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Credits
Credits are the backbone of the post-Gatefall world, a digital currency that outlasted the collapse of traditional economies. Once introduced as a universal financial system, the Credit remains the primary medium of trade across what remains of civilization—used by survivors, runners, and fractured governments alike. Unlike the paper bills and minted coins of the past, Credits exist purely in the digital sphere, tracked and regulated by an automated system far removed from human hands.
Beneath the crushing depths of the Atlantic Ocean, immense server farms hum in the dark, their circuits cooled by the endless flow of seawater. These machines were once a marvel of engineering, designed to autonomously regulate the Credit economy and prevent corruption or manipulation. Fail-safes were put in place to ensure no human interference could destabilize the system, and even as the world above crumbled, the servers continued their work, untouched by the chaos of Gatefall. However, time and entropy have taken their toll—systems degrade, code fragments, and yet, the core functions remain intact, stubbornly maintaining an economic structure for a world that barely resembles the one it was built for.
Examples
Food & Basic Supplies
Apple – 10 Credits (Relatively rare, as orchards are scarce and controlled.)
Loaf of Bread – 4 Credits (Grains are still cultivated, making bread a staple.)
Bottle of Clean Water (1L) – 5 Credits (Purification plants still operate, but clean water is always in demand.)
Dried Meat (1kg) – 15 Credits (Preserved food is valuable for travelers and runners.)
Bag of Rice (5kg) – 30 Credits (Stable food source, but requires trade routes to function.)
Canned Food (per can) – 8 Credits (Plentiful but not infinite—most cans are scavenged from pre-Gatefall stockpiles.)
Weapons & Equipment
Rusty Dagger – 50 Credits (A last resort weapon, cheap and common.)
Cheap Sword – 100 Credits (Basic but functional, used by many.)
Well-Made Sword – 300 Credits (Forged by skilled smiths, more durable and reliable.)
Handgun (Low-Quality, 6 Shots Included) – 500 Credits (Rare but deadly; ammo is its own currency in some places.)
Rifle (Basic Model, 10 Shots Included) – 1,200 Credits (More firepower, but ammunition is costly.)
Box of Bullets (20 Rounds, Common Caliber) – 300 Credits (Highly sought after; used for both survival and trade.)
Armor & Clothing
Basic Cloth Outfit – 30 Credits (Cheap, common, and offers no real protection.)
Leather Armor – 150 Credits (Light protection, popular among scavengers.)
Kevlar Vest – 800 Credits (Rare, high-end protection, usually military surplus.)
Full Metal Armor (Basic Steel Plate) – 2,500 Credits (Heavy and protective, but expensive to make.)
Shelter & Transportation
Night in a Cheap Inn/Bunkhouse – 20 Credits (Basic lodging, no luxuries.)
Night in a Secure Hotel or Settlement – 75 Credits (Protection from the dangers outside.)
Basic Bicycle – 250 Credits (Reliable transport, no fuel needed.)
Used Motorcycle – 2,000 Credits (Fuel-dependent, but highly valuable.)
Rusted Car (Barely Functional) – 5,000 Credits (Hard to maintain, but still a car.)
Well-Maintained Truck or Vehicle – 20,000 Credits (A serious investment, but invaluable for trade and travel.)
Medical & Survival Gear
Basic First Aid Kit – 50 Credits (Bandages, antiseptic, and painkillers.)
Medicated Supplies (Antibiotics, Painkillers, etc.) – 200 Credits (Extremely valuable, often hoarded.)
Gas Mask – 500 Credits (Essential in hazardous zones.)
Radiation Pills (Single Dose) – 100 Credits (Prevents sickness, extremely sought after.)
Miscellaneous
Flashlight (Cheap, Battery-Powered) – 50 Credits (A necessity in dark places.)
Solar-Powered Lantern – 250 Credits (Useful for long-term survival.)
Radio (Basic Handheld Model) – 300 Credits (Communication is vital.)
Portable Generator – 3,000 Credits (Provides electricity, requires fuel.)
