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Realistic or Modern Madness and Death- Lore

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OmniscientBurrito

Junior Member
Roleplay Type(s)
The Timeline

2029- The Large Hadron Particle collider has an accident, its collision tunnel Collapsing and a massive detonation rocking Switzerland herald its destruction. The world mourns the loss of nearly two hundred scientists, workers, and civilians.

2031- The first disappearances begin to be noticed and logged. International authorities begin to investigate.

2032- Military task forces begin to be established as the otherworldly creatures begin to arrive on scene.

2033- Brazil and Argentina fall into chaos as the Great Roc rises from beneath Rio destroying the city and rampaging across South America for several days before climbing to a higher altitude and locking in a flight path.

2034- Swarms of Giant Heartbreaker mosquitoes Emerge along the United States Gulf coast. The death toll climbs into the millions.

2036- The Egyptian, Iranian, Australian, and Philippines Governments all fall silent as the monsters continue to rise in Intensity. The first Sightings of the Dire Hopper are reported,

2037- Russia, Italy, Spain, and Most of the Mediterranean nations begin to unravel as the Titanic Storm Lurker Rolls from greenland, across europe, to the Mediterranean, scooping up city blocks in its tendrils before making its nest somewhere near Cypress.

2039- China, Both Korea’s, Pakistan, India, And Japan all fall silent as the Himalayas erupt with swarms of dragons.

