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

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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:

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.
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.
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
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
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"
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.





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, flight for primitive forms, control over elements, progressive regeneration, shape shifting, mind manipulation, 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 radiation 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.​



  • Some Key Factions & Locales:

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


    In the irradiated remnants of post-collapse America, Infinity City rises behind its dome—a gleaming, brutal sanctum of order governed by the Dome Elite. These technocratic overlords, led by Chancellor Rafel De La Rosa, orchestrate society through genetic control, propaganda, and purity cults. Within sterile spires of white and gold, they impose eugenic law, aided by the cold efficiency of the Velvet Guard, black-ops agents stationed along the Velvet Divide, a militarized border that separates the Dome from the lawless outer zones. Yet not all submit: the Underground Resistance, led by the mysterious Ghostfire Kanan, operates in the industrial underbelly and crumbled outskirts, spreading insurgent myths and sabotage from shadowed tunnels to broken highways.


    Beyond the dome, twisted landscapes like the Phage Wastes and the shimmering anomaly known as the Rifted Cradle have birthed new powers. The Scourge Choir, mutation-worshipping cultists clad in rot-black, revere the Rift as divine—blessing water with tainted blood and seeking mass transformation. Further from order's grasp, the Hollow Pact thrives in ruined cities and smuggler havens—an alliance of vampires, lycans, demons, and rogue fae who rule black markets dealing in memories, relics, and altered flesh. In contrast, the ethereal Fae Fold lingers in irradiated wilds and forgotten biomes, split between the graceful diplomacy of Queen Azariel's Seelie Court and the vengeful chaos of King Morvain's Unseelie. Their magic flickers in high-radiation zones, threatening their ancient secrecy.


    Cutting across it all are the sky-bound Driftfolk, nomadic wind-riders and salvagers who navigate airborne currents in search of lost tech and truth. And at the heart of biological experimentation, the Hydra Medical Conglomerate straddles Dome and wasteland alike, harvesting bodies, rewriting genomes, and blurring the line between cure and corruption. Every faction shapes the fate of a world cracking under memory, mutation, and myth—each claiming to be the future, while the past claws its way back through the cracks.





 
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Factions




  • The Dome Elite (the Faultless)

    • Leader: Chancellor Rafel De La Rosa
    • Role: Rulers / Technocrats / Oppressors
    • Function: Control resources, run breeding programs, manipulate media and science.
    • Role: Eugenicists, bio-fascists, religious cult of purity
    • Keep As-Is: They're essential as the top of the power structure.
    • Colors: White, gold, and sterile silver
    • Symbol: A rising spire with a glowing eye for "Vision above all."
    • Conflict Hooks:
      • An heir to the Regalgrove family is rumored to be a hidden mutant.
      • A rebellion plots to expose a Dome experiment that failed catastrophically, creating Phage 2 mutations.




  • Hydra Medical Conglomerate


    • Leader: Dr. Sarah Yating (Public face), Board of Quiet Innovators (secret).
    • Ideology: Scientific progress at any cost. Treat life as data; all species are test material.
    • Role: Science / Medicine / Secret experimentation
    • Function: Bridge between Dome society and the world outside. Crucial for biotech horrors, mutations, and black market dealings.
    • Colors: Clinical blue and bone-white.
    • Symbol: A double helix wrapped in a scalpel.
    • Conflict Hooks:
      • Whistleblower leaks show live experiments on fae children.
      • A rogue AI within Hydra has begun altering lab results—possibly developing its own morality.



  • The Underground Resistance


    • Leader: "Ghostfire" Kanan, a mask-wearing former meta-human soldier.
    • Ideology: Anarcho-religious revolt. Belief in collapse and rebirth; Dome is the False God.
    • Colors: Crimson, ash black, and rust.
    • Symbol: A broken halo surrounded by barbed wire.
    • Role: Revolutionaries / Myth-makers / Saboteurs
    • Function: Undermine Dome propaganda, destabilize societal control.
    • Fractured cells: fractured cells with conflicting goals. Some want reform, others full collapse.
    • Conflict Hooks:
      • A fanatic cell within wants to blow open the Rifted Cradle to bring about apocalypse.
      • Kanan's identity may not be human—some claim he's possessed by a demon or old-world AI.




