style clothing (theft) acquisition in order to fit in.
Ideally, the team will at least want to make their way into Lowtown in order to begin snooping around, but it’s a big damn city to say the least, and information is expensive. Astarion will help within reason, but being a vampire means that he can only afford to fund so much on his own.
Might be a good idea to do some fetch quests or live your best Adventuring Party life, because you’re all going to likely be here for a (time distorted) relative while.
7 ↠ Orphan Black
Alternate-Universe Earth, 2014; Toronto, Canada; Cosima Neihaus.
Real-world mid-2010s, but secret unethical biology/biotech experiments including viable human cloning in the mid 1980s. Carrying out such technologically advanced work is a combination of international organizations including a private research company, at least one paramilitary organization and a shadowy organization that oversees both. (Orphan Black also features minor differences from our world typical of its genre, such as plot-convenient hacking and variably competent law enforcement, but the cloning project and related scientific offshoots are the most salient differences.) Relevant to this plot in particular, the Dyad Institute is a private organization, considered ""fringe"" by the mainstream scientific community, devoted to research related to human evolution and biotechnology. Some of its many employees had connections to the ""neolutionism"" community, the members of which believed human evolution should be actively shaped by scientific and technological intervention. The organization was responsible for the project that created Cosima and her sisters roughly 30 years before in-world present day. Also at the moment they're jumping to, Cosima works there, it's complicated. (If anyone is familiar with the canon, we're jumping in circa season two.)
A tiny pinboard.
Special Abilities: None, you're all just unpowered humans. Sorry/you're welcome.
Arrival: The group arrives at what turns out to be a nondenominational winter party for a local school; there are some mild shenanigans as Cosima clocks that it's a school attended by children she knows, and more pressingly, partially overseen by their mother, who has Cosima's face. Cosima press gangs one or more other people into helping her hide her own face while negotiating with Alison to borrow her minivan. She shuttles the group to Alison's large suburban Toronto home, which becomes the FR group's base of operation. (It is perhaps telling that while Alison finds this frustrating, she and her husband Donnie do sort of roll with it also.) If desired/depending on how big the group is, Cosima could also stow some Riftwatchers with Felix, the foster brother of one of her other clones, who has a big artsy loft downtown. She is not against taking anyone to her place, but she's a grad student; it's not huge. Everyone who knows how to use a phone or can be trusted to figure it out with a tutorial gets a burner phone for convenience. (Perhaps additionally telling how quickly Alison gets everyone a burner phone. She also decorates the protective cases for them. No, it's not optional.)
8 ↠ The Last of Us
Post-Apocalyptic Earth, Spring 2038, Seattle, Abby Lasterson & Ellie Williams.
This world was ours until 2013, when a worldwide pandemic broke out overnight. A fungus (cordyceps) that had originally infected mainly insects adapted to infect human beings. Anyone bitten by an infected person or who has breathed in a significant or concentrated amount of fungal spores becomes infected themselves. Over a maximum of two days, they utterly lose their humanity and deteriorate into violent monsters, eventually sprouting spores and fungal plates. There is no known cure, and the only human being ever known to be immune is Ellie Williams. 25 or so years later, humanity has crumbled into various factions in a struggle to survive. First came the Federal (FEDRA) response, resulting in Quarantine Zones and martial law. Life in the zones is highly regulated, with work assignments and rations that often aren't enough to go around. Many citizens are forced to turn to crime just to make ends meet. Orphaned children become wards of the state and are trained to become FEDRA soldiers by the time they're sixteen.
Various civilian groups rose up to rebel against FEDRA, forming factions such as the Fireflies (rebels who recruited scientists in an effort to find a cure), and the Washington Liberation Front (a militia-minded organization who overthrew FEDRA in Seattle). There are other smaller groups such as the religious zealots called the Seraphites, or the violent slavers known as the Rattlers.
Few and far between are independent human settlements like Jackson of Wyoming, where small communities have managed to gain self-sufficiency and safety with tireless group effort and highly vigilant defenders. They bolster their numbers by welcoming peaceful outsiders and engaging in trade with travelers.
Living outside of these groups, people are largely on their own, vulnerable to packs of hunters, bandits and even cannibals that prey on anyone brave enough to risk travel.
The infected are an ever-present threat everywhere, and the world is a ruin quickly being reclaimed by nature. (cw: body horror in the link) See board for world aesthetic and depictions of the Infected.
Special Abilities: Everyone is a normal human here. No supernatural powers, no magic, no non-humans.
