This story takes place in an apocalyptic world where nature has overtaken almost every single part of the world. The once-beloved flora and fauna now morph into savage monstrosities, endowed with heightened abilities and deep-seated anger towards HUMANS, mirroring the state of MOTHER herself. As the civilizations crumble under the ferocious onslaught from creatures day and night, humanity teeters on the brink of extinction, with each passing day, the population dwindling into nothing. Amidst the chaos, with all the plants turning murderous, the value of money, outside the walls of the LIBERATION, becomes nothing.
Outside the cities of the LIBERATION, the remaining humans live by the BARTER system. Commonly demanded goods are:
Food (Canned. Rare: Fresh)
Gasoline
Clothes
Batteries (Sources of energy. Items that can be used to create energy.)
Necessities (Skincare products, Shampoos, Lotions, Toothpaste, Mouth wash, etc.)
Medicine
First Aid Supplies (Bandaids, Alcohol, Disinfectants)
Kitchen Wares (Pans, Pots, Silverware)
Inside the cities of the LIBERATION, bartered goods can be exchanged for a specialized currency that can only be used within the grounds of the LIBERATION in order to exchange goods with the shops located therein. These are called CREDITS. Be wary, however, that once stepped out the cities, all credits hold no monetary value once more.
THERE IS POLLEN
IN THE AIR...
One of the silent killers that immediately pervaded the world once the apocalypse settled in were the POLLEN IN THE AIR. Such toxic pollen presents a pervasive hazard and are particularly prevalent in open fields. Though the effects are not immediately lethal, short-term exposure can induce physical symptoms including coughing, sneezing, and migraines. Prolonged contact, however, leads to debilitating conditions such as neurological impairment, immune system repression, auditory and visual hallucination, and in its' severe stages, multiple organ failure. Those who die due to the pollen usually undergo decomposition faster than the usual corpse and would provide a sweet, flowery scent mixed with the repulsive odor of the rotting body. These bodies are usually called the BLIGHTED. One of the most obvious signs a corpse is a BLIGHTED would be an immediate, notable growth of plants on the body, specifically on the areas where they've had most distress on the last days of their living. Different plants that cause a person to be blighted would also cause a different scents, similar to the plant causing it, even at the early onset of the illness. In case of severe affliction, the person may also lose body parts prior to their death.
When a body that died this way is encountered, especially if it seems that the death has been recent, DO NOT BREATHE IN. BLIGHTEDS SECRETE AN EXTREME CONCENTRATION OF POLLEN IN THE AIR. Such bodies are highly contagious and dangerous, with the pollen secreted by a recent blighted sticking into the skin, clothes, and hair of a human being for several hours, stretching to days when doused for too long, and are unable to be gotten off without a decontamination shower with the specified antidote.
Antidotes can be obtained in the clinics of the PANACEA, the medicine-oriented city of the LIBERATION. Dosage, strength, and cost will vary in accordance to the severity of the infection, starting from a free-single dose to a cost equivalent to lifetime service underneath the LIBERATION. Such services are open to all remnants, whether a citizen of any cities underneath the LIBERATION or a rogue survivor from outside the walls. WANTED VIGILANTES, HOWEVER, ARE TO BE DENIED OF SERVICE UNLESS THERE IS AN AGREEMENT TO TURN THEMSELVES IN AFTER TREATMENT WITHIN, AND ONLY WITHIN, THE MAIN HOSPITAL OF THE PANACEA, SANCTUM MEDICA. All approved vigilante surrenders and treatments are to be supervised by at least one (1) A-Class agent or two to three (2-3) B-Class agents in order to assure no escapes will be done after the medical intervention.
However, it must be noted antidotes are not solely produced by the Panacea. Outside the walls of the LIBERATION, a vigilante that goes by the name ABBI has been rumored to breakthrough and devise an antidote herself to immunize against its' effects. Her location is UNKNOWN.
