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Fantasy Death my Dear || Apocalyptic || Literate || Open!

Glacialis266018

Glacialis
Roleplay Availability
Roleplay Type(s)
Plot

[An entry found to have been written in a diary exactly five years after the apocalypse began, the owner of which is now assumed to be deceased]
To whoever finds this diary,

Scientists said that the world would end in 2050. Global warming, climate change, pollution… All of those were factors in determining when earth's final moments would come. It's now January 1st, 2030— marking five years since the world ended. Humanity's reign on earth has long ceased, and in their place something far, far worse has assumed power— something savage and terrifying. Creatures that are relentless in their desire to taste human blood.

Zombies.

People that once had prosperous lives were turned into beasts without a shred of mercy. Nobody knows exactly how they came into existence— some say it was from a failed experiment that'd gotten out of hand. Others blame all of their problems on foreign nations and choose to believe that they released the zombies. All I know is that they were first sighted around a lab in Los Angeles on January 1st, 2025— it was one hell of a new year. They multiplied in droves, the bloodied, turned people biting others in order to spread the virus. Soon, zombies were all across the United States, and it didn't take long for them to pop up everywhere else, too.

There would be no help arriving to save anybody. Those that should take charge in such situations were busy looking for people to infect, if not already sinking their teeth into the flesh of some poor, terrified human victim. Humanity would lose to this virus, eventually ceasing to exist. At least, that's what everyone thought.

Some people— either very skilled or very lucky— managed to survive the initial chaos. A handful of those people are still alive to this day, hiding inside of their houses and only leaving when necessary to make supply runs. Others died, torn apart by hordes of the infected. But, listen to this.

I heard that about two weeks ago, a group of people from the Northeast Coast— the opposite side of the United States from where the infected were first spotted— managed to not only survive, but they banded together. Somehow, someway they grouped up and traveled to the rural town of New Ashford, Massachusetts, and set up a base in an abandoned complex of houses. The group was small, rag-tag, and unfamiliar with each other. However, they were able to clear out some of the town and thanks to the nearby grocery stores whose residents probably now lay in a pool of their own blood, gathered tons of supplies. Food, water, medical supplies— even luxuries such as batteries and portable phone chargers.

I've also heard rumors that their luck is running out. Recently, more zombies have been flocking over to their area, and they've been rather overwhelmed. Much earlier in the apocalypse, another group of survivors, though a margin larger, made home to Seattle, Washington. We claimed the city maybe a year after the pandemic arose. The two groups were able to contact each other, albeit miraculously, and it seems like the Northeast group is thinking of making the journey over to Seattle. I wonder how many will die along the way?

I wish that I could write more, but it seems like there's a commotion outside. Hopefully I live to write again. Farewell.

Sincerely,
 
Rules

1: Obviously, all of RP Nation's rules apply

2: Be active. In order to avoid this RP dying, I'd appreciate at least a post or two per week at minimum. Of course, if something comes up and you're already accepted, then PM me and we can work something out.

3: No OP characters, Weeping Willows, Mary Sue's, etc.

4: This is a literate RP! Your posts don't have to be pages long, but, please be detailed and have some length to your posts. Don't just write a few sentences— when there's nothing to write off of, then it's difficult to come up with a response to your post.

5: This RP is limited to a small group in an effort to keep it alive. Due to it being so small, I may be strict on accepting characters. Don't be offended if your character doesn't get accepted! Speaking of that…

6: I reserve the right to decline and accept forms as I see fit. Please don't be disrespectful if I decline you— as I mentioned, acceptance will probably be strict.

7: Reservations last 48 hours. If you need an extension, then feel free to PM me.

8: Your character cannot be beneath the age of 15. There will be no exceptions to this rule.

9: This is an apocalyptic RP. Your character will get hurt at times— whether the injury is major or minor— and isn't always going to be energetic and raring to go. Of course, that doesn't mean that your character can constantly be getting huge injuries or causing trouble, either.

10: Hate the character, not the player. Acting disrespectfully towards somebody may cause them to respond in kind, and may result in you getting booted.

11: Any questions can be asked via PMs— this is just so that the sign-ups aren't clogged. When the discussion is created, though, ask away!

12: Have fun and enjoy yourself! After all, that's why this was created.

