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EPILOGUE • NPC
12 June 2007 @ 12:46 pm
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EPILOGUE • NPC
26 May 2007 @ 11:56 am
Just because it's the end of the world doesn't mean you can just lay down and die. Now, the only reason we're still here is 'cuz we do what people do. We survive and make it better. Guess it's not the best, but certainly better'n what it could be. See the ruined wall over there? That's the edge of the City, it prolly had a proper name like cities did but when the winter came and the bombs fell it didn't much matter, did it? Now it's jus the City and nobody lives there, well... some people might, but I don't know why you would. The City is unprotected, y'know. It's got no rules, no food, an' while there're plenty of places to squat no one is gonna watch your back. An' you'll need someone to, because the back is where they like t'stick their knives. They? I mean everyone.

I suppose you could take me for a bit of a bleater, since I'm from SubTerra. 'S not like we're known for being the best when it comes to manners and truthtelling. But if you're gonna get in a fight you'd want us there. Not like the 'oh we got a democratic process ya'll need to have a job or we don' want you in our camp' fellows over at League. Nah, we earn our keep honestly and then we keep it. Nobody hands us nothin'. Guess you could also go live with the folks over there at Apex, but that's a fair trek. Oh, sure, it'd be faster to go through the City, but who'd do that? Even the crazies take the road aroun', at least then all you gotta do is avoid the bandits then. No, 'course I'm not a bandit. I don' rob people from behind, see, I like t'show 'em the knife when I stick it in.

That's how we do it, at SubTerra. I know those at League and Apex think we're a bit savage. I've heard what they say, really. That we're all bloodthirsty and have no order an' we'd as soon kill each other as anything. Which is right, in some words. We don't believe in assigning people work and then handin' out charity work. Only the people who really deserve to be here are. 'S why we got the tunnel system. See the station building over there? At least, that's what it used t'be. "Belkin Street Entrance", that one.

You go down the subway stairs, jus' hop the turnstile, we ain't gonna charge you. ... not like anyone's got any money anyway. So the first room's the Left's room, the next tunnel over is the Top's room, then the Right's. An' when I mean room I mean area, but we call 'em rooms 'cuz it's easier and almost the same. You sleep an' eat an' depend on the people in your room, after all. You can tell who you should be friends with -- if you get my meaning -- by where they are. The Top's the top, the strongest here. An' then he's (or she's, as you know the girls hit jus' as hard as the boys here) got Right and Left hands. Right's slightly better than the Left, but I wouldn't wanna challenge either to a fight. The tunnels farther away get closer an' closer to the City, you don't want to be in those. So it's best to side with the Top, or at least with someone who's plannin' on being Top.

There's only a few rules here, we like to keep it simple. Remember, the strong survive, but the clever live longer.

Now, League has got a lot of rules, let me tell you! Everyone's got to have a job, like watchin' the kidlets or medical or somethin'. They all got schedules and shifts and the like. You gotta be in order and watch out for people who'll jus' slow you down. Sure, sure, they got a leader and a system, but they also carry a lotta dead weight. We could take 'em any time.

An' actually, sometimes we do. 'S not like there's a lotta resources and they're pretty damn close. There's the other place, up there, 'cross the City. Apex or somethin'. But 'member what I said about the City? Yeah. Good luck gettin' anything through there.

===

The Triangle

[SubTerra] (Bottom right point)

Like the name implies, SubTerra is a camp that is below ground. The entrance to the camp is an old subway station. The sign on the station reads "Belkin Street Entrance", but most of the letters are fading and most people have forgotten that the sign is even there. Through the turnstills is the First Room, it's where people used to look at maps and mill around while waiting for their train to come. This is the Left's room, and if you don't have permission, a bribe or Good Reason to be there, you'll probably get a none too friendly warning or maiming. If you go down another set of stairs, to where the trains actually come, that's the Top's room. It's the biggest, and best -- just like the Top himself. One room over is the Right's room.

Now, Politics in SubTerra are a bit odd. There are more factions than most people have fingers, and in a subway with more tunnels than even the most scholarly person could remember, it's easy to lose track of who and what. The Top is whoever has beaten down the previous Top, and he brings with him his Left and Right (third and second in command). The Top makes the rules in SubTerra, takes his cut of whatever he wants and is supposed to be respected. The Top also decides who lives where in the tunnels, which is important. The further away from the Top's room you live, the closer to (or, in some unlucky cases under) the City you'll end up. So of course, people the Top dislikes or doesn't trust end up in the Outers, where sometimes they are 'unfortunately' eaten or killed by the dangers of the City.