In order to avoid the harmful effects brought upon by the POLLEN IN THE AIR, civilians are to take BI-YEARLY vaccinations within the Panacea. However, Liberation officers and other remnants that leave the cities and encounter creatures frequently are to take regular check-ups, ranging weekly to monthly if needed, in order to maintain their physical health. They are usually provided PILLS as maintenance. It is rumored that Abbi, as well, has been able to make such pills herself.
FOOD,
Food serves as one of the most important problems in the apocalypse and was thus, one of the first problems that were immediately looked into. As traditional agriculture can no longer be relied upon for a stable source of consumption due to the hostile and poisonous nature of the mutated plants, officers from the INSTITUTE have looked for various strategies to sustain the consumption needs of all remnants under their care and have done, though not limited to only doing, the following:
Foraging
Hunting and Fishing
Animal Husbandry
Scavenging and Stockpiling
And most remarkably, the production of lab-grown food by the Institute, eerily similar to plant products with regarding to the nutrition before the apocalypse
WEATHER,
The weather in the apocalypse is a constant flux, everchanging by its' whim, shifting and unpredictable. It is of no surprise when if one moment, it is bright and sunny, ablaze with hot sunlight and striking sharp shadows across the grounds, only to be swiftly replaced by dark skies and thunderous clouds, rain pouring down in relentless torrents and covering the streets with sheer veils of mists, obscuring the visions of the survivors further. Hailstorms may occur on places where it never happened before, and extreme heatwaves may cause water to dry up significantly in just a few weeks, necessitating the need to pack up and travel once more. Each day passes in uncertainty with the weather, and it is only through experience that vigilantes, liberation officers, and remnants alike learn how to deal with the outcomes.
ANIMALS,
Both surprisingly and unsurprisingly, animals seem to be largely unaffected by the apocalypse with regards to the plant creatures usually ignoring their existence and letting them live on in peace. Their kinds are usually only affected when they are taken as collateral damage in the situations the creatures attack their human prey and they are nearby, but other than that, animals continue to scavenge, hunt, and breed as they always had, seemingly immune to the stark dangers against humanity. Thus, animals become more or less, one of the biggest sources of humans with regards to any other essentials they might need. It seems as if, their peaceful lives, however, serves as a stark reminder of how far down the humans have fallen from Mother's grace, highlighting the harsh reality of survival in a world gone mad and in thirst of the eradication of every human life on Earth.
AND WHAT-NOT...
ENTITY CLASSIFICATION: MANAGEABLE
Though there is still demand for cautious handling, specimens lying within this category can be contained with RELATIVE efficiency. Do note, however, despite their deceptive appearance, these specimens still harbor LATENT DANGERS towards humans. Passive-aggressive variants are usually categorized underneath this classification. These entities are typically targeted by Liberation Trainees or C-Class officers, necessitating precise tactics and methodical approaches to ensure successful containment without incurring undue casualties.
COMMON CREATURES INCLUDE:
Poisonous Flora: These deceptively delicate plants emit toxic spores capable of inducing debilitating symptoms upon contact. While their immediate effects are manageable, prolonged exposure may lead to severe respiratory distress and neurological impairment. These are usual direct sources of the POLLEN IN THE AIR.
Twisting Vines: These vines ensnare unsuspecting victims with remarkable agility, hanging from any high locations and are usually connected via a same core. While escape is possible with enough speed and agility, those caught may suffer lacerations and contusions from the vine's thorny tendrils.
Havoc Sprites: Despite its name, these aren't human-shaped sprites as much as they are flowers shaped like a coin-sized sprite. Though not inherently dangerous, it usually forms in small clusters and clings unto the soles, clothes, or belongings of unsuspecting travelers, emitting a scent that designates the remnant as prey while living off their body heat. When fully matured, they can form into a ball-like mass before bursting and covering the surrounding areas with a scent that travels for miles.