Group Rules

1: The group goes first, and the safety of everybody comes above one person's desires

2: Do not cause unnecessary conflict between your subordinates

3: Share any supplies that you find with the group

4: The group operates with a buddy system in place to ensure everyone's safety. You are responsible for the safety of your buddy outside of the base. That being said, you should still look out for your other group members.

5: Do not go out alone. Considering the small size of the group, each member is far too valuable to throw their lives away.

6: Respect your subordinates.
 
The Zombies

[A recording by a scientist made approximately two years into the apocalypse]

The infected, or "zombies" are the result of an unknown parasite which has taken over the host human's body and turned them into a cannibalistic killing machine. The parasite spreads when an infected individual's bodily fluids such as sweat, blood, or more commonly saliva come into contact with an uninfected person. This means that if fluids from a zombie touch an open wound, then you'll turn. However, it is most often biting that spreads the virus. Seconds after infection, the victim's eyesight will start to dull, their behavior will become erratic and unpredictable, and then they'll collapse and begin to seize, foaming at the mouth as their body violently shakes. This process is what one will experience before their body goes limp and they die before "coming back to life" as a zombie, which is really just the parasite taking over and stimulating the brain.

I've found that each zombie exhibits behaviors similar to those that they did when they were human. Those that had more secluded, introverted personalities while they were alive tend not to attack people as often, while an extrovert might be more aggressive, persistent, and bold in pursuing anything that it views as prey. I've even observed infected kicking around stray soccer balls with their feet. Another common trait that I've observed from the zombies is that they display nervous, erratic body language— oftentimes, I spot them chewing on their fingernails, pacing, and frequently looking behind themselves.

Unlike those seen in movies, the zombies in this world show signs of intelligence. Whether it be memorizing faces, remembering the direction that a potential meal ran in, or even just climbing over an obstacle— these things are much more terrifying than anything from a zombie film. You can't just hide behind a fence to avoid them, instead, you'll have to think if you want to survive an encounter with one of the infected. On occasion, they can even use the voices that they once had when they were human, and will use that to lure a gullible survivor into an isolated area. Talk about creepy.

Thankfully, zombies are rather impartial to light, and will prefer to stay in dark, shaded areas during the daytime. On the contrary, they tend to be extremely active during the night, as that's when they're on the hunt for a potential meal. Though, their eyesight is extremely poor, which actually isn't much of a detriment when you consider how good their senses of hearing and smell are. These creatures are able to pick up the scent of blood from several meters away, and can hear even the most subtle of sounds. If you find yourself in a dangerous situation with a zombie, then consider using sound to lure them away. There isn't much you can do about your scent, but, with how sensitive the infecteds' ears are, sound is the best option for escape.

I've organized what "class" a zombie belongs to based on factors such as intelligence, physical strength, and how developed their senses are, with the first class being the most dangerous and the third being the easiest to deal with.

Class 3: Threes/Thirds

Thirds, which are the lowest, most common class of zombie, also happen to be the easiest to dispose of. They are quickly identifiable, even if you aren't able to get a close look at one. They drag their feet, hunch over when they walk, and let out loud, audible groans and growls instead of coherent speech. If you can manage to get close to a Third, then you'll find that their eyes are soulless and harbor no emotion— instead, they're pure white without any iris or pupil. Thirds, like all other zombies, smell strongly of death and rotting flesh.

Thirds are the class with the least physical strength and intellectual abilities. They are no more athletic than they were when they were human— in fact, some have even deteriorated in terms of physical fitness. Their intelligence levels range from being able to memorize faces to knowing how to avoid simple obstacles such as fences, as I described earlier. However, staying inside behind a locked door should keep you safe from a Third, since, strangely enough, they don't seem to be aware of how to unlock them. A horde, however, won't waste any time in destroying a weak door if they can just take it down with sheer strength in numbers. They lose interest in survivors that've run away rather quickly.

If you find yourself in a scuffle with a Third, then you'll find that killing them is quite the easy task. They have predictable, simple attack patterns and only about as much athleticness as a normal person. Simply aim for their brain, heart, or lungs and you'll have yourself a dead Third. Destroying major blood vessels, organs, or depleting them of too much blood will also result in their death. You can also incapacitate them by inflicting significant enough damage to their limbs, preferably their legs.