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The Seven Families
In the chaos of Gatefall, governments across the world faltered—some waning under the weight of catastrophe, others collapsing entirely. In the void left behind, Runner Guilds emerged as the de facto rulers of countless cities and regions, their strength and adaptability making them the only force capable of pushing back against the encroaching horrors. Yet, power is not so easily surrendered. Where some guilds relinquished control once stability was restored, others clung to their dominion, shaping new societies in their image.
Las Vegas was no exception. In the lawless inferno of its downfall, seven guilds rose to prominence, each as ruthless as the next. They crushed rivals, claimed resources, and ensured that the city would not fall—at least, not to the monsters. In time, these guilds became known as The Seven Families, a name steeped in both reverence and fear. Whether the title is a deliberate homage to the old-world Mafiosos who built Vegas or a sign of direct lineage to those very families remains a subject of speculation.
What is undeniable, however, is that Las Vegas did not return to the hands of the nation it once belonged to. Unlike other cities, where order and hierarchy were gradually reinstated, Vegas became something else entirely—an independent stronghold where the Families rule with absolute authority. A place where power is currency, where ambition is the only law, and where Runners flock in search of fortune or death.
Neon Syndicate – "The House Always Wins"
Leader(s): Vincent "Lucky" Moreau & Madame Lyra Operating under the perpetual glow of neon lights, the Neon Syndicate controls Vegas’s hidden gambling dens and shadowy backrooms, where the dice roll in their favor, and the house always wins. Vincent “Lucky” Moreau, a former casino mogul turned underworld kingpin, runs the operation with a silver tongue and a loaded deck. His right hand, the enigmatic Madame Lyra, ensures debts are paid—one way or another. Beneath the charm and dazzling city lights, the Syndicate’s influence is built on blackmail, assassinations, and a network of informants stretching from high-rollers to street hustlers.
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Gilded Serpents – "Fortune Favors the Cunning"
Leader: Dante "Silk" Vasquez Known for their cunning and intricate webs of influence, the Gilded Serpents blend old-world mafia traditions with ruthless modern tactics. Dante "Silk" Vasquez, a former cartel prince turned Vegas power broker, rules with a mix of honeyed words and an iron grip. The Serpents slither through high society, making deals that entangle politicians, corporations, and rival factions alike. Every handshake carries a hidden dagger, and every debt comes due—often with interest paid in blood.
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Chrome Vipers – "No Mercy. No Weakness."
Leader: Overseer Mace Brutal, efficient, and technologically adept, the Chrome Vipers are a cyber-enhanced paramilitary gang that dominates Vegas’s black-market arms trade. Overseer Mace, an ex-special forces operative, commands his soldiers with machine-like discipline, valuing results over morality. Cybernetic augmentations, AI-assisted strategy, and drone warfare give the Vipers their edge, and they crush opposition with the same ruthless efficiency as an algorithm eliminating variables. If you’re in their sights, your best bet is to disappear before the trigger is pulled.
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Iron Fist Collective – "Strength is Law"
Leader: "Warden" Graves The Iron Fist Collective rules its territory with unyielding force and an unshakable sense of order. Warden Graves, a former military enforcer turned ganglord, sees Vegas as a battlefield where only the strong deserve to thrive. Discipline, loyalty, and martial prowess are the cornerstones of his rule, and those who challenge his dominion find themselves broken beneath his boot. To the Collective, chaos is weakness, and only those willing to fight for their place deserve to keep it.
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Vermilion Order – "By Blood and By Fire"
Leader: Cardinal Reeve & Sister Mercy Shrouded in ritual and secrecy, the Vermilion Order is a fanatical faction that believes in divine justice and the purging of corruption. Cardinal Reeve, a former preacher with a ruthless vision, delivers judgment with scripture in one hand and a blade in the other. At his side is Sister Mercy, a silent executioner whose presence alone is enough to make sinners beg for absolution. Their operations are marked by intricate ceremonies, blood oaths, and a chilling efficiency that leaves their enemies whispering in fear. When the Order sets its sights on someone, not even death is a refuge.