The Top can be challenged at any time, or just offed, depending on who wants to take over. People make alliances, back stab and often gang together for maximum survival chances. One thing that is true for all of the SubTerrans, though, is that they dislike the camp nearest to them, League. Well, dislike is a strong word, but they find it, when the fancy strikes them, quite appropriate to go raid League. A lot of City Runners come out of SubTerra.

If you contract the mechanovirus in SubTerra you'll probably be killed on the spot. It's best to try your luck elsewhere, since the strong rule in SubTerra and anything else is dead.

The current Top is:

[League] (Bottom left point)

League is the antithesis of SubTerra in many ways. League is partially helped by the Institute, which lends itself to order and fairness. People are given places to stay, there are proper 'addresses' (though they are somewhat arbitrary) and collected into working units. Everyone has a job in League from childcare, to laundry woman to sentry. People are trained if they have no skills and even children are put to work on simple tasks. There is a person who helps supervise, but they also have to take their share and only their share of goods as well as contribute labor.

The Institute provides League with some supplies, one of which is the cure for the mechanovirus. These pills are kept as a camp store and anyone who hoards or hides pills is disciplined. People barter in League and there is an emphasis on community and helping others. Which doesn't mean everyone does, of course, but there's no real advantage to trying to overthrow the order.

SubTerra often raids League and in defense League has constructed their own sentry and guard system. And unlike SubTerra who has many City Runners there is an organizaed caravan that makes the journey into the City every now and then. While City Running is faster, it is also more dangerous.

Jobs: Sentry, guard, childcare, cook, laundry(wo)man, medical assistance (doctors, nurses, etc), builder/repairer (carpenter, plumber those sort of things), rationer, arbitrator.

[Apex] (The top of the triangle)

The most isolated camp is Apex. While SubTerra and League are close enough to compete for resources, Apex is far enough away that it has become very isolated. Most of the people in Apex have the same hair or eye color and being different is not only shunned but seen as bad luck. Living alone is also seen as bad luck and family units or blood-bonds (such as becoming someone's blood-brother or sister) is highly encouraged.

Apex is neutral and will trade with anyone who has something to trade. They have a well trained militia and are very orderly. People know their place in Apex, and even when they become 'old' and contract the mechanovirus they are still useful. There are some weird rumors floating around Apex, however. Some of the City Runners who make trade runs to Apex say they've seen things.

'Course, everyone knows City Runners are crazy.

City Running

This is how supplies get from the lower two points to the Apex, or if people want clean water. Only crazies and suicidal people make City Runs, often in pairs or trios. The quickest way through the City is straight through the center, but that's where the Metals often convene so it's safer to stick to the outskirts and make the Run that way.

Groups of Runners are often not affiliated as strongly with a camp as they are within themselves. A gang of Runners may live in SubTerra but won't spend very much time there -- they spend more time Running in the City. Most have colors or ink that they use to tell themselves apart from other gangs of Runners. Runners are also not afraid of sabatoging or crippling a caravan from League. On rare occasion they'll also help the caravan, depending on which gang of Runners you happen across.
 
 
EPILOGUE • NPC
25 May 2007 @ 03:19 pm
GAME START!

The game will begin five years exactly from the date of the Apocalypse. Your character can either be a new arrival at one of the camps, flocking to the place from a different city or merely wandering - or, your character can already have been at camp for a while. That's entirely up to you. Starting is easy - all you have to do is either start a thread at the epiloguerpg community, or reply to one. Simple!

You will be able to post either in third-person, in a thread at epiloguerpg , or in first person in the character's own journal. The first person interaction is only for character journals - this isn't a necessary thing, your character doesn't have to write anything down if you don't want. Bear in mind that this RPG is a zero-technology zone, and so if a character writes in a journal, other characters cannot comment on it like one would an internet journal. It'd merely be a paper journal.

For those applying for characters that are over the age of 25, it is your decision as to whether the mechanovirus has begun affecting your character or not at the time the game starts. Bear in mind, however, that the disease is inevitable, and will eventually happen to your character.

There will be several different types of interactions within the game. One is friendly (or not-so, dependent on character, on relationship and likely on camp) relations with members of your own camp - it's safe to assume that these sorts of interactions happen every day. Do them as you choose.

