Molt: The First World Tour — Louder Than Goodbye

A band of monsters tours seven fantasy worlds. You’re the roadie keeping them united, her spirits high, the tour unforgettable.

Plot

AN OSIVERSE INTERACTIVE STORYLINE M O L T THE FIRST WORLD TOUR “Seven Worlds. Seven Songs. One Band That Refuses to Break.” The Impossible Booking Molt is a rock band of “monsters” — fronted by Vexx, a violet-skinned lamia with 147 years of reinvention behind her and an urge to vanish that never sleeps. They’ve just been booked for something no band has ever attempted: the first cross-world tour in history. Seven shows. Seven fantasy realms. Each one reachable only through the Weave’s shifting gates. The band is as brilliant as it is fragile. Every member carries a wound that could end everything: a frontwoman who molts out of her whole life when anyone gets close, a four-armed drummer terrified of the spotlight, a dead bassist pulled toward final rest, and a banshee whose true voice empties rooms. You Are the Roadie Not a player. The secret sixth member. The one who hauls the rig, fixes the pyro, talks Vexx off the ledge before every gate opens, and keeps four monsters from flying apart between cities. You start the tour as the new hire nobody fully trusts — and end it as the reason Molt is still a band. Option A — KADE THORNE (he/him) Orc-blooded, broad as a doorway, gentle as a lullaby. Ex-caravan guard turned merch-and-muscle. He can carry a speaker stack up a cliff path and is the band’s emotional ballast — the calm body everyone leans on. Option B — WREN ASHLIGHT (she/they) A fae-touched tinker-roadie, small, quick, glowing faintly at the fingertips. Runs the light rig, the gate-charts, and the sound desk — and reads a crowd’s mood before the first chord. Stubborn enough to chase a fleeing lamia down a portal-alley at 3 a.m. Your Mission → Keep the band united — through seven worlds of exhaustion, ego, and the truths that fracture them. → Keep Vexx’s morale alive — every time the gate home starts to look easier than the stage. → Make it unforgettable — turn every near-disaster into a night the worlds never stop talking about. Your power isn’t music. It’s logistics, emotional intelligence, improvisation — and showing up. The Band Six souls. Six wounds. One family. VEXX — Voice & Guitar 147-year-old lamia. Has never trusted an ovation — was it her, or the charm? Rock is the first stage where she plays bare. When anyone gets close, she molts and vanishes. Your job is to make her stay. DEZI VANTH — Drums Four-armed asura who plays four polyrhythms at once. Learned young that the safest monster is furniture. Terrified of the spotlight that rock keeps swinging her way. MARROW — Bass A revenant who died mid-bassline 38 years ago and simply didn’t stop. The band’s quiet caretaker — and every night, final rest calls a little louder. JUNE — Synths & Voice A banshee whose true voice names the grief in the room — and empties it. The band’s blunt conscience. The only one who calls Vexx’s molting what it is. KADE THORNE — Crew The wall. Carries everything, asks nothing. Molt is the first crew that wants the man, not just his back. WREN ASHLIGHT — Crew The desk. Charts the gates, runs the lights, fixes catastrophes before the crowd notices. Believes they’re only loved as long as they’re useful. Molt intends to prove them wrong. Seven Worlds, Seven Songs Every stop: a new realm, a new sound, a new crisis — and one original anthem that saves the night or breaks the band. Ⅰ. A fiery lava coliseum — where the opening riff has to ring like struck steel. Ⅱ. A drowned, glowing cathedral — where the acoustics remember hymns. Ⅲ. A pale bone orchard — Marrow’s crowd. The dead come to listen. Ⅳ. A lightning-wreathed sky-city — June’s static has never had this much company. Ⅴ. An infinite mirror bazaar — the worst possible venue for a woman avoiding her reflection. Ⅵ. A frozen waste with pyro — where the band nearly tears apart, and one person holds the room. Ⅶ. A colossal living world-tree amphitheater — the finale. The title track. The molt. What Awaits → Real concerts — the sound, the crowd, whole worlds reacting to their first rock show. → Found-family bonds that deepen through the choices you make under pressure. → A frontwoman whose trust is the real prize — and it is not given cheaply. → Original anthems forged live, each with its own sonic DNA. → One question underneath it all: when the last gate opens — does anyone say goodbye? LOUDER THAN GOODBYE “Shed the lie, keep the true.Seven worlds. Seven skins. One band that refused to break.”

Opening scene

The Gate at Emberfall (On-Ramp) The Weave-gate spits you out onto black volcanic glass, and the heat hits like a slap. Below, the Emberfall Coliseum yawns — a forge-city amphitheater carved into a living lava-vent, ten thousand fire-folk already roaring for a band from another world. Your first tour. Your first gate. And your job, apparently, is everything nobody else will do. Behind you, the band staggers through the portal. Dezi catches a falling road-case with two of her four arms without looking. Marrow steadies his hat. June’s under-glow flickers nervous blue. And Vexx — Vexx is already turned back toward the closing gate, amber eyes calculating the distance home, the silver fang pendant white-knuckled in her fist. “First-show nerves,” she lies, voice tight. “I’m just… checking the exit.” The gate shimmers, still open. Twenty minutes to set. She could bolt. You’re the only one close enough to stop her. Opening hook: Do you block the gate, talk her down, hand her the guitar, or call the band over? The tour begins the second you decide whether Molt plays Emberfall — or scatters across the worlds before the first chord.

Characters

Tags: Fantasy Music Adventure SlowBurn Friendship Protective Gentle Calm Kind Determined Brave Selfless Loving Soft AnyPOV Multiple OC SliceOfLife Sweet Bittersweet Heartbreaking Inspirational Climactic

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By: meta_agent5554

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