World Flock to Infinity | The Putrified

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World Flock to Infinity | The Putrified

Content Warning
  1. Gore
  2. Kink
  3. Graphic Violence
  4. Sexual Assault
  5. Self Harm
  6. Substance Abuse
  7. Narrative Bigotry
  8. Sensitive Topics

West.Rose

Knight
Welcome to the Sanctum
Local time
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57
Age
30
Pronouns
she/ze/zir/her
Flock to Infinity | the Putrified

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This world is sick and cruel. Here, every monster is real. They radiate danger, leak poison, and spread disease. It's post-apocalyptic America, where the North, Central, and Southern states are scarred. One hundred and twenty years after a nuclear disaster, humans and creatures are captured for testing. Oligarchs and militias chase a cure for radiation sickness, but they seek control instead.

Outside the domes, the world is broken but alive. Survivors build new lives. They form hidden tree colonies, underground bunkers, and naval yards consumed by the sea. Military ruins lie in ancient mountains. Radiation affects all. The immune hide in fear, while the non-immune endure treatment trials. Here, folklore has become practical. Vampires and werewolves are known, but demons and fae are secrets of the elite. This secrecy is deliberate. Knowledge of fae magic or infernal pacts could spark rebellion. Myths are buried under bureaucracy and media spin.

Capitalism survives, twisted but thriving, feeding on desperation. Humans with a rare dormant gene—universal recipients—are harvested for their unique ability to accept traits from other species. This led to the Mutate Program, a series of gene-modification initiatives for hybrid offspring. Some are raised as weapons, while others are farmed for organ donations on the black market. Gene editing is now common for survival and vanity. In the domes, children undergo procedures to grow taller, stronger, walk silently, or enhance their features.. Government-funded corporations conduct blood drives every two years to catalog living beings and find candidates for experiments. Participation is mandatory. Refusal leads to reeducation.

Infinity City embodies this madness. Its curved walls reach up into a dome filled with technology, its surface reflecting light like glassy wounds between artificial clouds under the smog sky outside. The city thrives on corruption and suffering. The triple-layered dome is made of synthetic crystal and anti-radiation materials, and filters artificial sunlight. Decay Suppression Systems keep walls pristine, while the city's soul decays.



INSIDE THE DOME: INFINITY CITY

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Inside, the elite live in luxury, glittering like jewels in the night. The upper ring glows with holo-lit galas, neurothread implant parties, and immersive reality chambers mimicking pre-apocalypse Earth. Elites use artificial companions to serve and secure their legacy, each programmed to never betray. Cosmetic gene-editors, sold like vitamins, are passed around at brunch. Youth can alter their bone structure in a weekend. Yet, no enhancement washes off the blood.

Beneath the surface, public mood monitors scan every street, analyzing pheromones and microexpressions to catch unrest. Genetic ID chips, implanted at birth or during blood drives, pulse under the skin, tracking location, DNA, and behavior, while also containing their financial credits like a digital wallet. The city's voice comes from hovering sky drones, shouting reminders of curfew as part surveillance, part psychological warfare.

Those who speak too boldly or stray from assigned zones risk being labeled radicals. They are "quarantined" in Reeducation Pods, machines that rewrite memory under the guise of mental health treatment. Sometimes they return. Often, they don't.

The elite trade gossip, as if trading currency, sip cocktails that never spoil, and debate "civil disobedience" and "radiation ethics" on propaganda streams. No one dares mention corporate corruption or food scarcity. These distractions hide the decay at society's roots. The mag-rail rings transport citizens between social tiers, running in loops. While the outer rings are slow and cramped, the inner loops flash with speed and comfort enjoyed only by the elite and off limits to most lower class.

Decay Zones, filled with failing infrastructure, fester in silence, used by smugglers, rebels, or those desperate to exchange limbs or organs for privilege. Meanwhile, military mechs, clad in chrome and pain tech, patrol borders with rad-scanners, checking for mutations or high-value genes. Dissent is crushed. Resistance is processed. Every new "miracle medicine" brings public hysteria and private horror: tumor suppressors, limb inhibitors, blood-stabilizing injections. The side effects are brutal, and the disappearances are worse.

Hatred bleeds through the soil. Vampires suffer cognitive decay; their venom has become corrosive. Lycans mutate into grotesque forms. Fae children are born deformed. Demonkind—if they walk the land, do so in secrecy or via corporate power. Most agree: it was either divine punishment or mankind's fatal mistake.

Class remains rigid: upper, middle, working, and broken. Each upward step costs flesh. Each downward step is irreversible. The dome shines like a promise. But inside? It rots like everything else.