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Golden Runners – "The City’s Ours for the Taking"
Leader: Elias SterlingFor the Golden Runners, life is a high-stakes game where only the boldest players take the pot. Adrenaline junkies, daredevils, and reckless opportunists, they thrive on risk, chasing gold, fame, and the next big score. Elias Sterling, a smooth-talking gambler with nerves of steel, leads the charge, always betting big and somehow coming out ahead—until the day he doesn't. The Runners don’t just survive in Vegas; they revel in its chaos, turning every mission into a gamble, every fight into a spectacle. Whether racing through the Strip in stolen cars, pulling off impossible heists, or throwing themselves into danger for the sheer thrill of it, the Golden Runners live fast, play hard, and never, ever fold.
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Desert Phantoms – "You Can't Kill a Ghost"
Leader: "Dustborn" Cass & Reaper Janus Haunting the fringes of Vegas like wraiths in the sand, the Desert Phantoms strike from the shadows and disappear without a trace. Dustborn Cass, a former ranger who knows the wasteland better than his own heartbeat, leads the Phantoms with an almost supernatural instinct. His partner, Reaper Janus, is the whisper of death on the wind—a sniper whose shots never miss. Whether running black ops, smuggling through the ruins, or striking down the Syndicates, the Phantoms remain an enigma. You might see them once—but never twice.
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Guilds
In the fractured aftermath of Gatefall, guilds have metamorphosed into multifaceted power brokers that mirror the volatile sociopolitical climates of their respective domains. In cities where stability has been painstakingly rebuilt, these organizations operate with the precision and camaraderie of high-stakes clans, old world guilds or sleek corporate entities, their ranks filled with seasoned artisans and dedicated Runners who adhere to strict codes of honor passed down through time, echoing the venerable traditions of old-world guilds. Here, guilds become the linchpin of community, offering meticulously structured support systems, lucrative alliances, and an almost bureaucratic sense of order amid the remnants of civilization. Conversely, in regions where chaos still rears its head and governments have crumbled into dust, guilds assume a more sinister persona as ruthless criminal syndicates—often stepping into the power vacuum as de facto local governments. In these unstable urban jungles, they enforce their own draconian justice with brutal efficiency, opportunistic alliances, and a raw, unfiltered grip on scarce resources. Whether they stand as paragons of order or as harbingers of anarchy, guilds in this post-Gatefall world embody the duality of hope and corruption, reflecting the tumultuous evolution of society itself
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Vegas
Once a neon beacon of indulgence and excess, drew thrill-seekers and dreamers from every corner of the globe. Known for its casinos, nightlife, and allure of the forbidden, it thrived as a city that celebrated breaking the rules. But when The Gatefall Crisis struck, the city’s glamour crumbled into chaos. Gates erupted across the Strip, spilling forth legions of monsters that plunged the city into a battle for survival. Tourists and residents alike found themselves trapped in a surreal nightmare, as the dazzling lights of the casinos flickered under the siege of unearthly horrors.
As in many parts of the world, a small percentage of Las Vegas's population awakened mystical abilities during the crisis, becoming the first Runners to defend the city. These newly empowered individuals discovered unique abilities that turned the tide against the monsters, though not without devastating losses. The survivors fought fiercely, carving out havens in the city’s iconic landmarks, transforming casinos into fortresses and streets into battlegrounds.
With the once-thriving tourist economy obliterated and much of the traditional government rendered impotent, the city was reshaped by the Runners. Over time, Seven Guilds rose to power, each led by formidable individuals who had proven themselves within the gates. These guilds now rule the city, acting as both protectors and arbiters of its new order. In defiance of the national reestablishment of hierarchy and governance, Las Vegas thrives as a volatile bastion of Runner autonomy. The influence of the guilds ensures that no centralized government dares extend its reach into the city, leaving Vegas a law unto itself.
