We Make A Vile Apocalyptic Setting Part 2

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>The world writhes and twists, slowly withering away as the Geist descend upon it to devour all created things.

Bump.
>Towers of arcane will and might dot the ruined landscape, the ancient energies coursing through them ensuring that they are somewhat secure from the dark machinations of the Geist.
>These towers seem to have a somewhat soothing effect on those who remain near them, knitting their wounds both physical and mental overtime.

>In the depths of the boundless Sky, there exists a sea. A sea of dreams that flows across the breath of the cosmos. Those who dream can almost feel it, can almost reach it..

>There are these who "worship" the Geists, sacrificing themselves and others in hopes of gaining the attention of their uncaring masters; and then there are the others.
>By some unknown means these people have supposedly linked their minds to those of the Geists just long enough to barely glimpse the world through their eyes and are believed to be as close as humanly possible to understanding the will of the Geists.
>What they have truly learned, no one can say, as these foolish souls are left forever incapable of speaking any human language.

>The language those foolish ones now speak is presumably some attempt to imitate the vile tongue of the Geist, though they seemingly struggle with it thanks to trying to make utterly impossible sounds through human vocal cords.
>It is said that listening to these mad few can have disturbing effects on one's mind and soul.

>The only places of respite seem to be old churches and places of reverences
>The Geist have a curious dread of the places and tend to avoid them so long as there is light within them
>The moment that the last light of these holy places fades however, when the last embers of their flames burn out, it is inevitable that the Geist will descend upon them in droves to consume them entirely.

>The breaches within the fabric of reality have opened the way for numerous monstrosities to flood into the world, hunary to devour all of creation.
>Most of the creatures are things that can be faced by the remaining few in some capacity, but the breaches grow ever larger, and signs of darker things are on the horizon.

>The world bubbles and burns, as the Geist distort and warp it beyond recognition. Some say that the world may very well shatter under the continued assault of the Geist.

>A towering fortress of black mud and bone is situated at one of the far corners of the world, lies and darkened dreams flowing from it into the minds of the remaining survivors.

>a religious anti-fervor has swept through much of the remaining population. Fasting flagellants sing praises to nothingness, either hoping to be spared or embracing oblivion.

>Nearly every statue, formation, or other 3d appearance of human shape...no longer forms a human shape. What they change into is uncertain but usually grotesque.

>Some have continued to gather around them in strange worship, confused, hopeful that perhaps their original intents may still bestow their presence despite the fear they inspire now.

Bump.

...

>The Geist came from beyond the stars, from the darkest recesses of the heavens.
>It is connected to long tendrils that writhe and pulsate, reaching to the darkness beyond.
>Those who are consumed by the Geist are later spit back out, acting as proxies for it, feelers that scower the landscape.
>Anyone that holds a shell to their ear near them can hear vile cthonic whispering, some believe it's coming from the Geist Mind, whispering to and from it's walkers.
>Travelers often carry sea shells with them as a warning device.

>Listening to the whispers of the Geist for long periods of time is said to bring about visual and auditory hallucinations, and may risk Infection. Thus, it is advisable to find a safe area as soon as possible should signs of the Geist be found.

>People that listen to the geist for too long are often called "Mumblers" their minds eternally scrambled by the horrors of it's murmering.
>They only parrot things they've heard from the Geist, having become nervous self mutilating wrecks.
>Albeit they're incapable of properly reproducing the noises made by the geist, it's still a horrifying sight.

>Some have even begun to physically degenerate after having the corruptive whispers of the Geist flow through their minds for a period of time. Fractal eyes and maws stretching out across their flesh, writhing worms made of starlight crawling through diseased flesh, twisting patterns of impossible shapes and signs burning their way through their very beings. Eventually they will cease to be anything even remotely human.

Rolled 18 (1d20)

>Latrice Zinteqwame
>Lvl4 Real Nigga

>I kick at its pelvis with using (footwear) Chad Muska model Circas with lead fishing weights in their stash compartment.
>checking against Run Fade skill

>Despite their vile appearances and violent demeanor they still have utility, walking detection devices often wielded by those who hunt infection in populated areas.

Towers/Churches:
>The towers are incredibly rare, and are a recent creation after the Fall
>The towers are avoided by the geist itself, though it's feelers often launch large scale invasions of them wherever they're found.
>The Churches bear similar significance, lacking the healing effects of the towers.. merely offering a place for those who are wary to rest.

The BlightWatch
>Dark Clad Men search for any signs of infection on those who rest in these places, cutting them down in violent public displays, utilizing the Mumblers as a detection method.

>A good way of disposing of infected is to drag them into holy sites, so that the power within them can burn the corruption away.
>The light within such places, although weakened, is still strong enough to destroy most infected and is capable of halting their impossible regeneration. In some cases however, the corruption will intensify, and the infection will grow and twist, gaining additional limbs and swelling in size, all in an effort to stave off destruction. This can cause the Cleansing to drag on, and can even deplete the light remaining in the holy site entirely, leaving those who take refuge within it at the non-existent mercy of the Geist.

>Tribes of the Mountains and wastelands often speak of their gods having died
>Villagers will make sacrifices to stave off the infested husk that was once a godly entity to them.

>Infected deities are truly terrible things, bastardized husks of their original forms, now completely in service to the Geist. They leave a trail of death and ruin wherever they go, poisoning the land and twisting it's creatures into abominations, corrupting souls and minds into following the chaotic oblivion of the Geist.

>These deities once protected communities with tooth and nail, putting their own lives on the line to defend various city states, tribal lands and small nations alike.
>The Geist seems to enjoy inflicting the most cruelty upon humanity as possible, often causing strong compulsions for the infected deities to attack those they once cared for and protected, laying waste to vast swathes of people and land.

>Some of the more powerful deities, those who embodied things like Dream or Hope can be seen hesitating for the smallest moments right before they reduce a whole swathe of land to a blighted wasteland, presumably fighting from the inside.
>It is said, that the most powerful of the current day Mages and priests can hear the anguished cries of the deities as they try desperately to fight off their corruption.

>Those who eaves drop with sea-shells can tell when a divine infected is nearing, the language they whisper in sounds less archaic, and rather more commanding and angelic.

>When an infected deity has fallen anything that it created will rapidly begin to degenerate, losing any form of communication with the Geist. becoming nothing more than a feral beast.

>A particularly horrifying ability of corrupted deities is their ability to meld their forms, and domains together to create a singular entity.
>This unified mass of corruption is quite capable of annihilating most of the world with its dark power, warping reality to the point of breaking, and creating inhospitable deadzones wherever it treads.
>Luckily for most, the creature cannot last long in our world for much longer than a day, usually burning out and collapsing after destroying the local area.

>Cardinals of the BlightWatch are a secretive sect of powerful occultists, Men who found themselves immune to the effects of the Geist.
>Many Cardinals are orphans from The Fall, keeping close a their best friend, beloved, or family member now turned mumbler.
>Their innate immunity to the Geist's infection has netted them the ability to study it's language, making them indispensable to any enclave that resists despite insurmountable odds.

And with that I'm going to bed, whoever you are other user, stay beautiful.

>It's commonly believed that excess use of magic is what drew the Geist toward our realm in the first place.
>One shutters to imagine how many realms it's devoured in it's endless quest to extinguish life.

I'll probably bump the thread through most of the night, before retiring my self. If it survives until morning, then that would be pretty good, especially if others come to provide some stuff.

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Last Bump for the night.