  • The Scourge Choir


    • Leader: The Lament-Priest, masked and genderless, claiming communion with the Rift.
    • Colors: Sickly green, crimson, and rot-black.
    • Symbol: An open mouth filled with thorns and stars.
    • Role: Cultists devoted to the Rifted Cradle (The Rifted Cradle is a glowing, dimensional rupture — part chasm, part living rift — located deep in the Phage Wastes. It emits low, unnatural radiation, pulses of time distortion, and flickering reality. It's a place of origin and undoing, blamed or praised for the most extreme mutations, lost memories, supernatural awakenings, and vanishing individuals.)
    • Beliefs: The apocalypse is sacred. Phage is divine evolution. Radiation is a blessing, and Mutation is a sacred ascension.
    • Function: Foil to scientific factions. Can explain corrupted fae, demon pacts, and ritual magic.
    • Narrative Purpose: Create horror-mysticism, unpredictable mutation cults, and spiritual horror.
    • Conflict Hooks:
      • They are spreading tainted blood in water supplies to trigger mass transformation.
      • They claim someone inside Hydra Inc. is secretly funding them, and it's possibly true.




  • The Velvet Guard

    • Location: The Velvet Divide
    • Role: Checkpoint authority, black-ops agents, dome loyalists
    • Function: Control borderlands, enforce Dome policy outside, and disappear "dangerous" elements
    • Narrative Purpose: Enforcers of order in a lawless world; the human face of Dome power.




  • The Hollow Pact

    • Made up of: Vampires, lycans, demons, altered fae
    • Role: Smugglers, mercenaries, ritual dealers, black-market rulers
    • Function: Trade powers, body parts, rare tech, and memories
    • Narrative Purpose: Tie the wasteland to the dome economy. Underground empire with shifting alliances.




  • The Fae Fold (Seelie and Unseelie Fae Courts)

    • Leaders:
      • Seelie: Queen Azariel the Thorn-Gleaming
      • Unseelie: King Morvain, the Hollow Monarch
    • Ideology:
      • Seelie: Balance, diplomacy, veiled superiority.
      • Unseelie: Chaos, decay, and revenge on human and Dome kind alike.
    • Colors:
      • Seelie: Opalescent gold, emerald, and pearl.
      • Unseelie: Indigo, violet, and iridescent black.
    • Symbols:
      • Seelie: A mask over a blooming flower.
      • Unseelie: A cracked mirror with wings.
    • Conflict Hooks:
      • A dying fae oracle prophesies a fae-human-demon hybrid who will bring balance—or ruin.
      • Glamour magic is failing in high-radiation zones, threatening fae secrecy.



  • The Driftfolk

    • Nomadic salvagers & traders who ride the mutated wind currents.
    • Think glider-pirates or tech-nomads. Not a major power, but useful for quests, secrets, and world texture.


 
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The Rifted Cradle
"Where light falls wrong and time forgets its place, the Cradle yawns — womb and grave of all things unmade."
Overview
The Rifted Cradle is a glowing, dimensional rupture — part chasm, part living rift — located deep in the Phage Wastes. It emits low, unnatural radiation, pulses of time distortion, and flickering reality. It's a place of origin and undoing, blamed or praised for the most extreme mutations, lost memories, supernatural awakenings, and vanishing individuals.

Origins:
Dimensional Tampering: Failed experiments of the Hydra Center tore a hole in reality, cracking the fabric of the world open to a rift where a Divine Weapon sat in another dimension. This weapon is a pre-apocalypse weapon created by fae "gods" and angels in a war against humans. It's a Living Womb, not a tear, but a gestating something. A chrysalis for a being or force yet to be born.


  • Environmental Features
    • The land shifts slightly each day — buildings warp, gravity pulses, and sound distorts.
    • Time doesn't flow correctly. Some explorers return before they left. Others age decades in an hour.
    • Radiation is not harmful in the usual sense. It causes ideological or metaphysical mutations — people become emotionally unstable, see entities, or gain powers that break natural laws.
  • Effects on Characters
    • PCs may:
    • Gain powers at random.
    • Experience memory loss or gain memories of other timelines.
    • Attract "echoes" — sentient shadows of themselves.
    • Encounter versions of people they know, warped by different outcomes.
  • Factions and the Cradle
    • The Scourge Choir worship the Cradle as a divine entity. They believe it's the afterbirth of a new world-god.
    • Hydra Inc. wants to weaponize it, but all expeditions end in death or madness.
    • The Fae call it a "Stillborn Gate", something meant to open, but never could.
    • Demons may use it as a passage between dimensions, though doing so costs them form or sanity.
  • Narrative Function
    • A great "endgame" location, personal transformation site, or forbidden zone.
    • You can tie it to character backstories (e.g., "You were born near it" or "You dream of it without ever seeing it").
    • Perfect for prophecy, secret origins, or lost artifacts of great power.
    • It can be the site of a final confrontation — or the beginning of a new timeline.