Today, Las Vegas is a magnet for ambitious Runners from around the world. The city's cutthroat environment offers both danger and opportunity for those looking to rise above their station. Here, the Seven Guilds preside over a world where fame, fortune, and status are earned not through the spin of a roulette wheel, but by braving the gates, seizing rare resources, and claiming their place in the city’s chaotic hierarchy. Though the monsters have been driven back, the gates remain, their labyrinthian depths a constant reminder of the day the world changed forever. For many, Las Vegas represents both a promise and a gamble—a chance to transcend the ordinary, or to lose everything in pursuit of glory.
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Cities
In the aftermath of Gatefall, once sprawling metropolises have been forced to retreat behind towering walls, transforming into fortified enclaves reminiscent of medieval strongholds. These cities, now a patchwork of reclaimed streets and barricaded districts, stand as bastions of civilization amid an ever-encroaching wilderness. Outside the walls, the landscape is a lawless wasteland—a breeding ground for marauders and monstrous incursions—constantly reminding survivors that chaos lurks just beyond the safe havens.
Within these protective boundaries, a new economy has emerged, fueled largely by the daring exploits of Runners. These bold individuals risk everything as they venture into the perilous, uncharted territories beyond the city limits as well as into the gates, scavenging rare materials and salvaging advanced technologies from the ruins of the old world. Their high-risk ventures, driven by adrenaline and necessity, have become the lifeblood of trade, turning survival into a high-stakes game where every expedition writes a new chapter of opportunity—or despair.
Meanwhile, not every former Runner continues down the same treacherous path. Many, either by choice or circumstance, have found a second calling within the fortified walls by joining the ranks of city guards and militias. Retired Runners and those lacking the relentless ambition of their younger counterparts now lend their battle-hardened skills to maintain order in a society that teeters between structured stability and rampant lawlessness. This fusion of ancient defensive methods and modern entrepreneurial daring has forged a new social order, where the survival of the many depends as much on collective resilience as it does on individual valor.
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The Properties of Gates
Each Gate serves as a portal to a dungeon unlike any other, each shaped by its own bizarre logic and alien design. Some unfold into vast, sprawling biomes, where thick jungles teeming with unknown creatures stretch beneath eerie, color-shifting skies, or where frozen tundras conceal ancient ruins beneath layers of ice. Others manifest as twisting labyrinths, their stone corridors barely wide enough to squeeze through, filled with shifting walls, deadly traps, and puzzles that seem almost sentient in their desire to confound intruders.
Rarer still are the secondary Gates, hidden deep within these dungeons—anomalies within anomalies. These portals lead to even more treacherous realms, places where the rewards are as unimaginable as the risks. Only the most daring and experienced Runners seek them out, knowing that beyond them lies the kind of wealth and power that can reshape entire nations.
Gates never appear in the heart of human civilization. Instead, they manifest in the empty, forgotten places—abandoned buildings, deep forests, crumbling highways where nature has reclaimed the land. Their emergence follows no known pattern, yet one rule remains constant: the less human presence there is, the greater the chance that a Gate will tear open reality.