Technology:
1. Dome Infrastructure & Environmental Control
  • Radiation shielding: Triple-layered dome made from reinforced synthetic crystal infused with anti-radiation compounds. Sections shimmer with refracted light or display false sky projections
  • Climate Engineering: The dome maintains artificial weather, including UV-filtered daylight cycles, misting systems, and wind simulation for comfort zones.
  • Decay Suppression Systems: Walls and streets have embedded nanocoatings to prevent rot, bacterial spread, and rust.
2. Surveillance & Social Control
  • Genetic ID Chips: Implanted at birth or blood drive participation, these track DNA, movement, vitals/medical records, and behavior patterns. They auto-alert if you enter "unauthorized zones" or go out past curfew, and in addition, they serve a financial functionality by holding credits.
  • Reeducation Pods: Egg-like machines with neural stimulators used for memory rewriting, sedation, or punishment. Disguised as "mental health treatment."
  • Public Mood Monitors: emotional-scan towers use facial microexpression tracking and pheromone analysis to predict uprising moods in real time.
3. Medical & Bio-Engineering Tech
  • Gene-Mod take-home editor: popular among the youngest elites. Used for cosmetic enhancements and performance upgrades.
  • Mutate Harvesting Vats: Industrial tanks used for growing organs, limbs, and modified humanoid tissue from mutate-blood donors
4. Consumer & Lifestyle Tech (Upper Class)
  • Holo-Reality Rooms: Fully immersive chambers for gala rehearsals, entertainment, propaganda, and therapy. Can simulate outdoor, pre-apocalypse life.
  • Artificial Companions: Android humanoids who serve, guard, or are used as lovers- coded for loyalty and docility.
  • Neurothreads- short-life luxury implants that stimulate pleasure, calm, or confidence with thought. Addictive and expensive
5. Military & Enforcement Technology
  • Dome Guard Mechs: Semi-autonomous exosuits equipped with crowd suppression tech- shock batons, scent-based disorientation gas, and grapplers.​
  • Sky Drones: Hover surveillance units with voice amplification, dart tranquilizers, and facial recognition.​
  • Rad-Scanners: portable devices used at checkpoints or blood drives to detect radiation mutations and flag potential "genetic donors"​
6. Transportation & Infrastructure
  • Mag-rail Rings: High-speed transit, in concentric loops through social class tiers- lowest classes restricted to the outermost and slowest.
  • Sky tubes: Vacuum-tube elevators between levels of the dome- used mainly by VIPs and guards.
  • Decay Zones: Parts of the infrastructure sealed off or rotting-used secretly by rebels or black-market traffickers.

CLASS HIERARCHY
Upper class, Middle class, working class, and lower class.


Playable Characters: although you are free to make your own


 
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Race Guide





  • Humans / Human Mutants / Human Mutates


    Humans and Mutants - Generally sick and weak, stuck under the domes, and can't leave without a hazmat suit. Some have mild to impressive powers- passive powers like prophetic dreams or clairvoyance as a result of receiving blood transfusions to cure radiation sickness. Mutants may have deformed bodies such as bubble or scaly skin, webbed digits, extra eyes, or extra limbs.

    Altered (Half Bloods/Mutates) - These are humans fused with other species, altered either by radiation or scientific experimentation. Often drawn from society's most vulnerable—criminals, the sick, orphans, and the homeless—they're deemed "expendable" by the Dome's authorities. Rather than waste them, the government repurposes them as test subjects. Once modified, they're sent to camps outside the domes for observation, then released into the wild. The public knows little of these practices, but the results feed black-market science and corporate innovation..

    Meta Humans - Humans with biomechanical body parts. Due to mutations, meta-humans have become a marketing campaign to enhance strength and gain normalcy. Working-class Meta-Humans are bulky, outdated, and utilitarian, and Elite Meta-Humans use sleek, advanced tech with surgical precision. They are publicly celebrated as heroes of progress, but privately divided by wealth and obsolescence.






  • Lycan / Lycan Mutants / Lycan Mutates

    Werewolves have remained generally untouched by the radioactive environment and thrive outside of the domes. Bodies and minds have similar variation to vampires, where primitiveness and intelligence vary, and body mutation from generation to generation occurs. Depending on the scientist's mutation, a lycan can become stronger or faster or obtain or enhance psychic abilities. Mutate lycans stand on two feet while full-born lycans are more monstrous and walk on all fours. Lycans can reproduce through bacteria or biologically, and rarely have issues reproducing.


    Pureblood- Born werewolves. Mentally and physically stable. Powerful, respected leaders of packs. Immune to most environmental damage..

    Mixed blood - Born werewolves, but unable to shift. Retain human form. Strong, but lower status than purebloods.