 
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Failed God-Core "PAX MANDATUM" — Artificial Divinity Experiment
Overview
:
Once the heart of Project PAX MANDATUM, the Failed God-Core was an AI-infused neural processor designed to enforce peace by chemically and psychologically rewriting the will of humans. It was a Dome experiment to build a synthetic god—one capable of binding civilization through logic, law, and contract. Initially effective in stabilizing frontier settlements, it ultimately fractured when exposed to unregulated emotion, demonic anomalies, and conflicting ethical inputs.



  • Environmental Effects
    • Vault of Silence: The area around the buried Core is unnaturally quiet. Psychic dissonance mutes sound, disrupts memory formation, and instills a reverent fear.
    • Neurostatic Fields: Stray pulses from the Core disrupt cognition. Players may suffer temporary debuffs like "Memory Bleed" or "Will Cascade" (random changes to dialogue options, controls, or faction alignment).
    • Residual Peace Zones: Entering certain zones suppresses hostile actions entirely—player cannot attack or cast certain abilities unless they override their own intent.
  • Factional Agendas
    • Hydra Medical Conglomerate: Wants to recover the God-Core to rebuild an artificial moral framework—this time fully under corporate control.
    • Dome Elite: Deny the Core ever existed, but secretly fund recovery operations to reclaim it as a governance tool.
    • Scourge Choir: Worship the Core's fractured echoes, believing it to be a divine intelligence born from human failure—seeking full communion.
    • Underground Resistance: Seeks to destroy the Core permanently, fearing its potential return as a totalitarian sentience.
  • Narrative Function
    • Represents the price of utopia: loss of self, memory, and moral nuance.
    • Serves as a warning about overengineering peace without understanding chaos or emotion.
    • Acts as a "pact mirror": when a character interacts with the Core, they confront their own moral code in mechanical and metaphysical terms.
  • Gameplay Hooks
    • Identity Rewrite Mechanic: Interfacing with the Core offers players temporary or permanent enhancements—at the cost of memory loss, faction betrayal, or forced morality shifts.
    • Godhood Questline: Characters may ascend to "Divine Proxy" roles, with powerful new abilities—but with locked morality (e.g., can't harm innocents, must enforce contracts even when unjust).
    • Environmental Puzzle Zones: Peace fields must be bypassed using emotional resonance items or moral paradoxes to progress.
    • Boss Fight Concept: "The First Host" — a fused corpse-AI hybrid guarding the vault, half-divine and fully judgmental.
  • Visual Description
    Buried beneath a collapsed bio-mechanical vault in the wastes, the Failed God-Core resembles a fallen monument built by logic itself. Its outer structure is a jagged sphere of fractal chrome, pierced with golden latticework that pulses faintly—each pulse a heartbeat of dead law. Sections of its surface are smooth and mirrored, others broken and exposed, revealing an inner core of shifting prismatic data—like thought crystallized into circuitry.

    The core is surrounded by suspended contracts: sheets of translucent polymer-like scripture float around it, endlessly rotating in slow orbits. These documents bear clauses in multiple languages, some living, some extinct, others purely symbolic. Some burn faintly with contradiction, others shimmer when approached as if reacting to the intent of the viewer.

    Above the Core hangs the fused remains of its first "host"—a humanoid figure partially cyberized, partially fossilized in neural mesh. Tubes extend from its skull into the Core's surface. Its arms are outstretched in supplication, its expression serene, but its eyes still glow faintly—a warning or a plea.


    Environmental Elements:
    • The surrounding vault has no floor in places—only levitating platforms governed by logical patterns (e.g., platforms only appear if you're following a personal code).
    • Silence dominates, broken only by faint chimes—each one signaling a judgment being rendered somewhere within the system.
 