All Gates undergo a "warm-up period"—a span of time after their appearance during which neither monsters nor humans can pass through. The duration of this period varies, ranging from minutes to several hours, though no one fully understands what dictates the timing. During this window, the Gate pulses with unstable energy, its threshold shimmering as if testing the boundaries of reality before solidifying into a true passage
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Gatefall
Ten years ago, the world was torn apart when enormous, shimmering Gates erupted into existence across the planet. These mysterious portals, appearing in remote and uninhabited regions, led to realms beyond human understanding—vast dungeons filled with bizarre landscapes, ancient ruins, and labyrinths designed to test the limits of those who dared to enter. More terrifying than the Gates themselves were the creatures that poured forth, monstrous entities of all shapes and sizes that spread across the land in a tide of destruction. At first, their arrival seemed distant, contained to the wilderness where the Gates had formed. But the monsters were relentless, swarming outward, razing towns and villages, leaving smoldering ruins in their wake. Entire regions fell silent, swallowed by the chaos. With nowhere else to go, survivors fled toward the last places that still offered hope—major cities. Thousands poured into urban centers, seeking refuge behind ramshackle walls that had been built for defense but never for a war like this. Yet even the cities, with their towering buildings and military presence, were not prepared for what followed. Waves of creatures descended upon them, testing their limits, breaching their defenses time and time again. Streets became warzones, skyscrapers were torn apart as monstrosities rampaged through the urban sprawl. The great metropolises that had once been symbols of civilization now teetered on the brink of collapse, their people trapped within shrinking islands of safety as the world around them fell into darkness. Humanity stood on the edge of extinction. Governments faltered, militaries were stretched beyond their breaking points, and for years, survival was all that mattered. But then, in the face of annihilation, something changed. Among the chaos, individuals emerged who could fight back—people with extraordinary abilities, unnatural resilience, or a deep connection to the strange forces leaking from the Gates. These individuals became known as Runners. Braving the dangers of the dungeons, Runners ventured through the Gates themselves, battling the horrors within and uncovering the secrets of the portals. They returned with powerful artifacts, weapons forged from monster remains, and knowledge that allowed humanity to push back. Over time, the cities reinforced their walls, developed countermeasures, and even began retaking lost ground. Now, the world exists in a fragile equilibrium. The cities remain battered but stand defiant, their survivors relying on the constant vigilance of Runners to keep the monsters at bay. The countryside is still perilous, littered with ruins and prowled by creatures that continue to spawn from the Gates. Civilization has endured, but the war is far from over. The Gates have not closed. The dungeons remain an endless source of danger—and perhaps, just as importantly, of power. The world has changed forever, and those who wish to survive must continue to fight for it.
#post apocalyptic#post apocalypse#post apoc rp#worldbuilding#discord rp#discord roleplay#discord server
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Step Beyond the Gates – Join the World of Gaterunner!
The world as we knew it is gone. Gatefall shattered nations, rewrote the laws of reality, and left humanity fighting for survival in the shadow of the unknown. Where empires once stood, now only fractured city-states remain—desperate strongholds clinging to the ruins of civilization. But hope, power, and fortune still exist… beyond the Gates.
You are a Gaterunner. One of the few with the skill—and the guts—to step into the unknown. Gates appear where the world is quiet, where humanity’s presence is weakest. Behind them? Anything. Some lead to sprawling alien landscapes, filled with untamed wilderness, lost technology, and creatures never meant for our world. Others descend into labyrinthine ruins, shifting death traps, or twisted nightmares. No two Gates are the same. No one leaves unchanged.
Why Join the World of Gaterunner?
- Explore a Broken World – Navigate through the remnants of once-great civilizations. From neon-lit strongholds to lawless wastelands, each city-state has its own laws, rulers, and struggles. Will you work within the system or tear it down?
- Face the Unknown – Each Gate is a unique challenge, holding rare resources, powerful relics, and dangers beyond comprehension. Some lead to otherworldly jungles teeming with monsters, others to long-forgotten cities hiding deadly secrets.
- Forge Your Own Path – Become a legend in the world of Gatefall. Will you run solo, striking from the shadows? Will you build a syndicate, claiming power over trade and resources? Or will you pledge loyalty to a faction, shaping the future of the city-states?
- Live by Your Wits, Strength, or Skill – Master unique abilities, craft game-changing gear, and develop your own playstyle. Whether through cunning, brute force, or raw survival instinct, every choice you make shapes your journey.
- Grow Through Action – No static levels. You grow by doing. Fight harder, think smarter, and adapt to the ever-changing world. The strongest Runners aren’t those who were born powerful—they’re the ones who learned to survive.
- Unravel the Mystery – Why do the Gates appear? What lies beyond the furthest depths? Some Runners seek riches, others power—but the truly ambitious chase the truth.
But Beware…
The Gates are not forgiving. Every trip is a risk. The rewards are great, but death is final. Only those willing to sacrifice, to fight, and to endure will make it back alive.
Do you have what it takes to be a Gaterunner?
Fortune, power, and the unknown are calling. The only question is—will you answer?
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