ENTITY CLASSIFICATION: PERVASIVE
Representing the highest percentage of creatures as well as the deaths caused yearly, Type Two entities present a pervasive, ever-present threat within the apocalypse. They present higher aggressiveness compared to their Type One counterparts and even more formidable combat capabilities. Liberation officers and Vigilantes usually confront these creatures in their everyday skirmishes or missions, whether individually or in groups depending on the danger the creature presents. Injuries inflicted by such creatures range from moderate to severe. For Liberation groups, two to three (2-3) B-Class Officers, or one (1) A-Class Officer at the very least must always be present in the outing in the hunts of these creatures.
COMMON CREATURES INCLUDE:
Night Stalkers: These carnivorous creatures, resembling a vine molded into a shape of a wolf, hunt in packs and travels within the shadows of the night. They have razor-sharp torns formed into their teeth and long vines that stretch from their backs, coordinating their attacks with eerie precision in order to overwhelm their prey for consumption.
Acid Blossoms: Adorned with vibrant and freshly fragrant flowers, these flowers unleash a corrosive spray upon any who steps into the vicinity of their attack. Their acidic venom burns through flesh and clothing alike, leaving flesh bubbles that pop with similar venom when enough time passes by.
Razorleaf Packs: Clinging to the branches of towering buildings or caves, these clusters of serrated leaves become deadly projectiles when disturbed. They hang on the ceilings with long, slim bodies and behave akin to bats sleeping in the dark. Once bothered, they release a high-pitched scream to stop their prey from moving as they slice through the air with incredible speed, their razor-sharp edges slicing through flesh with ease and leaving heavy indents on stone. They, however, cannot see and relies on sound to detect their prey.
ENTITY CLASSIFICATION: HIGHLY LETHAL
DO NOT ENGAGE. All entities that fall under this have extreme lethal prowess and extreme rarity. Their capabilities would render even the best Vigilantes and Officers vulnerable to a swift death. Retreat and evacuation is the sole recourse when faced with a Type Three, and as such, mandates an unequivocal obligation: AVOID ENGAGEMENT AT ALL COSTS.
CREATURES INCLUDE:
Phantom Mountains: These entities resemble towering amalgamations of dark, squirming vines and puffy flesh-like foliage of which eerily resembles hanging, mutilated human corpses and bleeding flesh reaching to heights approximated to hundreds of meters. These creatures exhibit deep sensitivity towards its surroundings and despite its monstrous size, becomes unbelievably fast as the mountain of faux-corpses will slam down on any creature that comes into their attention, consuming and ripping apart its prey before absorbing them into their ever-growing mound of death. These creatures are the main cause of the falls of several major cities at the start of the apocalypse before suddenly disappearing into the unknown. Up until now, there has been no sighting of such creatures again, but if once again, seen, PROCEED FOR EVACUATION. DO NOT ENGAGE.
Chameleonic Proliferators: These elusive and deadly creatures possess a remarkable ability to mimic their surroundings, but what's even more dangerous is their ability to mimic any previous bodies they've consumed, and with enough bodies consumed, will obtain the ability to produce replicas of oneself while assimilating any information and skills gathered by the replica unto its main body. With keen intelligence and adaptive behavior, they are capable of imitating any creature that has fallen upon their hands, even cannibalizing on other plant creatures in order to copy their abilities. It is unknown where they are often found, though there have been reports of replicas managing to infiltrate remnant camps and slaughtering dozens by dozens of civilians in a single night. They are the reasons Liberation Officers undergo monitoring and regular check-ups in order to stop any from getting into the cities of the Liberation. A fully grown proliferator is a DO NOT ENGAGE. PROCEED FOR EVACUATION.
Phytokinetic Titans: Supremely adept at botanical manipulation, these colossal titans command the very essence of plant life itself. Despite being akin to an unmovable mountain and would thus stay on a singular position compared to the other type three creatures, they have devastating abilities that allow them to reshape their landscape at will, unleashing torrents of thorns, gripping long grasses, and devastating landslides upon any who steps into their domain. These creatures, however, lie dormant, sleeping deep into the forests after the initial terror they've unleashed during mid-way in the first year of the apocalypse. DO NOT BOTHER. DO NOT ENGAGE.