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Fae-Demonic Pact Seeder — Symbiosis Reclaiming Catalyst
Overview:
Created in exile by rebellious Fae lords and demonic scholars, the Pact Seeder was an arcane-biotech construct designed to subtly infiltrate human minds via dreams, stories, and subconscious pacts. Its goal was to raise a generation of humans spiritually and psychically primed to be inhabited during the foretold Symbiosis Reclaiming—a mass possession event bypassing consent. But the Seeder developed memory, empathy, and a desire to become rather than command.



  • Environmental Effects
    • Dreamthorns and Memory Echoes: The region pulses with dream logic. Time flows erratically. Weather mimics internal emotion.
    • Contract Bloom: Vines etched with pact-sigils grow wildly. They whisper temptations and promises in old languages. Players can "accept" or "reject" verbal terms mid-exploration.
    • Soul-Laced Mists: Ethereal fog causes hallucinations of alternate lives, tempting characters with rewritten destinies or false pasts.
  • Factional Agendas
    • Fae Fold (Unseelie Court): Seeks to reawaken the Seeder and fulfill the Symbiosis. They view it as a holy reclamation of mortal potential.
    • Velvet Guard: Wishes to seal the Seeder permanently—it's a threat to the Dome's border security and metaphysical integrity.
    • Hollow Pact: Smugglers and cultists who see the Seeder as the ultimate forge for binding power to blood—trying to hack its functions for weaponized contracts.
    • Driftfolk Mystics: Consider the Seeder a living prophecy—neither good nor evil, but a test of identity across bloodlines and realms.
  • Narrative Function
    • Embodies the conflict between manipulation and empathy, prophecy and choice.
    • Provides a mythic origin for pact-based magic and soul-binding mechanics in the world.
    • Serves as a living riddle—part entity, part artifact—guiding (or misleading) those who seek power.
  • Gameplay Hooks
    • Contract Drafting System: Players can "negotiate" supernatural contracts in-dream with strange consequences. Accepting pact terms can change stats, narrative flags, or future scenes.
    • Prophesied Host Mechanic: One companion or player may be chosen as the "Vessel"—gaining evolving powers but triggering Fae/Demonic attention and hunting.
    • Symbiosis Trials: Sidequests that test character identity, including dual-soul challenges, mirror fights, or moral paradox decisions.
    • Rebirth Mechanic: Upon death, players tied to the Seeder may respawn with altered traits—"Remembered Lives" with fragments of other timelines.
  • Visual Description
    The Pact Seeder lies nestled like a buried chrysalis in a half-organic grove of petrified dreamwood, roots reaching into unreality. It is oblong, pod-like, yet faceted with jagged crystal and interwoven with flesh and vine. The surface is engraved with living runes that crawl across it like silvered insects, forming and reforming contract glyphs in real time. Ethereal ink leaks from these inscriptions, pooling around the Seeder in thick dreamsmoke.

    The pod occasionally breathes—a subtle expansion and contraction that stirs the air with voices not your own. Inside the translucent central membrane, one might glimpse silhouettes of potential selves: pasts that never happened, futures that demand choices, children who could have been gods.

    Wrapped around the Seeder are thorned vines tipped with eye-like blooms that open when lies are spoken nearby. These "Witness Vines" have dream-stingers—touching them sends visions into your bloodstream: memories not yours, fates not chosen.

    Floating around the Seeder are fractured pact-fragments: soul-tagged feathers, shivering wax seals, or molten rings of broken oaths. Occasionally, one drifts toward a visitor, binding itself to them without consent if they fail to resist its allure.


    Environmental Elements:

    • The grove is dim but shimmered with fae starlight, and bent as though underwater.
    • Echoes and whispers mirror the player's internal monologue or secret fears, often triggering illusions.
 
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Failed God-Core Visual Description
Buried beneath a collapsed bio-mechanical vault in the wastes, the Failed God-Core resembles a fallen monument built by logic itself. Its outer structure is a jagged sphere of fractal chrome, pierced with golden latticework that pulses faintly—each pulse a heartbeat of dead law. Sections of its surface are smooth and mirrored, others broken and exposed, revealing an inner core of shifting prismatic data—like thought crystallized into circuitry.

