Now, to the Important Stuff
You â that is, meaning, your character(s) â are a Zoner. A term coined by a certain insomniac code monkey. Youâre one of the folks whoâs been dreaming about one of these three places every night. âZonesâ, theyâre called, also by that same code monkey. Everyoneâs linked to one of them, and depending on which one, they change in different ways when they sleep at night. And when theyâre in the Zones, they confront the same beings invading Earth â the ones bleeding from the Zonesâ realities into ours.
Everything you need to know about the Zones follows here.
Everything you need to know about the Zones follows here.
ZONE 1
The red city, as is its nickname. A sprawling urban jungle littered with both familiar and unfamiliar architectural traits. The layout of the area is rather non-Euclidean in nature. For example, the top floor of one building could be the basement level of another. The very outskirts of the city warp back around to each other, creating a seemingly infinite loop. Itâs not that confusing and itâs nothing to worry about, really. Zone 1 is currently caught in a conflict between two distinct peoples â the seemingly peaceful Denizens, and the rabid, warmongering Aggressors. Itâs the most common of the Zones for Zoners to be linked to, unsurprisingly. So we have all the more forces ready keep the place in check.
INHABITANTS
POWERS
A Zoner connected to Zone 1 possesses the ability to control a certain element in one of a variety of ways. The basic foundations of these powers stem from the following; aerokinesis (wind), aquakinesis (water), cryokinesis (ice), electrokinesis (electricity), geokinesis (minerals), and pyrokinesis (Fire). From these foundations, many other subsidiaries and combinations become possible. One example would be someone who possesses an "altered" form of pyrokinesis that allows them to control smoke and ash particles rather than open flames. Another would be someone who possesses a combination of pyrokinesis and aquakinesis, resulting in their powers manifesting as steam vapors. These powers can all be incredibly potent, as any Zoner linked to Zone 1 may boast about.
ZONE 2
Zone 2 takes the form of a fog-ridden wilderness. Forests, plains, valleys, mountains, all the like cover this area. Like the other Zones, it possesses a certain âgeographical oddityâ. A sea of clouds covers both the sky and the ground here, and they loop within each other. Toss a rock over the side of a cliff into the sky below, and it will fall in the same place forever until you catch it. Remnants of Zone 1 â buildings and houses and the like â can occasionally be found in isolated locations, often devoid of life. The wildlife here is split and scattered, and to match the ferocity of the most dangerous creatures, the Zoners here must act as creatures themselves.
INHABITANTS
POWERS
A Zoner here is drastically different from who they appear to be in reality. They are physically altered into some form of creature. Large, majestic avians with razor-sharp talons, lizard-like creatures that breath all kinds of volatile things, and even werewolves for the clichĂŠ types. Whatever the case, these Zoners are never one and the same. They all come in different shapes and sizes, all mismatched from different parts â both from creatures native to our world, and those born of wonder and mythology.
ZONE 3
By far, the most unsettling of the Zones. Zone 3 is what many would refer to as âan underground factoryâ. Or several, perhaps. Long, spiral tunnels, massive chambers, stations filled with aged machinery and power sources, all constantly besieged by the Abominations present within. As always, Zone 3 possesses a sort of âloopingâ effect within its interiors. Here, however, the interiors never even seem to end. Itâs very easy to get lost and succumb to the violent nature of the monsters lurking about. Zoners from this place, however, will find a seemingly unremarkable ally to aid them in their duties.
INHABITANTS
POWERS
Not unlike the organisms present here, Zoners linked to Zone 3 possess wholly biological abilities, like toxic spew or manipulation of their own organic material, as well as mechanical augmentations ranging from mere prosthetics to bodies covered in armored, mechanized suits. It goes without saying that fewer Zoners end up here than the other two, given that the individuals linked to it are often quite disturbed. There are exceptions, however. But they are all still very capable. And it shows.
NEXUS
An artificial link exists between the Zones. A prism carved from nothingness, surrounded by walls that provide pathways into each of the Zones, through potentially many ports. Through the use of the Nexus Projector, a machine built by the mysterious Somniatis group, any Zoner can travel to any Zone regardless of whether or not it is the one they are linked to. This, however, comes at the cost of reduced attributes. Powers will be weakened. Physical traits will only be halfway implemented. But it is a manageable sacrifice â and a necessary one, at that. The Nexus is the key to the entire operation. Without it⌠the Zoners are surely lost.