Assessment: Not a threat in small numbers— a skilled survivor can kill or incapacitate.

Class 2: Twos/Seconds

Unlike Thirds, Seconds, on the other hand, are much more dangerous. They aren't as common as Thirds, but, for the most part, look and act similarly, which makes them difficult to tell apart. The differences in physical appearance and body language between the two classes are extremely subtle— Twos lift their feet slightly higher than Thirds when they walk and keep their backs slightly straighter instead of completely slouching over. Occasionally, they may let out a snarl, but aren't as vocal as Threes. The most major difference is that a Two's eyes are purely black in color instead of purely white like a Third's. While Seconds still do harbor small pieces of their personalities from when they were once human, they are much more anxious and unpredictable in behavior than Thirds. This makes them significantly more aggressive and prone to attack.

The real danger lies in a Second's level of intelligence. They can do anything that a Three can, but better. They know not just how to climb over an obstacle, but can find shortcuts around them. They can memorize faces and names that they hear, and comprehend basic speech between people. In fact, they can even form simple sentences themselves and mimic the voices that they once had as humans. They will use their voices to yell out for help, luring in an unfortunate survivor to a secluded place before going for the kill. Additionally, Seconds know how to open doors, and if they're unable to open it and there's a ventilation shaft around, then they'll climb through vents until they reach the room in which they want to get into. They do not lose interest in prey as easily as a Third will.

A Two can't be killed as easily as a Three— in fact, they're moderate to take down in terms of difficulty. They have enhanced physical strength and speed compared to when they were human, and better hearing and smell than Thirds, although their eyesight is just as terrible. They have less predictable, more erratic attack patterns, making them hard to hit. Their skin is tougher than a Third's as well, so trying to cut off limbs or pierce through their lungs, heart, or organs might require some effort. The quickest way to kill them is to aim for their head— a well-placed shot to the brain is enough to render them dead. If you want to run from one, keep in mind that they won't fall for distractions as easily as a Three will, but, since they have more sensitive hearing, sounds may still throw them off.

Assessment: Threat; avoid. If fighting is necessary, aim for the head.

Class 1: Ones/Firsts

Ones are the rarest, yet most dangerous class of zombie. They are instantly recognizable from their ghost white skin and pure, pitch black eyes. A One will carry itself like a normal, conscious human would— it'll walk with its back straight and lift its feet off of the ground instead of dragging them as a Three would do. Ones do not let out snarls, groans, or anything like that— they usually don't vocalize so that they can stay hidden from any survivors that might be around. Usually, a One will recognize the presence of a human faster than the human realizes that the One is there, and by then, it's too late. When they are recognized, though, a First can and will speak to people. They can form complex, coherent sentences, and even have the ability to mimic voices that they've heard instead of being restricted to solely their own voice.

Ones are extremely aggressive, but also know when to retreat in the rare instance that they get hurt. Their intelligence levels are even higher than that of a Two's— in fact, oftentimes, they're smarter than survivors. They can do anything from lock picking a locked door to spying on people until the right time to go in for the kill comes around. They can register faces, names, and important information said by survivors in their head, and will remember everything. They know how to read, write, and if it comes down to it, will negotiate or take people hostage. Due to their advanced speech and mimicking abilities, they will imitate the voice of another person in order to lure a close friend or companion that they were with in.

Other zombies seem to have a sense of fear, admiration, and respect for Ones. In fact, I've heard rumors that they've been seen leading and commanding massive hordes of lower zombies, taking strength in numbers to a whole new level. Ones will pursue a target until they are dead, but if they happen to lose a potential meal, will attempt to figure out where they've gone and chase after them.

Ones can have 2-5x the amount of physical strength and speed that a Two has, making them almost impossible to outrun or beat in hand-to-hand combat. They have incredibly tough skin and thick armor plates protecting most of their vital areas, and even if they didn't, they have such coordinated, precise attack patterns that they are extraordinarily difficult to land a solid hit on. They even have better senses than other zombies— in fact, they can even see better and will amble about during the day. If you have to engage in combat with a One, then aim for the head and only for the head. Destruction or damage to the brain will result in death. Don't bother distracting these things with anything but light— something like a flashbang or explosive will temporarily blind them and cause disorientation. They are too smart to be distracted by sound, even if their ears are sensitive.