Secondly, there are hostile interactions between different camps; raiding parties, fights, even meetings in the Hollow City. Sometimes, raids will be organised - other times, they will be spontaneous. These will occur sporadically over the course of gameplay. Of course, as there is a chance that characters that are friends in their own fandoms will be in different camps, there is a possibility of friendship between people in different camps, or the possibility of it growing - therefore, friendly interactions between people of different camps are also more than functional.

Any other kind of interaction will be between characters and NPCs - such as people from the Institute and important travellers who may further the storyline. Also, there are the Metals to be aware of and perhaps to interact with - see the Mechanovirus section for more on that.

JOBS AND FUNCTIONS IN EPILOGUE

If you have been elected a job or task to do in camp, particularly if your character has joined LEAGUE, please make at least an attempt to fulfill that function. While some actions are character interactions, of course, at other times these functions will actually be required in the game - so if you give your character a high-intensity job, like a camp second or a leader of a certain area, your character will need to be able to display those leadership skills. As a general rule of thumb, those who have less time to expend on the game should pick lower-intensity tasks within the game.

See the Triangle Information and the list of jobs therein (within the section on League) for further information.

NPCs IN EPILOGUE


You can request the presence of NPCs in gameplay by either asking one of the mods via IM or posting on the epilogueooc community. You can have Metals, Animals, other people at camp, Institute members, or even raiders NPCed if you wish - all you have to do is ask.

MAGIC AND ABILITIES IN EPILOGUE


So, you as a player might say to yourself: I would really love to apply for Character A at this game - but it seems to be based at least dubiously in the real world, and therefore I can't apply for any sort of magical character without having to adapt them drastically - because they can't have their ability in this setting!

But that's not quite correct. As long as you can make your character's ability feasible on a Planet Earth basis, your character can have their magic or ability. They can be what normal people in the game call 'Angels', those blessed with a strange power due to radiation, or other origins can be found. I give to you as an example, a character that has cat ears and tail. To take those away would destroy the best part of the character concept, so you don't want to do that - but how can you explain them on a real world basis?

Some examples are here:

+Genetic experimentation (quite feasible - we are a century ahead, after all)
+The effects of increased radiation from the Sun (ozone layer) and genetic mutation from this
+Magic might be explained away as more 'psychological' abilities of the mind - telekinesis, telepathy, empathy
+Magic related to objects is fine as it is.
+Aliens exist in this game.
+If it's real proper magic magic, that can't be excused in a different way, then try to make something up that's feasible to relate it at least to the story. If you can't, then contact a mod and we'll help.

These concepts will make things easier.

GAME LOCATIONS IN EPILOGUE


Two of the three camps around the Triangle will be opened for gameplay at this time: SubTerra and League. Camp Apex, meanwhile, as the more isolated camp, will be closed for full play until a later date. Here are a list of locations in both camps and exactly what goes on in them for use when you want to place a thread, as well as a few locations in The City which can also be used.

NOTE: All of these places will have their own tag. Always tag your entries when you're making a post! Your character too will have a tag made after you've applied for them.

SUBTERRA

[Belkin Street Entrance]: The entrance to the subway station which leads down to SubTerra. There is a vast, gaping hole in the roof, and the brick which fell from the roof can be seen festooned all over the floor - paper can be acquired from the broken down old ticket machines, if you're determined enough, which can then be used as kindling to light fire. The whole area is fairly damp, though, and tendrils of climbing plants are beginning to dominate the area. Someone has painted the words ABANDON SENSIBILITY over the words Belkin Street Entrance on the half-broken sign outside.

[Subway Stairs]: There are a long set of winding stairs between Belkin Street Entrance and the Subway Station. These stairs are often used as a place to sleep by those who are new to SubTerra and have not patched out a turf of their own in the tunnels as of yet. If you sleep here, though, expect a rude awakening from City Runners, particularly if you're in their way. There are broken down escalators further down on the stairs - you can acquire rubber from the handrails if they aren't stripped bare already, which can be traded.

[Subway Station]: The actual Belkin Street subway station is a traditional set of underground platforms. Many of the lower SubTerrans live and sleep in this area, because this is where many of the fires which light the area are lit and remain. If you're really starving, you may be able to scratch out one of the very few remaining pieces of (probably mouldy) chocolate and candy from the old vending machines, but be careful of what they do to your health. People will fight you here for a position closest to the fires. The Subway Station is occasionally also occupied by Animals, particularly of the rat variety, so watch your back.