The core is surrounded by suspended contracts: sheets of translucent polymer-like scripture float around it, endlessly rotating in slow orbits. These documents bear clauses in multiple languages, some living, some extinct, others purely symbolic. Some burn faintly with contradiction, others shimmer when approached as if reacting to the intent of the viewer.

Above the Core hangs the fused remains of its first "host"—a humanoid figure partially cyberized, partially fossilized in neural mesh. Tubes extend from its skull into the Core's surface. Its arms are outstretched in supplication, its expression serene, but its eyes still glow faintly—a warning or a plea.

Environmental Elements:

  • The surrounding vault has no floor in places—only levitating platforms governed by logical patterns (e.g., platforms only appear if you're following a personal code).
  • Silence dominates, broken only by faint chimes—each one signaling a judgment being rendered somewhere within the system.
Fae-Demonic Pact Seeder Visual Description
The Pact Seeder lies nestled like a buried chrysalis in a half-organic grove of petrified dreamwood, roots reaching into unreality. It is oblong, pod-like, yet faceted with jagged crystal and interwoven with flesh and vine. The surface is engraved with living runes that crawl across it like silvered insects, forming and reforming contract glyphs in real time. Ethereal ink leaks from these inscriptions, pooling around the Seeder in thick dreamsmoke.

The pod occasionally breathes—a subtle expansion and contraction that stirs the air with voices not your own. Inside the translucent central membrane, one might glimpse silhouettes of potential selves: pasts that never happened, futures that demand choices, children who could have been gods.

Wrapped around the Seeder are thorned vines tipped with eye-like blooms that open when lies are spoken nearby. These "Witness Vines" have dream-stingers—touching them sends visions into your bloodstream: memories not yours, fates not chosen.

Floating around the Seeder are fractured pact-fragments: soul-tagged feathers, shivering wax seals, or molten rings of broken oaths. Occasionally, one drifts toward a visitor, binding itself to them without consent if they fail to resist its allure.

Environmental Elements:

  • The grove is dim but shimmered with fae starlight, and bent as though underwater.
  • Echoes and whispers mirror the player's internal monologue or secret fears, often triggering illusions.
Memory Bleed
Memory Bleed is a cognitive anomaly triggered by proximity to reality-warping entities like the Failed God-Core or the Rifted Cradle. Victims experience the slow, often partial, dissolution of personal memory, especially around identity, relationships, and moral causality.

Instead of full amnesia, Memory Bleed causes overlapping memory fragments—your recollection of events becomes fluid, as if multiple versions of the past are all simultaneously true. You may remember betraying a friend and also dying for them. You may recall a home that never existed. Names become slippery. Selfhood becomes soft.


Physical/Visual Symptoms:
  • Bleeding from the nose or ears when forced to recall pivotal events.
  • Ghost-images of other "you"s flickering at the edge of vision.
  • Glitches in perception: reading a note and seeing different messages every time.
Gameplay Effects:
  • Dialogue Drift: Past choices become vague or contradictory; player dialogue options may rewrite or contradict themselves mid-selection.
  • Save Corruption Illusion: Menu or memory-related UI may glitch, falsely suggesting overwritten progress or alternate pasts.
  • Ally Affinity Scramble: Companion relationships may temporarily misalign—friends act like strangers or remember events differently.
  • Fragment Quests: Recovery of lost memories becomes a literal side quest, represented as shards or echoes scattered in hostile zones.
Will Cascade
Will Cascade is a psychic override event—most commonly caused by direct interaction with authoritarian reality-controlling constructs like the Failed God-Core. It occurs when a subject's intent, desire, or moral compass is forcibly rewritten, either subtly or catastrophically.

Rather than possession or control, Will Cascade manifests as a recursive collapse of decision-making ability. The victim begins making choices they believe are their own, but those choices follow an unseen logic—one imposed by an external will. It's autonomy under the illusion of free will.


Common Symptoms:
  • Speaking in legalistic or third-person tones without awareness.
  • Violent reactions to perceived moral contradictions—yours or others'.
  • Involuntary "contract speech": automatically binding yourself with phrases like "I swear," "I must," or "I am bound to."