Assessment: Extreme threat; avoid at all costs. If they spot you or you suspect one is in the area, run. Do not engage in combat if you can avoid it.

Unknowns/Anomalies

These are zombies that don't meet the appearance, abilities, or standards of any of the previously mentioned classes. Their abilities and behavior vary— they can be intelligent or dumb as a rock. Strong or weak— in fact, I've heard that some can be more powerful than Ones or even weaker than a Three. Maybe there could even be a friendly one out there with how weird these things are. There isn't much information on this species of infected— just that they're unpredictable and quite scarce.

Assessment: Unknown. More information needed; approach with caution
 
World Lore & Other Information

2023_05_25_0ot_Kleki.png

The zombies first appeared on January 1st, 2025. At the time of the roleplay, it is January 1st, 2030, officially marking five years since the world was overrun with zombies. Since it's January and our group is in Massachusetts, which happens to be on the Northeast Coast, it's considerably cold. Temperatures can get as low as 16°F, so the group will be dressed in heavy winter coats and warm gear when the roleplay begins. As time goes on and winter changes into spring, they'll have to find clothes better suited to warm weather.

Since most car batteries typically last between 3-4 years and the apocalypse has been going on for five years, there aren't many cars that are still functional. Unless the group can manage to find one or charge a car battery, most of the journey to Seattle will be on foot or horseback if the group is lucky enough to find gentle, living horses. Speaking of animals, most domesticated animals will be dead or roaming out on the streets, which have begun to be reclaimed by mother nature and are teeming with vines, trees, and wildlife along with the infected. Buildings and concrete are crumbling and starting to decay, and electricity has been out for a while. This means that meat, dairy, and all other perishables will be spoiled. However, grocery stores are still teeming with non-perishables such as canned food, salt, sugar, honey, alcohol, white rice, oats, dried pasta, dried beans, coffee, and tea.

Currently, the group lives in a small apartment complex that stands alone on the edge of the rural town of New Ashford, Massachusetts. On the outside of the apartment, it's made up of white wooden boards which cover a majority of it, along with a gray, sloped slate roof. However, there are vines and plant life growing along the outside of the house and covering many of the clouded glass windows. The front lawn is overgrown and littered with dead bodies of the infected that the group has disposed of.

There are three floors to the apartment— each has the same layout and is accessible by climbing up the central staircase, which is accessible immediately upon entering the building. The entryway to the living quarters of each floor is marked by a prominent white door. Below is a drawing of each apartment's layout (even though it's a bit sloppy).

2023_05_25_0wg_Kleki.png

If you have any questions, feel free to PM me or ask in the discussion thread (the discussion isn't up yet)
 
Role List

The Leader: [0/1]

-OPEN

The Subordinates: [1/7]

-Reserved for me

-OPEN

-The leader's job is to guide the subordinates of the group and make major decisions. They have the group's utmost trust and respect, but they still do all of the jobs that the subordinates do.

-The subordinates make up a majority of the group. They go out on supply runs, explore, clear out hordes of infected, and hunt when necessary. They are responsible for each other's survival and are doing their best to ensure that they all make it to Seattle.

Buddy System

The group acts with a buddy system in place. The buddy system pairs you up with somebody from among the group, and you are mainly responsible for the safety of your partner when the two of you are away from the safety of the group or out on a mission. You will be paired up on every mission that you go on, unless your buddy dies, in which case you will be forced to take responsibility for their death and will not be assigned a new partner unless under specific circumstances.

Since there are eight people in the group, there will be four randomly assigned pairs.

Pair:

-

-

Pair:

-

-

Pair:

-

-

Pair:

-

-
 
Sign-up Sheet

A * means that something is optional. Feel free to add more on to your character's sheet

Please remove anything in brackets

Name:

Age [15-40]:

Gender:

Sexuality:

Personality:

Rank:

Appearance:

*Accessories:

*Weaponry:

Personality:

*Unique Skills:

Strengths [for every major strength, a weakness must be added to balance it out]:

Weaknesses:

*Likes:

*Dislikes:

*Kin:

Affiliations:

Backstory [does not have to be extremely detailed, but provide a brief insight into your character's past]:
 
name
SAMANTHA RAY GEISLER
age
TWENTY SIX
gender
FEMALE
sexuality
UNKNOWN
personality
One may see Samantha as sensible, cautious, careful & practical. In the past she has been described as clever, gifted, or talented, but she carries herself with modesty. She’s never been one who makes friends too quickly or easily, but is extremely loyal to the friends she does make and who expects the same loyalty in return. Those who really get to know her realize it takes a lot to shake her trust in others, but equally that it takes her a long time to get over if that trust is ever broken.
rank
SUBORDINATE
appearance
IMG_0672.jpeg
5'7", 136 lbs/54.43 kg, RED HAIR, BLUE EYES
weaponry
GARDENING TOOLS
Once a graduation gift from a coworker later became a great weapon. A handheld gardening fork, shovel, and pruner have done well as tools and defense.
HORI HORI KNIFE
A Japanese gardening knife with marks along the blade to measure depths completed with a serrated edge on one side and plain blade on the other.
SWISS ARMY ‘WINE OPENER”
A silly take on a swiss army blade completed with corkscrew, paper blade, and bottle opener.
unique skills
A GREEN THUMB
With a bachelors in agriculture along side a three year internship as a research assistant leading to a job in Agronomy left Sam with a knack for finding good places to grow things and ensure the crops flourish
strengths
HORTICULTURE
With her education, Sam knows a good deal about growing and maintaining plants.
HONEST
Samantha has never been one to lie. She’d rather be up front and honest.
weaknesses
BLUNT
Honesty can be a virtue. Maybe it is all the time she has spent with plants, but at times Samantha’s straight forward take can be off putting and even rude.
COMPULSIVE
It can be hard to convince Samantha to slow down for a moment and think at times. If she feels something must be done, she will do it and worry about the consequences later.
ASSERTIVE
Though standing up for one’s self is often a good trait to have, at times it can get in the way. If Samantha believes she is being dismissed or talked down to, she ensures an end to it quickly.

family
MOTHER
Carol Ann Kolger / 53 / Presumed Deceased
FATHER
Richard Michael Geisler / 54 / Presumed Deceased
SISTER
April Ann Geisler / 34 / Presumed Deceased
affiliations
N/A
history
Samantha Ray Geisler, born of Carol Ann Geisler (Kolger) and Richard Michael Geisler, December 30th, 2004 in Grand Rapids, North Dakota. B average student with an uneventful life. As a young girl, she took a great interest in her elderly neighbors garden which eventually turned into an essay which earned her a scholarship to North Dakota Agricultural College (NDSU) in Fargo. She found an internship with a soybean focused company after her first year in school. The next three of her education breezed by between work and school. She was eager to begin her career after graduation. Sadly, her dreams were cut short like many others in 2025. The last five years have been as rough on her as any other. But her luck and desirable skills have kept her alive this far, and she hopes for more years to come.
 
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Name: John O'Reilly

Age: 30

Gender: Male

Sexuality: Straight

Personality: John is a quiet, and resevred man. He is not one for the centre of attention and often finds himself as a reluctant leader. He tries hard to work and prove himself but can often be crippled by anxiety and self doubt. Since the fall of civilisation he has personally struggled with coming to terms of his new reality but puts on a brave face for the group that look to him for leadership.

Rank: Leader

Appearance:

char1.png


Weaponry:

- Sig Sauer P320 Pistol

Strengths:

Leadership

Military training

Basic bushcrafting skills

Weaknesses:

Anxiety: Can devolve into panic attacks.

Battle wound: Wound in the right leg impedes full movement

Paranoia: Highly suspicious of everyone and everything since the fall of civilisation, will possibly lead to friction in the group.

Affiliations:

Former Irish Defence Forces / UNIFIL

United States Forest Service

Backstory :

John was born in Ireland to a middle class family in the rural west coast. As a child he enjoyed outdoor pursuits like camping and hiking and would often find himself wandering through the fields and parks of his local area. As soon as he was old enough he joined the Irish defence forces. During his time in the force he served two rotations with the UNIFIL mission in Lebanon. ON his second tour he was wounded in a firefight in his right leg. After serving his time in the military John decided he would emigrate to Boston and live with his cousins. It was here that he learned abour the US Forest Service. After gaining US citizenship he joined the ranks, fulfilling his dream of working in the great outdoors.
 
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