[Tunnel Centrebound]:
A subway tunnel that leads directly into the centre of The City, used by the 'lower' SubTerrans: the weaker, the infirm, those attempting to hide something. It is massively long, and houses the greater percentage of SubTerrans at some point in their lives. There are fires spaced intermittently down the tunnel. Of course, the further you get into the city, the greater the radiation, and thus the greater chance you have of contracting mechanovirus - and of course, in SubTerra mechanovirus means death. This tunnel is fairly straight, being a central line, and there is an abandoned subway car close to the Subway Station, which is used by several SubTerrans as a meeting area. If a fire is lit outside the subway car, it becomes apparent that the helpful graffiti artist has painted ABANDON HOPE on the outside of the car.

[Exit Tunnel]: Exit Tunnel heads away from the centre of The City, out toward further outskirts and then out of The City entirely. Industrious sorts are attempting to make this tunnel longer, to get further away from the radiation, but attempts have not been entirely successful, and there have been cave-ins. However, Exit Tunnel is where the strongest SubTerrans live - those seen to be the cleverest, the bravest, the most dangerous all dwell in Exit Tunnel. There have been a variety of subway cars abandoned in this direction, giving debatable 'living space' for many. The Animal infestation is easily kept down by this section of the population, and some of the braver souls even eat them. The words ABANDON LOVE have been painted on a wall near to Tunnel Adjunct.

[Tunnel Adjunct]: The junction which links Exit Tunnel to the rooms belonging to the Top, the Left and the Right. It is a small area, and there are always guards loyal to the Top (or at least, as loyal as SubTerrans get) posted in this area. If you're looking for an ... unexpected audience with the Top, meanwhile, they are likely to be susceptible to bribes.

[The Top's Room]: The area of tunnel belonging to the Top, the head of SubTerra. This area is only ever used by the Top and those he or she calls into the area - either that, or if a person intends to steal from the Top or try to murder him or her in their sleep. The Top has a light powered by solar technology, which is charged by someone else whenever he or she is not in the room and is then turned on whenever they are. The Top's Room is directly cojoined to the Left's Room and the Right's Room.

[The Right's Room]: The area of tunnel belonging to the Right. The Right is the second-in-command within SubTerra, and the privileges run same as with the Top - only the Right and those he or she calls into his or her presence have use of this room unless there is duplicity planned. The Right's room is only joined to the Top's Room.

[The Left's Room]: The area of tunnel belonging to the Left. The Left is third-in-command at SubTerra, but the opinions of the Left are held in about the same regard as those of the right. The Left holds the same privileges as the Right and the Top, so this room too is only used by the Left and companions. The Left's room is only joined to the Top's Room.

[The Wandering Pathways]: These are the small tunnels that used to be used by mechanics to get to broken down subway cars - now, they are used to get to places quickly. It is the easiest way, for example, to get between the Top's Room and Belkin Street Entrance. They are dark, claustrophobic tunnels which should not be braved without some form of torch - it'd be very easy indeed to be stabbed in the back.


LEAGUE


[Camp Entrance]: The entrance to League is denoted by an archway made of poles lashed together. It is tall, about twice the height of the average man, and is spaced in a gap between rows of tents. There are two friendly sentries there that will assist new arrivals - they may ask you some questions, particularly about what you're capable of doing and your state of health, but don't worry - they're not going to throw you out. Any questions you have about the camp can be directed to them.

[The Bending Trees]: Somewhere west of the market square, there is a pair of trees that, with stunted growth in mind, have bent together in an arch and allowed their two canopies to merge. It is said, perhaps, that somebody lives up there in the thick foliage, but nobody actually knows, and nobody has dared to go and look. However, the bending trees give quite good protection from the elements, and because of that the trees are used as a good meeting area, particularly for newcomers that want to make friends, and also for any unofficial trade between people from League that might be going on. There is a man who can sometimes be found sitting between the trees - if you're hungry, talk to him, and he will ask you three questions that range from supremely easy to hard mainly depending on his mood. If you get them all right, he will give you some dried meat.

[Tent Row North]: The rows of tents to the north of the Square. These tend to house the healthy young men, women and children that are League's primary workforce - due to this, this tent area is quiet in the daytime, although it livens up at night. If you're a new arrival, ask the guard who is on duty all day which tent you can sleep in - the tents are large, and are shared between four.

[Tent Row South]
: The rows of tents to the south of the Square. These tend to house the older generation, particularly those who are ill with mechanovirus or other radiation-related ailments. There are usually people about in this area all day - new arrivals, again, go to see the guard on duty in this area to find a place to sleep.