2040- The remaining nations of the world fall silent as the Plague of madness spreads throughout the vast majority of the worlds population. The “New Kingdom” Bunker Sends its calls to Seven young couples who are expecting children and then closes its doors.
~~~
2041- Experimentation on the Seven families begin. Samples of successes are taken and the birth of the first Bunker born humans for the new kingdom occurs.

2052- The bunkers first death is recorded as the Father of one of the “noble” houses dies. The day is marked as a day of remembrance.

2059- “King” Boreal, the bunkers owner, Dies in his sleep, revealing that he had a son living with him in his quarters the entire time. His Son, apparently in his early Twenties takes over as leader of the Bunker and Puts an end to the Experiments when the Seventh “successful” project occurs.

2069- The last of the parents who stepped into the bunker perish. The new kingdoms population is now almost 100% bunker born. Intermarriage between the families begins to occur, King Boreal Jr. keeps a close eye on the Offspring of these intermingled couples.

2072- The first child of the Second Generation of bunker born Children is birthed. While the child has no powers themselves, they are confirmed to have the genetic markers that the powers have confirming that the genes are passed on.

2084- King Boreal Jr. Dies after a nasty fall down the stairs. He is Replaced by King Boreal the third who reveals he is not a child and nor was his predecessor. Both The Jr and the Third were clones of the original Boreal. This most recent one has simply decided that lying is tiresome and something he is not keen to do, he hopes the Families understand.

2092- King Boreal the 3rd Decrees Every Powered child of the Noble houses between ages 18 months and 3 Years will be submitted to the Crusader Program. Where advanced Algorithms and AI teachers will train them to be ready to Reclaim the surface.

2109- A year of Celebration and Self reflection is Declared by King Boreal. The Noble houses reveal that only three years worth of resources remain. Which the king declares is plenty.

2110- The New Kingdom Bunker opens its doors and the Seven Families send out their Vanguards, young Noble family members who have spent their entire lives being prepared for this moment. Our journey begins.

 
The New Kingdom
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The Self sustaining Long term bunker named “The New Kingdom” was a project started by Roderick Boreal in the year 2019. This massive bunker was built to be Completely self sufficient, with livestock and Crop sections that could produce food, and its proximity to a natural water reservoir allows for quick access to clean water, with cleaning a filtration technologies that make the air extracted from the surface, along with the food and water safe for consumption. The Ground floor serves as a screening center and can be closed off from the rest of the bunker. Any new arrivals will be stuck waiting there until they can be processed and confirmed to not have any parasites or contagions. The first basement floor contains stores of medical supplies and the cleaning materials needed to perform the screening process. The Second basement floor contains stores of food, water, Clothes, Antibiotics, along with a wide array of priceless art and books from the old world not to mentions countless musical instruments.

The third basement floor is a social community area with several spokes expanding out from the central room. Multiple tables, chairs, tvs, and a limited kitchen exist in addition to private media rooms where the limited internet could be accessed and digital diaries are kept. The Eight spokes lead to seven rooms and a dead end hallway. The rooms include a Pool area, a Bowling alley, a movie theater, The infirmary, the Wheat fields, The livestock pen, And finally the Primary filtration unit. The dead end Leads to “King” Boreal’s private section of the bunker where a hidden section of wall can open to reveal his room.

Floors 4-10 are the Living quarters for the seven Noble families, Each Comes with Ten Small apartments, connected to a Community meeting area build around tue elevator tunnel. While each person can customize their own rooms limited space and supplies has lead to them having a kind of uniform look and feel, sadly as Well equipped as each room is The space is very limited and the apartments tend to be smaller than their surface equivalent. Each apartment comes with a highly secure personal safe designed to protect personal property like heirlooms, documents, and even photo pictures. King Boreal doesnt even have access to these safes.

The 11th & 12th floors house the Educational system, where the young are taught basic academic practices, and can even pursue education in any of the pre-approved Society rebuilding doctorate’s. The Ai Teacher Mrs M.E.L.D is programed with the collective educational curriculum of the majority of schools and universities in the western world, with a careful screening program selecting only the most accurate information to pass on. However Mrs M.E.L.D only handled half of the Reclaimers education, With the other half being Taught By Sgt MARDUK on floor 12. He is Another slightly addled Ai who is preprogrammed with Humanities entire history of War.

The 13th floor, is the Health center, where many experiments were carried out. It is now a fully operational Gym and fitness center. It is also where Genetic tests are carried put and happens to be the second most spacious floor, which kind of organically turned it into the large event hall. Funerals and Weddings are carried out here along with baby showers and naming ceremonies.

Finally the 14th basement Floor Contains the Public Laboratories, Manufacturing centers, and The Long discussed Super lift Piston, which is supposed to raise the bunker and turn it into a tower when the time comes. Beneath this is a small series of caverns leading to a large underground chamber. This chamber has served as the burial grounds for the entire duration of the bunkers existence.

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(the Surface view as it was being constructed.)

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(Standard Education center. 11th floor)

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(The Community “Wheel”)

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(Private quarters.)

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(Pool area.)

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(King Boreal’s Chambers)

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(fitness area, complete eith rock climbing wall…more equipment beyond the image borders.)


 
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The cult of the Aasimar- Hidden in a small abandoned chapel In manhattan island and its surrounding blocks One can find the Followers of the Cult of the Aasimar. Usually a peaceful people they will not attacked unless provoked, and will warn you when you enter their territory to turn back as tresspass is seen as provocation. Believed to be Made up of members of the Tunnelers and the Mountain men, this small faction has seen some miraculous luck, or perhaps its more than that. Only about a hundred people are found in the cults Territory, yet they have managed to repel assaults from Tunnelers, Mountain men, Sea people, and have even managed to slay powerful creatures. This cult has a hierarchy of power within it though the actual ranking is different.