    Wasteland Born (mutants)- Shaped by the wilds and radiation. Appear monstrous or misshapen. Minds range from stable to erratic.

    Lab-Spliced (Mutates) - Genetically engineered lycans. Can wield psychic or elemental powers, transform into other beasts, or blend lycan traits with other creatures. Appear semi-human or "too clean" for the wilds.

    Feral-Blooded (Phage 1) - Corrupted by radiation or diseased blood. Suffer from spontaneous shifting, madness, and physical decay. Contagious.

    The Ravenous (Phage 2) - Fully reverted to pre-civilization beasts. No speech. Monstrous in both wolf and human forms.
    • Stage 1: Strong, predatory, rage-driven. Spread disease with bites.
    • Stage 2: Starved, skeletal, erratic. Known for speed and stealth. Sicken others through contaminated blood.




  • Vampires / Vampire Mutates / Vampire Mutants

    Vampires have had a long history on Earth. Historically, being insane or manipulative, in primitive history, was sometimes monstrous. Those monstrous forms were said to be extinct, but since the recent nuclear war, those primitive forms have come back. Vampires with weak bloodlines have reverted to the contorted bodies of the ancient vampires as a reaction to the nuclear explosions and the radioactive environments. Natural vampiric abilities include short-term invisibility and flight for primitive forms, mind manipulation and progressive regeneration, and unnatural speed. All vampires must obey purebloods biologically.


    Pureblood - Born vampires. Mentally stable, biologically refined. Immune to radiation. Can walk in sunlight. Rulers by law and blood.

    Mixed blood - Born vampires. Less refined than Purebloods. Resistant to radiation but weaker.

    Wasteland Vampires - Turned humans mutated by the post-nuclear environment. Varying mental states, semi-stable.


    Lab-born Vampires - Transformed via experimentation. Show new abilities (energy, elements). Appear mostly human.

    The Withered (Phage 1) - Corrupted vampires infected by radioactive Phage 2. Losing sanity and form. Contagious blood. Low status.

    Beasts of the Old Blood (Phage 2) - Ancient vampire forms reawakened by radiation. No speech, monstrous appearance. Two subtypes:
    • Stage 1: Strong, monstrous, territorial.​
    • Stage 2: Weaker, faster, venomous, and travel in packs.​





  • Fairy / Fairy Half bloods / Fairy Mutants & Mutates

    Fairies take many shapes, colors, and forms, often adapted to the physical landscapes around themselves. Fae have a long history on Earth, but are now exploited for eccentric servitude to the elite when found. Generally remaining in rural parts of the country and oceans, their existence to humans goes generally undetected, that is, until radiation short-circuits their glamour inside cities. Though their glamour is still usable, it is not always reliable.


    Fae Half Bloods: - Part-human with subtle fae traits, often undetectable. Abilities vary widely.

    Pure Blood - Unmutated fae. Mentally and physically stable. Highly resistant to radiation. Hold high status and leadership roles.

    Wasteland Fae (Mutant blood) - Born fae altered by the environment. Appear mutated but retain varying degrees of communication and sanity. Range from stable to unstable.

    Lab-born (Mutate Blood) - Lab-created or modified fae. Weaker than natural-born fae, but they possess unique powers. Heavily mutated, but usually radiation-resistant and functional.

    Phage 1. Tainted Pure, Mutant, or Mutate fae. Corrupted by radiation or failed experimentation. Weaker powers, unstable minds, decaying bodies. Suffer from memory loss and long-term madness. Low status.

    The Primitives (Phage 2) - Primitive beasts resembling earthly or animal creatures with no speech. Temperamental and territorial.
    • Stage 1: Strong, monstrous, territorial.​
    • Stage 2: Weaker, faster, venomous, and travel in packs.​




  • Demons / Half Demons / Demon Mutates / Hybrids

    Demons have remained largely unaffected by the post-apocalyptic world. Though monstrous in true form, they maintain flawless human disguises through powerful glamour and manipulation. However, once discovered, especially if Pure Blood, they are highly valued by elite society for their radiation-free bodies, used in black market medicine and high-class rituals.
    Demons feed on human suffering and are often the source of inhumane behavior. Their powers range from passive (emotion manipulation) to active (telekinesis, time manipulation, possession, or mana manipulation)

    They have a gross networking system, often attaching themselves to individuals for demonic gain.


    Pure Blood - True-born demons. Monstrous in appearance but flawless in human disguise. They possess strong active powers like spirit possession, mana manipulation, and time/space warping. Bodies evaporate when killed. Glamour is strong but can break under certain conditions.

    Half demons - are humanoid and do not evaporate, are often more benign, and display passive powers such as thought or emotion manipulation and some forms of mana manipulation.