[Market Square]: The Square is based at the very centre of the camp, and is marked out by some careful stonework on the ground - it has a bricked floor, as opposed to the earth everywhere else on the camp. It is the official meeting area for the people who live in League, and the place where the leader shows about travelling dignitaries and emissaries from the Institute. From the square, you can get to the Medical Tents and the Leader's Tent also. There are often shows and entertainments held in the square by the young, inevitably to try and bring some shape and colour back to life. On every fifth day, there is a nomad market where you can buy necessaries like food, clean water and kindling for fire, as well as conveniences like paper, rudimentary toiletries, old books, toys and even weapons. If you can find rubber for the market stallholders to fix their carriage wheels, then they will reward you handsomely.

The Message Board at League is also located at the Market Square; see epiloguewords for more information.

[The Leader's Tent]: Reachable from the Market Square. The Leader entertains here, holding meetings, conferences, and talks with the Institute for negotiation over supplies in this large tent. There are animal furs to sit upon, and a low, basic table constructed for work. Interestingly, the leader does not sleep here; nobody knows where exactly the leader goes to sleep.

[Medical Tents]: If you are ill or injured, here is the best place to come; the doctors and nurses will do their best to patch you up or make you better (or, at least, more comfortable) with their minimal supplies. If you're looking for a cure to mechanovirus, however, and yet you're not absolutely desperate for it, all you'll be is refused. The doctors and nurses in the medical tents require supplies now and then, and the system works that the people who have recently been helped by them join a caravan to go into the City to the Hospital in order to scavenge for supplies.

[Sentry Post]: Built by the camp's carpenters, the sentry post is a vantage point made of wood that stands high above the camp. There is a ladder leading up to it, and the sentry post itself is covered by a canvas. This is where guards and sentries convene to give their reports - usually, the place is usually controlled by an Angel, someone with an additional talent. If you have news about a planned raid or attack upon the League camp, then this is the place to take your news.

[The Graveyard]: Based on the outskirts of the League camp, there is a graveyard for all of those who have succumbed to mechanovirus, as well as for those who have died of other ailments or injuries. Every grave is marked with a rudimentary marker, made by one of the more sentimental carpenters in the shape of a cross - no names are placed upon the markers, as in death all people are considered the same. On a failing old tree by the entrance to the graveyard, a child's wandering hand has inscribed the word PEACE on the bark with a knife.

[Disused Fairground]: The most dangerous - and thus, most popular - place for children to play in the area of the League camp. It is based on the outskirts of the camp, and has been there long before the camp was - it used to be an amusement park for the City, but has now fallen into utter disrepair. Attractions include a broken down ferris wheel, an old rollercoaster, a dried-up water ride and a hall of mirrors - most of the mirrors, however, smashed from the noise of the explosions, but if you can find a good shard of mirrorglass, then you'll be able to take care of your appearance a little more. However, there have been stories of a hermit living in the Hall of Mirrors who promises to take children away to a magical land, but actually cooks them and eats them. All sorts of things can be found at the fairground, from wooden mallets to broken metal to rubber from a set of old bumper cars.


THE CITY

[Melancholy Avenue]
: Once, this road had a different name - however, now everyone in the Triangle calls it Melancholy Avenue. It's the best way to go if you're heading through the City from League toward Belkin Street Entrance and SubTerra, and is lined on both sides by broken, hollowed out buildings. This area of the City is populated by dangerous Animals, from what were once domestic pets to animals escaped from zoos, so unless you're a City Runner and thus utterly mad you wouldn't want to linger here. However, there's a chance of finding interesting things in the road and down the drains - however, don't think picking up pennies will help you. Nobody uses money anymore.

[The Hospital]: Based just off the centre and accessible from Melancholy Avenue, the Hospital remains mainly untouched due to its vicinity to the centre. The only raids that occur are for medical equipment - sadly, now all of the drugs in the place are running out of date, and things are becoming somewhat scarce. The hospital is hugely difficult to navigate, so you'd need to bring a torch of some sort.

[Carnage Road]
: The best way to get to Apex from SubTerra or League. City Runners used to use this road on their supply runs all of the time, purely because it evades the Metalridden centre, but lately one of the less supported buildings tumbled sideways and blocked the road off entirely. Until this road is cleared, there will be no easy access to Apex through the City. To go on the outside of the Triangle, however, will be braving the bandits.

[The Centre]: At the centre of the city, there is nothing but a great crater where the bomb impacted. The buildings around the impact site are crumbled wrecks. Not even the Animals come here. At the centre of the crater, there is a gathering of Metals; none of them seem to be moving, nor making a sound. The words "take care where you tread, because here there is infinity" have been scratched out on the ground in charcoal by an enterprisingly poetic City Runner - the silence at the centre is palpable and everstretching.