Arrival: Welcome one of Ellie and Abby's least favorite places: Seattle. The Space Needle is visible in the distance, so despite the advanced state of decay, it's actually recognizable. Except it's been bombed, and rotting, and nature's reclaimed it for the last quarter-century. This adventure won't be for the faint of heart; there are no home bases and no safe space to be had. All clothing, supplies, weaponry and food are things you'll need to find yourself. Everyone can assume they'll get a quick lesson in gun safety and a rundown on various types of infected. Multiple rifts will open, so feel free to appear anywhere in the city (even apart from others) but expect to find no native allies. The city of Seattle is embroiled in civil war between the Seraphites (a religious cult who rejects anything "old world" and scars their faces, called "Scars") and the Washington Liberation Front (a ruthless mercenary coalition, called "Wolves") and both sides will assume you're with the other group and attack on sight. Better pick up a brick.
World 8 ↠ Apocalyptic Seattle
Keep in mind that nowhere has working power or plumbing. See here for world and mission details.]
ARRIVALS
Ellie is the first to get to her feet, bow in hand as the smell of standing water, dust and rotting things reaches her lungs. She drags in a slow, loud breath as the street resolves around them.
She holds it. Nothing happens. No glow.
Of course.
"... stay right on my ass. Stick to cover. Whatever you do, do not let anything-"
Footsteps. Running. A loud, piercing shriek that's somewhere between human and animal. Ellie whips around, bow immediately up as something rounds the brick corner of a store and comes barreling toward them. It looks like a person, blood-smeared, discolored, wounded and rotting. It moves like it's forgotten it's wearing human skin, like it knows it has feet at the end of its legs.
Ellie's arrow catches it in the neck, and the thing drops, screaming, sobbing, drowning on its own blood before it finally goes limp and still.
"... bite you."
There is a horrible pause before another scream sounds, just around a corner.
[Feel free to have your character arrive elsewhere in the city and assume they meet up later. No tag order for this starter, only chaos.]
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A thin sound from Benedict, still sitting on the ground with his hands splayed before him, coming to terms with two facts simultaneously: one, that the thing in front of them is straight out of a nightmare, and two, that he can't make a barrier to enclose the party.
"--what the fuck?"
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Mobius steps in front of Benedict, sliding a shield to his arm with a well-practiced move, sword in the other with a nice firm strap around the handle. It's not exactly guns and kevlar, but he's still plenty prepared to protect the man on the ground and anyone else that needs it. A sword can take out a person-like enemy as neatly as an arrow, after all.
"Shit," he breathes, brow drawn. Ellie knows this world, which means Abby does, too, which means this is a real crapsack kind of place. "Come on, get up. You got any weapon on you?" Anything that isn't magic. A staff, perhaps?
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This water-logged, cratered ruin of a street matters now only in it's potentials: potential high ground, potential safety.
Potential entry points for more of these rotting, shrieking figures rattling their way out of the rotting buildings on either side of the street.
The second runner, shambling, tripping over itself to try and grasp and bite, has it's head splattered into wet fragments for it's trouble. Ellis' grip shifts on his mace, readjusting, listening as a deeper, guttural groan echoes out to them.
"Where?" is brisk, to Ellie, without looking at her at all. If there's a place they should run to, she must know. Who else among them is offering instruction?
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EXPLORATION & ENCOUNTERS
Ellie and Abby will not babysit and will not stop anybody from wandering. Guns and ammo aren't plentiful, but can be taken off a fallen enemy or sometimes found. If asked, Ellie or Abby will explain the basics.
Some of the places are safer, like abandoned shops and homes. These may contain various supplies and mementos of the people who lived there, but Infected love to hang out in dark areas and basements.
Scars... sorry, Seraphites and WLF soldiers roam the area in small groups, and it's far better to die than be captured. The (un)lucky might get a glimpse of what Seraphites do to the people they catch. (cw: gore/death in link)
Be careful out there.
Close Calls ↠ Closed to Abby
Their world is a nightmare and always has been, but some nearly three years away from it are a twisted up amalgamation of what she's forgotten and what she never will.
She has a new perspective of what life is supposed to be, but this place has never left her bones.
They find doors that close in an office building meeting room, and Ellie steps into the hallway for a moment, just to catch her breath. To level the axe that she picked up from one of the corpses in her hand, rolling it through her fingers. She'd known it was just a matter of time before the Fade formed this place for her and Abby, and even if it's a dream, she knows from experience that it has captured every horrible detail. Right down to the last dust mote.
It smells the same. It turns her stomach. It terrifies her in ways it didn't before, because she's got so many people in the next room that she doesn't want to imagine living without, and not a one of them fully grasp the danger they're in.