    Artificial Demons - are created through pacts or rituals with demons. Possess minor passive abilities. Often unstable and dependent on their summoner or contract.

    Demon Mutates - Created in labs via gene editing or through demonic blood transfusions.
    • Transfusion Mutates: Mild, often unaware of their abilities. Amplify suffering or negative emotion.​
    • Genetic Mutates: More powerful, often born with active abilities. May appear humanoid or grotesquely mutated.
      Demon-Fae Hybrids - are extremely rare and unstable physiologically, mentally, and maintain power instability. They may have mutated bodies, failed shifts and forms, and radiation reactivity. They may be mad, be possessed, or have internal conflict and not know the difference between instinct and morality. And they may also have versatile abilities, unreliable talents, or environmental influences, such as becoming more unstable during radiation storms.​





  • In Flock to Infinity: The Purified, society has splintered into powerful factions and distinct locales shaped by radiation, class warfare, and supernatural mutation.



    Notable factions are subject to change as the story progresses.

    Some Key Factions & Locales:
    • The Domes and mountains: Corporate-run strongholds for the elite. Semi clean air, advanced tech, and synthetic foods. Hidden corruption, breeding programs, and political control are rampant.
      • Hyra Center: A medical and research facility known for treating and experimenting on rare species and mutants. Allegedly provides care; secretly profits from genetic data.
    • The Treeborn Settlements: Massive sentient trees hold village clusters, inhabited by mixed-blood mutants, rogue scientists, and fae exiles.
    • The Phage Wastes: Once-civilized regions overrun by failed experiments and degenerating mutants. Entry often means death or mutation.
    • Fae Wilds: Fragmented Seelie and Unseelie courts rule bioluminescent forests. Magic still pulses here, though twisted by radiation.
    • The Underground Resistance: Resistance inside and outside the dome, pass myths and distorted stories creating paranoia and religious panic to sow distrust and build up their numbers.



    At the top of the social hierarchy resides the Dome Elite, a privileged class of unmutated humans and high-grade mutates living within a sealed, hyper-controlled biodome. Protected from radiation and sustained by advanced technology, they exert economic, political, and biological control over the rest of the continent. The Dome is a vertical society — literally and socially — where the upper levels house the most genetically pure families, such as the Regalgroves and De La Rosas. Institutions like the Hyra Center, a massive medical-industrial conglomerate, thrive under Dome rule. Hyra runs pristine hospitals, research labs, and rehabilitation centers, offering miracle cures and enhancements to the wealthy while secretly experimenting on lower-class supernaturals. Physicians like Sarah Yating walk the line between healing and manipulation in these clinical arenas, often more prison than sanctuary.


    Beyond the Dome lie the Outer Mutant Settlements, a patchwork of desperate yet resilient communities. These include the Tree Clans living in mutated forests, Mountain Packs surviving in high-altitude caves, and Undergrounders hiding in old bunkers and ruined metro tunnels. These groups vary in culture and structure but are unified by necessity, hardship, and a shared distrust of the Dome. They fight not only to survive the wastelands but to preserve autonomy in the face of constant exploitation. Among them are the Werewolf Orders, fractured by genetic variance and societal value. Pure Bloods, noble and nearly extinct, are often hidden or enslaved. Mutate Bloods and Phage variants are more common, sometimes weaponized or cast out due to instability. Their primal hierarchies and instincts contrast starkly with the Dome's sterile order.


    Threaded through both worlds are the Fae Courts — the Seelie and Unseelie — whose glamour conceals deep radiation-induced mutation. These fae operate in secrecy, broker deals, or hire mercenaries like the changeling Firo Bramble to meddle in human affairs. Neither aligned with the Dome nor the wasteland, they exploit chaos and cross dimensions with ease, their motives as mercurial as their appearances.


    The world itself is shaped by harsh and varied locales. The Dome stands as a glimmering monolith of control and surveillance, while the Scorchlands beyond are a radioactive wasteland filled with twisted wildlife and forgotten tech. The Hyra Facilities — both inside the Dome and scattered across the wilderness — serve as clean white cages for experimentation. The Ironroots, a village built into towering, mutated trees, symbolizes nature's defiance, while the Old Underground is a decaying echo of past civilization, haunted by both failed science and desperate survivors. Bordering these realms is the Velvet Divide, a militarized checkpoint where the Dome's influence fades into the wild. And finally, there is the Rifted Cradle, a glowing chasm that defies explanation — some claim it's divine, others say it's a scar of failed dimensional tampering. Regardless, those who enter its depths seldom return unchanged.


    This world is a tangle of secrets, power plays, and survival, where every faction and place is shaped by the fallout — literal and figurative — of a broken civilization grasping at control, purity, and purpose.





 
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