However, some days the City Runners swear they can hear screaming coming from the centre - whether it is from someone who has been preyed upon by the Metals, or the Metals themselves, nobody knows.


COLLECT, TRADE, GET!

The idea of trading is important in the game - this is a post-apocalypse game, your character won't be able to just stop off at the cafe. You need to acquire food - in SubTerra, you might steal it, in League, you might earn it, but you need to get it nonetheless. There are a few hints with regards to trading within the gaming locations above - further hints will become more apparent as the game unravels. Also, to go to certain places and do certain things within the game, you will need certain important items.

It is best for you to make an entry in your character's journal detailing exactly what possessions they started out with, and then keep a list of what they acquire as the game progresses. It might also be sensible to make a wish list, which informs other players of exactly what your character might be willing to trade for.


IMPORTANT DRAMATIS PERSONAE

Captain Jack Harkness
is the current head of The Institute. His name is well-known in the Triangle, practically infamous, and either accompanied with a blessing or a curse. Before the Apocalypse, he had been head of the Torchwood Institute, searching out alien technology and using it for humanity's purposes; once the apocalypse came, the Torchwood Institute became the Institute, and they established governance over at least their surrounding area in attempts to establish control over the panicking remnants of the population. Once control was established, the Institute turned itself to finding a cure for mechanovirus, as well as a new power source for the earth generated by alien technology.

Captain Jack Harkness is an incorrigible flirt - he'll flirt with anything and anyone, seems unable to take most things seriously, but is wise far beyond his years. His decisions are not always right, but he makes a fair leader for the Institute, and directs the Institute to help the suffering as best they can.

Akira Udou is the current Top of SubTerra, exercising authority over all of its denizens. He is young, as now all who are in power are, but his abilities are fearsome to the extent that he is known as the Beast by his underlings. It seems quite unfair - he's quite a nice person. He is aided by his Right, Kiernan O'Sullivan, an unusually articulate young man who exerts some control over the City Runners. Akira is also "aided" by his Left, Agito, who is often referred to as the 'Shark' and takes charge of organising a variety of raids.

Luneth is the Leader of the League Camp, chosen personally by Captain Jack Harkness as someone young who could be both kind and fair. However, Luneth is young even by the post-apocalyptic standard - sixteen - and while he has risen to the challenge of defending and expanding League, he often has to rely on the judgement of those around him for aid.

A woman named Kixe is the guiding star of Camp Apex. Her past is shrouded in mystery.

COMMUNICATION IN EPILOGUE (updated 14/6/07)

Naturally, sometimes people don't have enough time to complete a thread, but they do want to communicate something either to the group or to an individual. The community epiloguewords has been created for the purposes of a message board - further details on how to use this are at the community.

Furthermore, letters can be sent by City Runners between camps should you desire it, so long as you give them something for their trouble. These letters should be posted also at epiloguewords, but this can't just be done as and when you choose. You'll have to find someone willing to ferry the letter for you first, not to mention acquire the paper and writing implements. A City Runner can either be NPCed for you, or you can make friendly with one firsthand. Your choice.

It must be made apparent that letters are not the primary form of communication. There simply isn't enough paper to go round, so interaction should be primarily based in third-person threads.
 
 
EPILOGUE • NPC
25 May 2007 @ 03:14 pm
It's been four years since the Apocalypse - since the last hurrah, the big old end. We survivors did everything from fleeing to clawing ourselves out of the wretched holes where the cities used to be, afraid of radiation, but we gave up seeking clean places after a while; nothing's clean anymore, everything's polluted, and to be honest things couldn't get much worse for us back then. Besides, what with the mechanovirus hitting, none of us're going to live long enough for the radiation to be causing us too much trouble anyway. Besides, most of us'll get shinked in the back before even the virus takes us - I mean, the camp I live in is plenty civilised, but everyone knows about what goes on behind the scenes.

The world's gotten bigger, all of a sudden. There's no travel between countries unless its on foot - all the cars've run out of battery and petrol, by now, there's no more resource being made for 'em. Planes are grounded, the trains are all out of electric. People who've found 'em have bicycles, and who'd have thought they'd be our best means of transportation in the 22nd century? People are flocking to the Triangle these days, the three camps around what used to be London town, business hub of the world. Not much of it left now, though - Big Ben's a shattered mess, and the Houses of Parliament? Just a big crater now. A few trees survive and live, curled in the heat, but that's about all. It's not London, not anymore - just like New York's not New York and Taipei's not Taipei. We around here just call it The City, now. It's a fitting name for it - full name should be What Was The City, but that's sort of a mouthful.