Acolytes- Most people are this, just followers of the faith and the people who the higher ranks protect and lord over.

Zealots- Acolytes who through extreme faith and proximity to otherworldly forces have had their standard limits for physical attributes, and mental resilience drastically improved. The churches current leader Father Pariah is one of these.

Duosouled- Zealots or Acolytes who Agree to be indwelt by a low ranking Aasimar. This grands them incredibly potent otherworldly abilities from their host. Only two of these are recorded and are the Guards of the daytime, and nighttime.

Nephilem- Direct hybrid children of Human and Aasimar, only one, Jarred, currently exists. He serves as a kind of advisor to father Pariah, founded the Cult, And personally trained the Duosouled guard. This species seems to possess incredible regeneration, Supernatural physical attributes, and can access the otherworldly powers of their Aasimar parent. Jarred is the Son of Zaphriel the Aasimar Scout Commander.

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Father Pariah- A potent and powerful Zealot wielding a hunk of steel etched with otherworldly runes by Jarred. He has slain A literal dragon.

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Duosouled- The two duosouled individuals have remarkably bright eyes, pointed ears, And an air of Strange power about them. Most would feel nervous about being in the same room as one.

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Jarred- This Nephilem has not aged in nearly forty years. After founding this church he has brought in the Duosouled individuals and taught them to use their powers. He blessed Father Pariah and named him leader, and spends his days by himself reading up on the history of this world. The one time he has been needed in combat was to fell a skyscraper sized writhing mass of tendrils, which he felled in a single blow without any present being able to register what had happened.

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Aasimar- The aasimar are what inspired our mythologies of angels. They are beings of light, order, and justice who have long served as the enemies of the Otherworldly invading forces whatever they may be. Even the least of the Aasimar, are capable of laying waste to entire cities. The highest ranking one to have noticed our world is Zaphriel the Scout captain, also known as the World Purifying Flame. His name alone is enough to turn away some of the more intelligent creatures, ones who are wise enough to fear their own destruction.
 
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The Sea People- a faction of men hailing from an unknown locations. Their base of operations seems to be a massive submarine circling the Hudson bay. They often launch raids against the Survivors of new york, and People have learned not to engage them for long. Almost every engagement with them ends the same, they speed in on their Personal aircraft, secure a location and form a parameter. Take something they need, and Flee. The few times someone managed to pin them down, no easy feat given their advanced weapons and armor, Missiles and Shells would rain from the Bay and destroy any forces that gather against them. Most factions cannot agree on uniting against them however due to their leaving supplies on occasion for the tunnelers or mountain men, and due to them having a knack for Shooting down the most Massive creatures…almost as if they are trying to keep them out of the City potions of new york. Only a few of the units of this force are even known about.

Scouts- the standard unit. A soldier in a suit of mechanical power Armor equipped with a high capacity automatic rifle, Anti-Armor explosives, And Vibrating Monoblades. They do not speak english.

Streakers- Jet bike pilots mounted upon powerful nuclear powered Personal VTOL Jetbikes. These bikes can reach up to 170mph, can fly at up to 10,000ft, and Are usually equipped with Twin Gatling guns, and Two Anti armor missiles. While they cannot hold much ammo, their speed allows them to quickly resupply.

The Megalith- The massive submarine in the bay. A single volley has been shown to have sufficient firepower to cause the entire cult of the Aasimar to Relocate. It has even been able to fell kaiju in a few shots from its long range artillery.

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The Megalith- at 650meters long, 99meters wide, and 88 meters tall the Megalith is practically a sky scraper at sea. Equipped with six Massive 18 inch Guns, and several surface to surface missile platforms. This vessel is a Battle-fleet to itself. Its launch bays and quick submerged and emergence from the water allow it to quickly deploy Support units then slip back beneath the waves.
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Megan Chauncey- The Administrator of the Megalith and Highest ranking member of the sea people on the mainland. She directs the Megalith and its forces and has occasionally spoken with leaders from the other factions Such as Willie, and Jared.
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Scouts- The standard scout unit is equipped with Metallic plastic alloy suits that are lightweight and durable and will bring to bear advanced weaponry. Units are jot uniform and soldiers will often have weapons tailored to them. Even personal Drones are deployed by them.
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The Streakers- Arguably the most feared asset of the Sea people, to date only two streakers have even been brought down, and even those were recovered and repaired by the Sea people. Their swift mobility and Decent firepower allow them to perform surgical strikes on others.
 
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The Mountain Men- a very loose Group of likeminded people with a culture based on self sufficiency, and fierce independence. While they are not the best equipped, nor the most powerful faction. Both their populations and territories are the largest of any faction. With the small groups of families being spread wide over parts of canada and northwestern new york state. They are One of the two oldest factions to date. The people are organized in a loose hierarchy based off of each family having a Head of the House, and each Head meeting to form small village councils. That said no persons talents are left unexploited here, women and children contribute to society often in much the same way as the men, however the Warrior class of mountain men are Very heavily make dominated, as the Men are seen as expendable, but every woman lost is an entire Family severed.

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Trappers- Usually Young Children, adolescents, or Women who have yet to/refuse to start a family. Their primary job is hunting for food and entrapping or identifying dangerous beasts. They will then inform Warriors or Watchers of the threat so that it can be eliminated safely.

