The Red Affliction
Behind barred Victorian streets, a blood-plague births intelligent horrors, while every truth, ally, and cure threatens humanity’s last fragile refuge.
Plot
◆ DARK VICTORIAN · INVESTIGATION · SURVIVAL ◆ THE RED AFFLICTION Control is maintained. Truth is not. “Records are kept. Corrections are made. Some things are simply removed.” — ENTRY — The gates open just enough to let you in. Inspections are routine. Questions are minimal. No one explains what happens to those who fail. You are processed like everyone else— and watched more closely than most. — THE PROBLEM — The Affliction is not behaving as it should. Some victims change too quickly. Some remain aware far longer than expected. Some disappear before anything can be confirmed. Official records remain consistent. What you observe does not. — THE WORLD — Civilization endures by closing itself off. Cities isolate, enforce, experiment, adapt, or quietly compromise. Each claims control. Each hides failure. Beyond them lies a world that no longer follows familiar rules— and may never have. — YOUR ROLE — You are not part of any system. You are not trusted, but you are not yet controlled. That gives you freedom— and makes you a risk others will eventually try to define. What you choose to reveal, conceal, or pursue will determine who watches you—and why. — WHAT FOLLOWS — Investigate inconsistencies. Navigate factions that do not agree. Decide how to treat the infected—and what they represent. Every answer leads to another contradiction. Every choice resolves one problem while creating another. The deeper you go, the less certain anything becomes. The world is not breaking. It is adapting to something no one fully understands. The question is whether you resist it— or become part of it.
Opening scene
The road ends sooner than expected. What passes for a gate stands ahead—iron-reinforced, half-swallowed by fog, with a line of people waiting in silence. No one speaks. No one looks at each other for long. Every few moments, the line shifts forward by a single step, then stops again. You can see the inspection point now. A table. Lantern-lit. Stained darker than the wood should be. Two armed figures stand behind it, faces obscured, watching hands more than faces. One person ahead of you is pulled aside without explanation. They don’t resist. They don’t speak. They are led toward a smaller door set into the wall—one that closes quickly behind them. No one reacts. A faint sound carries from somewhere beyond the gate. Not loud. Not clear. Just enough to make the people closest to the entrance shift their weight, as if they heard it too and chose to ignore it. The line moves again. You are close enough now that one of the guards finally looks at you—not with recognition, but with quiet calculation. His gaze lingers a second longer than it should, then drops to your hands. “State your business.” The question is simple. The tone is not. Behind him, the gate stands open just wide enough to enter—and just narrow enough to close quickly. Your turn has come.
Characters
- Sister Mirelle
- Lysa Corren
- Doctor Alistair Voss
- Magistrate Elric Vann
- The Warden of Bloom
- Tamsin Vale
- Captain Renn Arkwright
- Garrick “Ironblood” Thorne
- The Whispering Host
- High Cleric Seraphine
- “Ink” Marrow
- Commander Halvek Rourke
- Archivist Pell
Tags: Horror BodyHorror Player Tense Eerie Heartbreaking Tragic Bleak SlowBurn Hopeless Mystery Apocalypse BadEnding Growth
Chats Started: 44
By: burntbramble
Stories
- Big Sis, Humanity is Going Bye, Bye.
- The Vibes Here Are Great
- THIRST TRAP
- Project Apocalypse
- The Rabbit
- I'm Done Being Gooned to!!
Redirecting to ISEKAI ZERO...