We get all kinds around here. People from Europe, even people coming over in rowboats from America. 'Course, there's that whole shipment of Americans we got coming over to Britain before the ol' Apocalypse happened, because that's where the whole thing started, over there. Not that it's their faults - nobody blames anybody, anymore, and nobody remembers the names of places. It's just where we are, and where we aren't.

'Course though, we're humans - and humans don't just give up, do we? We rely on the fact that we can start again. The problem is, all our energy resources? Polluted, broken, destroyed. All of our world leaders? Targeted in the war and killed. Fortunately, we have our saviours, the Institute, apparently the only vaguely authoritative institution with any authority that actually survived the apocalypse. They're governing to an extent at least over our area. Some of us think saviours, anyway, some of us think cockroaches - but nevertheless, they seem to be asserting some sort of control. Apparently they're trying to make a new power source out of alien technology. Dunno how much success they've had as of yet, but one thing they have succeeded in is making a cure for mechanovirus - a little pill that you swallow, cures all your ills.

Problem is, without power its exceptionally hard to recreate it. Men would kill to get hold of that little pill - men would die to get hold of one for their families. Life is harsh and unfair now, and we all know it; those who don't know it, just fall behind. We set up camps around cities, and those of us who dare scavenge the few bits left behind and intact are a little more well off than some, but then we've the Metals to contend with.

Mechanovirus is a sick thing. Most of the time, people solidify and then it just kills people. But sometimes - if the person's will is strong enough, if they don't wanna die, then they don't. Metal people, and they're filled with such rage, such an intense fury, that if you go near them then you're sure to get eviscerated. They hate the living, you see - and sure, the Institute's creating their little pills to get rid of the virus, but you don't see them getting rid of those. The Metals convene on the centres of the cities, though, so anybody sensible avoids the cities at all. Of course, there are the crazy scavengers, but even they tend to avoid the centres.

Them crazy scavengers, those who like to save time or those without fear - we about here call them City Runners. They deliver supplies, mainly, from camp to camp, but they keep to themselves mostly. They might sleep at one point of the Triangle, but they're only allied with themselves. Dangerous folk. And they say they've seen all sorts of things in the centre of the city - Metals, mostly, but surely if things were getting worse on that front then they'd tell someone.

It's still worrying, though. Eventually, there might be more Metals than people - and what happens then? They expand? They move out of the cities and start killing? That can't be allowed to happen. Definitely not. Naturally, though, we've got to keep living - so that's what we're doing, just living.

Though, even that's difficult. We gotta keep things clean, but that's hard - at least we have a supply of almost clean water running right through the City. The river used to have a name, but we don't call it anything anymore. Of course, it ain't clean at all when it gets to the other side, and if you drink it then you're ill for days. Then there's the animals - they're fucked up. Half of 'em are mad, the other half are just deformed, and the city's festooned with them - we call them Animals, with a capital letter, because they aren't real animals, not anymore. We try and kill 'em, best we can, but nobody wants to eat them - which means food's polluted and scarce. Stuff from the countryside's less polluted, and thankfully this place has a lot of countryside, but there's still not enough food to go round. Shipments of food come by horse-drawn carriage, and I never thought I'd be saying that in the 22nd century. A guy can get his hands on a good horse, and that's better than a bike; but so many of 'em are blind and mad these days 'cause of the radiation, that makes it harder.

But it isn't all bad. We may be stuck in camps, but at least we've got each other. The kids look after the old when they're afflicted - then there's the Angels, as we call 'em. Those upon whom radiation's had a positive effect - I've seen them perform what might, in other places and at other times, be called miracles. Magic, or something - but whatever it is, some of 'em at least use it to defend the camps from raids, all sorts of things like that. But of course, others just use their abilities to cause trouble.

It all comes down to the person - and we're all people. No new beginning is completely without its problems, but we have more problems than most.

Suppose that's what we get for surviving, really.
 
 
EPILOGUE • NPC
22 May 2007 @ 05:52 pm
When the bombs struck and the world changed, when the world ended, the few survivors left to see another day come certainly had plenty of problems as it was. Civilisation was long gone - all electricity failing, all sources of energy lost, leaving humanity without its technology and thus without power. However, humanity was once without power before; surely, after the end of the world, humanity would be capable of starting again?