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Watchers-Elite scouts, Usually with some trained beast like a dog or falcon working with them. These warrior patrol the edges of the Mountain man Territory and occasionally drift between towns if needed. These are among some of the Best equipped Mountain men as part of their job entails exploring old world towns and outposts and recovering gear from them. They will also pick up any weapons or tools they find on trespassers.

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Warriors- The Most famous members of the Mountain men are their Terrifying warriors. Usually the biggest and strongest men in the tribes, Clad in makeshift armor complete with sharp points, heavy panelling, and occasionally even engines or hydraulic systems that make their swings incredibly punishing. Mix all that with a natural cocktail meant to dull pain and fear while bolstering aggression and you have a force that Even the Sea people have been known to retreat from. When these hulking brutes come charging downhill even the weight of their dead bodies falling on enemies, and Getting those bodies to die in the first place is pretty damned hard.

Chiefs- Each small settlement has an elder member of their Head councils, usually an old man whose been here for a long time. While they do not rule, they have been called chiefs by the others as a sign of respect, and most people view their advice as tantamount to holy scripture. After all if you can survive for 50 or more years than clearly your doing something correctly. While rarely involved in combat, beware of those that are, they havent survived long enough to become a chief without having seen some stuff, and maybe even some things.

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Old One Eyed Willie- A 77 year old Mountain man known as the Elder Chief, he is the oldest member of the mountain men and in his youth was known as a proficient Great beast hunter. Having felled beasts the size of stadiums and having lost an eye in the process…willie is a strangely laid back man, constantly making jokes about himself. That said…Out of the 11 battles he has Lead his people through, he has Won 11, Even the other factions Acknowledge the threat this man possesses, his natural talent for leadership, and finding weaknesses in things is absolutely Legendary.
 
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The Tunnelers- The second largest faction found in the New york area, and just as Old as the Mountain men. They were founded Even as New York fell into chaos. Sadly their early years were among the bloodiest of any faction. Multiple gangs fled to the tunnels, along with police, military men, criminals, basically everyone who needed somewhere to go. The struggle for dominance claimed many lives but eventually a small time gang calling themselves the Tunnel Clotters found several military cashes and with that quickly dominated the others. After the warring period ended, The Tunnel clotters name was changed by popular demand. Now they occupy the Subway, Sewer, and Tunnel systems of new york.

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Crawlers- The standard denizens of the Tunnelers Faction. Called Tunnel Crawlers, they tend to stay in fortified positions located at the entry to any main settlement. They cycle in shifts with all adult aged individuals having to take at least one shift a month. Standard issue equipment is a selective fire rifle, some basic armor, a Sidearm, and a melee weapon. Of course you cannot forget the Grenade, each Crawler gets one and in an emergency they can use it to collapse the tunnel and prevent anyone from getting past the blockage.

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Spelunkers- The tunnels are not fully explored or mapped, those who take the dangerous tasks of exploring the new tunnels. It is a dangerous job but spelunkers keep what they find and are seen as some of the bravest members of the tunnelers.

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Engineers- Sometimes one has to dig new tunnels, or set up barricades. This is where the engineer class comes in and due to the importance of fortifications and New dwellings, they are among the most valued members of society with many being willing to sacrifice themselves for a single engineer.

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Tunnel Trolls- Every faction has their elite warriors, but the Tunnelers take that to a mew extreme. With military grade Power armor that they train vigorously in, Rocket powered Melee weapons, and the capacity to bring vehicle mounted weapons to bear, these units while few and far between are among the longest lasting, and most effective elite troops of all factions.​
 
Local Bestiary

Old world Critters- While the worlds biome changed considerably with the emergence of the otherworldly. Not all creatures of our world perished. A variety of creatures managed to survive and some even thrived in the chaos.
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Dogs- Canines close companionship with mankind, smallish size, and natural scavenging skills have benefited them greatly in the fallen world. Many factions use their enhanced senses as an early warning system and a means of tracking down food. Some can even be trained to fight. Among the most versatile creatures in the wilderness, the only limiting factor to their population is that they are just big enough to be considered prey for some of the larger and more dominant predators.

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Cats- The same close proximity to humans that helped the dogs thrive allow cats the same luxury. However cats have a much larger population due to being small enough to avoid predation from most hunting beasts who would see it as little more than a scrap of meat to pull from their teeth. Cats even serve to help keep some of the otherworldly insects at bay, and the high Ammonia content of their urine actually serves to keep Many rodent type creatures at bay as well.

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Rats- the Tunneler Faction has a little phrase they commonly say when asked why they choose to own the tunnels. Rather coyly and with misdirection they will reply “We dont Own the Tunnels, we are just renting them.” This is because the Rats truly own the tunnels. It is Perhaps the most successful old world critter with their population being large enough to be a food animal for several factions. Their small size makes them irrelevant to most otherworldly creatures, and their sheer numbers and tenacity allow them to pose a threat to the otherworldly creatures that DO prey on them such as insects. Most factions regard them positively and the disgust response to them is largely gone from humanity.

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Crows & Raven’s- While pigeons are also included in this list, its the Corvids that allow it to do so. The intelligence of the black birds paired with their now far more common likelihood of them forming massive flocks have made them such difficult to capture prey that most gave up on trying allowing most other birds to thrive. they tend to gather in places where Water and potential food are close by making them a signal to survivors that there may be something worth scavenging. Likewise they take to flight when danger comes making them a crucial early warning sign for a situationally aware survivor.

…More pending…

 

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