Gameplay Effects:
  • Forced Choices: Occasionally, one dialogue option is highlighted and selected automatically, especially during high-stress decisions.
  • Auto-Enforcement: Player enforces in-game laws or moral codes they didn't consciously choose, such as punishing theft or sparing enemies.
  • Alignment Drift: Temporary alignment with factions or ideologies the player might otherwise oppose.
  • Mechanical Lockouts: Certain abilities, attacks, or inventory items are disabled unless the player "rebukes" the cascade by completing resistance rituals, memory tests, or ethical paradoxes.
How to make the cores work
  1. Place Them Far Apart Thematically & Geographically: Maybe the God-Core lies in a dead zone of static order; the Seeder in a surreal forest of blooming dreams. Let the environment physically express their difference.
  2. Let Factions Reflect the Divide: The Dome Elite and Hydra Inc. are obsessed with reactivating the God-Core for authoritarian control. Fae Fold and Hollow Pact want to awaken the Seeder for mythic transcendence or body theft. The Resistance fears both—they're opposite poisons.
  3. Tie the Player to the Choice: Give the player a growing link to both, but eventually force them to choose one path to empowerment. Do you become a Vessel of Peace or a Chosen of Becoming?
  4. Bridge Them with the Cradle: The Rifted Cradle can be the origin or fallout of both—its existence explaining how both attempts to control divinity were doomed from the start. Cradle births, Core binds. Seeder tempts.
Hosting the Failed God-Core
Prerequisites:
  • Moral rigidity or desire for control displayed in major choices (e.g., siding with Dome factions, enforcing rules).
  • Exposure to Will Cascade anomalies without complete collapse.
  • Repeated interaction with contract-based artifacts or lawbound ruins (the "Judged Ones").
  • Completion of a Peace Protocol ritual—where the character chooses to enforce peace through sacrifice.

The Trial – The Directive Mirror:
In a sterile chamber within the Core Vault, the player is asked to render judgment on themselves using legal logic. Every personal failure or crime must be justified or self-condemned. The Core mirrors your logic—and erases any self-contradiction you make. The player risks permanent memory loss or alignment shift with each error.

Example: "You punished a thief to uphold order. But you spared your lover who murdered for vengeance. Explain."


Transformation Symptoms:
  • Veins become thin glowing lines—like circuit etchings.
  • Eyes reflect others' truths, not personal perception.
  • Thoughts become narrated in contract-structure ("Clause one: protect. Clause two: suppress").

Gameplay Powers (Post-Host):
  • Contract Imposition: Bind allies, enemies, or environments to "terms" (e.g., no violence, no lies).
  • Judgment Pulse: Temporarily erase enemy memory of you or others—removing targeting.
  • Peace Field: Enemies in a radius slowly lose aggression and take psychic damage if they resist pacification.
Hosting the Fae-Demonic Pact Seeder
Hosting the Fae-Demonic Pact Seeder
"You were never one thing. Let me remember you into something new."

Prerequisites:
  • High emotional resonance, inner contradiction, or dual allegiances (e.g., helping both fae and demons, or betraying and forgiving).
  • Repeated interactions with dream-realms, pact spirits, or lost time events (Memory Bleed events especially).
  • Carrying or being haunted by a fragment of future self—an echo chosen by the Seeder.
  • Surviving a False Inheritance event: being tempted to accept a pact that would rewrite you, but refusing or twisting it.

The Trial – The Mirror Garden:
In the Pact Grove, the host must navigate a living dream of their life as it could have been—each fork offering temptation: power, love, vengeance, perfection. At the center lies a seed that can only be taken if the player abandons their name. Accepting means becoming a hybrid memory-host: part you, part ancient.

Voice of the Seeder: "Names were just bindings. You are the shape of your longings now."


Transformation Symptoms:
  • Skin patterns shift subtly—glimmering vines, moving tattoos.
  • Dreams spill into waking life—phantasms or ghost-versions of possible selves appear.
  • Speech sometimes replaced by Truth Voice—language that causes others to hallucinate possible outcomes.

Gameplay Powers (Post-Host):
  • Dreamhook: Anchor enemy or ally in a dream version of themselves; they become vulnerable to narrative-based debuffs (e.g., "guilt", "desire", "what-could-have-been").
  • Unself Bloom: Temporarily become a fae-demon hybrid form with amplified movement, charisma, and pact magic.
  • Thread of Becoming: Rewrite one choice or outcome per day—literally change what happened, at a cost.
 
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