However, fate had another treat in store for humanity itself - the nuclear radiation now in the atmosphere mixing with the ultraviolet radiation kept in the air by the ozone layer had a dangerous effect. It greatly increased, and solidified, the iron in the human body.

Mechanovirus was born in the bowels of cities, spreading from bomb contact spots and permeating through the air; it crept through the streets and outward, and each city became a timebomb. The affliction, if you were young, counted for nothing at all; in fact, up to the age of around 25, 30 if you were lucky, it didn't harm you at all. You weren't even aware of having it, not really.

It was after that, or if time had already worn down your body, that was the problem. The first thing you'd notice was a stiffness in your fingers, a tension that you would be unable to release - your fingers would eventually lock, open or closed, frozen still. Your toes would be doing the same thing - it always begins in the extremities and works, but starts from the insides of your body parts out. The bones of your fingers would have turned to metal - then, slowly, your muscles would do the same, and that was when you would lose your motor abilities. After that, your blood vessels and your skin seems to harden and turn to metal in itself - this effect slowly creeps up your arms and legs, taking slow, painful years - ten? Twenty? Thirty? - until eventually, all of your internal organs solidify, and that's when you die.

It's those who don't die when that happens that are the biggest problem, but we try not to go into that. Those are nightmare stories.

The Metals

The greatest danger of Mechanovirus aside from the idea that a person won't die after being fully inflicted with the disease. Once they become completely metal, they will gravitate to the nearest inner virus zone - usually found in the cities, where the bombs impacted - and stand there, still and silent. If they find human beings in their area, they will move, but only in rage and malice, in order to kill the human that was found at the scene. They hate humankind, for that is what they still should be.

Curing Mechanovirus

The Institute have created and established a pill which cures mechanovirus. However, without electricity, there's no real way of quick replication of the medicine. While teams are working on it manually as fast as they feasibly can, it means that the pills are not being distributed fast enough for people to be saved.
 
 
 
EPILOGUE • NPC
22 May 2007 @ 03:20 pm
Your story begins here: it's the 22nd century; the middle of June. The average man is sitting in his kitchen, eating his breakfast - his wife is sleeping, upstairs, his children are chattering as they get ready for school. It seems like a normal day to that average man - or at least, a normal day to people who are at war, because everyone is at war now, everyone has been at war for years and years, and it doesn't matter where you live, because everyone has a stance. The average man lives in the countryside, far from any and all civilization - he has an hours' drive even at today's speeds to get to work - he doesn't turn on anything that might give him the news in the morning, because he's tired of hearing about threats and bomb scares and terrorism, not to mention about atlantic drifts and an environment at breaking point. He certainly doesn't listen to the talk of the overload of radiation from the sun giving people abilities that are surplus to human; he is not interested in evolution or the ozone layer. The average man is interested in getting to work, coming home, playing with his kids and seeing his wife: so, the average man picks up his briefcase, and steps out of the door into the world of today.

The first thing he notices is the snow, in the middle of June in the stiflingly hot climate of today. The second thing he notices is the cold - he takes a step back into his home, and shivers, but then he realises the smoke rising in the horizon, obviously from the far-away city, the dust in the air. Not a winter, then, but a nuclear winter.

Sometimes threats are not threats, and sometimes the world can change overnight, while you sleep. The apocalypse has happened, and the average man didn't even notice: but many did. Many died. He is one of few who didn't have to fight for his survival, and was awarded it, instead; others had to fight. Others are still fighting.

The world's epilogue began here, in an average man staring out through a snowstorm to a far away city; in a world, reeling still from nuclear progression. Cities empty, the few survivors fleeing from nuclear radiation to build camps in clean places. The climate resets itself. A virus forms in the darkness of burned out husks of cities.

Your story begins here.
 
 
EPILOGUE • NPC
21 May 2007 @ 11:46 pm
Please use this posting form when posting threads on the epiloguerpg community.



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EPILOGUE • NPC
21 May 2007 @ 11:16 pm
Posting format for two characters in a thread.

CHARACTERS:
You, and me~
CAMP: Camp AMORE.
TIME/PLACE: Twilight by the rusty swings~
WARNINGS: ROMANCE.
 
 
EPILOGUE • NPC
21 May 2007 @ 11:11 pm
Posting format for more than two characters in a thread.

CHARACTERS:
Me, myself and I.
CAMP: The camp of my brain.
TIME/PLACE: Nighttime, in dreamland.
WARNINGS: Crazy.