She wonders how many of them will make it through the next few weeks, and that split second of weakness hurts to the core before she locks it up, straightens her spine, flicks her eyes to the side as the door opens a few feet away.
Looks like Abby had the same idea.
She amends her thoughts. There is one other person who recognizes the danger they're in.
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She hadn't missed it.
Without looking she can tell Ellie is there in the hallway with her. Call it survivor's instinct.
They haven't spoken to each other in months.
"... I had this nightmare for months," she says, voice working over her dry throat. Hadn't missed being thirsty either, or constantly on the look out for food, something to boil down and drink, "And I'm still scared."
In her defense this is the wrong way around. The infected were always bursting through into the Gallows in Abby's dreams, she never brought Riftwatch home. They had the advantage every time, had their magic, shards, swords and shields alike. Tomorrow, she is going to have to teach multiple people how to hold and shoot a revolver. She feels sick to her stomach just thinking about it.
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She has her mouth open and everything, but Abby, just like always, beats her to it.
... and tells her exactly how she feels, like they never stopped talking at all.
For a second, silence reigns. The muffled voices on the other side of the door, the whispers of wind and the scent of what will become rain.
"Me too," Ellie says softly. It feels like a hole in her stomach now. That constant, gnawing fear, the shadow of death pressing close, like an old love. She hasn't feared it in such a long time. Not on her own behalf. Now, with all of them there...
But now's not the time to delve into that. She has something more important to say, before they can get into anything else.
"Abby, I-"
Something down the hallway cuts her off. A soft skittering noise that pulls both of their attention immediately off into the dark. A glimpse of a spindly, rotting and fungus-encrusted leg, pulling itself away down a corridor, out of the light.
"... shhhit," she breathes, and brings the axe loosely into her hand. Ready.
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cw: gore
cw: gorier
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cw: more gore haha you thought
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Gun Safety; open
Glimmer winces as she tugs the holster away after undoing the gun belt.
"...Sorry. I don't think you need this anymore," she murmurs, half to herself.
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She doesn't recognise him. Doesn't even feel a spasm of guilt over the sight of a body in uniform, the bright yellow triangle patch on his right arm bearing a snarling wolf; she should, right? She stares at him, and then shifts her attention to the gun in Glimmer's hands.
"Know how to use that?"
Abby doesn't doubt that she could already know. Glimmer is... full of surprises.
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Grocery Shopping ↠ Closed to Clarisse
"Fuck yeah, found some of those little cake things," Ellie says from where she's crouched down next to a ruined, dusty rack of an abandoned gas station, picking up those and the chips. Everything's stale, sure, but the calorie-dense sugar is a good find, alongside the several cans they've managed to square away.
"Hey, go long."
She cocks her arm back, and whether she's ready or not, pitches them a few aisles over to her.
She might be stalling; there's a supply closet in the back where she can see the good stuff is probably stored. Painkillers, medical supplies, stuff to make explosives. It's also got some spores crawling up the side of the wall near it, giving a hint of what might also be in there.
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This gas station is somewhere in the middle, smell-wise.
She's been pretty quiet since they've been here. Not scared quiet, just serious, prepping for something bad to go down. For all her dicking around in the Gallows, Clarisse knows when to shut up and pay attention.
She still spares a smile for Ellie as she reaches up to catch the stuff being thrown in her direction. The smile's a little bit grim, but it's genuine. She stuffs the food into her backpack.
"Thousand year old zebra cakes... gourmet." She stands from her crouching position and looks longingly in the direction of the empty fridge lining the far wall. "Now we just need some Red Bull."
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Ellie gestures back over at the fridges, where they're all clouded over with dust. "25 year old expired syrup, probably?"
Ellie tears open a packet of salted peanuts with her teeth, pops one in her mouth. Clarisse is handling this better than most of the others, but Ellie doesn't doubt she's scared, too. She'd have to be stupid not to be.
"Y'know, until I saw these things new, I never actually believed it," she says, pointing out the fridges. "Power on all the time, just keeping drinks cold."
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cw: gore
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cw: body horror
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cw: injury
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& EXPLANATIONS, open
A fire has been established in the old furnace occupying what was a living room. Broken windows, long since boarded up with rotting planks of wood keep the light contained inside.
The stink of plant decay is underneath of everything. The corners of the room are green, wet. Abby is on the floor with her legs crossed, having chosen to give the sagging, damp couch a calculated miss. She is counting out bullets, nice and slow, rolling her index finger over each in turn, and her braid hangs into the empty space as she leans over her work.
"So," she says, swallowing over a dry throat, "You having fun yet?"
bitch you live like this??
"How do you do this," he asks in a hushed voice, rationally afraid to speak too loudly.
:(
She is trying so hard not to think about who is resting upstairs, otherwise she might throw up. That's a lot of people to get up and moving at a moment's notice if she hears something go wrong out there.
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cw discussion of murder/death
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for Clarisse
And once she realises where they need to be going, and what they're going to have to do when they get there-
"Hey," she says, jerking her chin at Clarisse one afternoon, "Come with me."
They've stopped for the day anyway, they're taking a break. Gives Abby plenty of time to round up somebody who can and will punch the infected in the fucking throat, and take her out for a round of ammunition hunting.
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cw description of bodies
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"No," is deadpan.
His attention passes to her, the little wealth of bullets she is taking careful account of.
"I've been trying to consider whether this is better or worse than a camp in a swamp."
Another dream. A different dream. An equally desperate set of circumstances. Abby wouldn't know of it, and John doesn't think to volunteer.
"Do you have enough of those?"
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closed / abby + ellie
Up to and including the shotgun dropped into his hands.
There are some commonalities. The heavy stock, similar enough to Wysteria's creation that Ellis knows it must brace against his shoulder. The trigger, which Ellis knocks to keep his finger off for now. As for the rest, the dully gleaming barrels and absence of fuse to light, Ellis frowns over before his gaze lifts to Abby and Ellie in turn.
A raise of eyebrows carries a clear sentiment, however silent Ellis remains: Now what?
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"It's called a shotgun. This thing's got a range of about that far, before it starts to stop being accurate," Ellie explains, gesturing to a nearby wall. "The closer something gets, the more damage it's gonna do."
As Ellie speaks, she guides his hand, showing him the quickest draw from that position, what he'll need to practice over and over.
"A handgun's not gonna do much to a clicker, but this will."
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a brief aside:
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hipchecks back in
sprints to catch up
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squeaks this in
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The Rat King ↠ Closed
[Signups for this closed log will be here. Heavy combat, free-for-all, no tag order.]
https://i.imgur.com/drKGFBF.png
This far down the air is thick with spores damp, practically pulsing. Abby leads their chosen group through a corridor she marked out for them on a rough map of the area, and aside from the muffled drawing of breath through filters and masks, the place is disturbingly silent... until something roars. The sound is muffled to a dull rumble by an unknowable distance, but Abby's stomach feels leaden, heavy with numbing dread.
It's one thing to have walked in here unknowing, another to understand what is making that sound. She has to remind herself: she knows where it is, this time, so it won't scare the shit out of her. She's mapped this space out for the others too: a large, cavernous car lot where it caught her first, and she's shown them how they can keep it in there, because they might end up better off. There are a lot of vehicles to duck and hide behind, and the room is big. Everybody is armed to the teeth, they know what they're getting into.
(Ellie is with her, trailing immediately behind. Her presence there is inexplicably reassuring, but in Abby's defense, a lot of crazy shit has been happening today.)
In lieu of clambering into the back of the ambulance to complete the circle of events, Abby opts to announce their arrival instead, by firing once into the side of a truck. The sound brings forth a thousand screams-
and Abby realises that all this time she's been playing at bravery for the benefit of everybody else, because fear bubbles up so thick in her throat she almost chokes up on it, and fear suddenly makes her forget how to breathe-
and the rat king roars, staggering out of the darkness at them, slow to pick up speed and then hurtling toward Abby at a terrifying pace once it finds its feet. She screams, and dives out of its way. "Go!"
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It's worse in the red, steadily pulsing light of the basement, where it feels like they're inside a beating heart.
She can remember it. Pulling on the rage, on the pain, on the grief, and explosively letting it out, even while everything in her screamed for her to stop. She's holding it at bay, though, and they're all probably shitting their pants, so hopefully Ellie's miniature panic attack is going to be overlooked in the moment.
Ellie focuses on covering Abby, and it's comforting to have her there, along with others she knows she can count on. She's seen all of them fight before.
It all goes out the window when the thing comes hurtling into view. It's so much bigger, so much faster, and so much worse than Ellie could have possibly imagined.
"Oh, fuck no!" Ellie screams as they scatter backward, and hopefully everyone's doing that, because the rat king's bull-rush is strong enough to crush in the back of the rotted, rusted ambulance.
The sound is deafening, but so is the nail bomb that Ellie throws directly into its face. One of its faces. The boom and scream both reverberate off the concrete walls, carried by the layer of water on the floor.
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