Its 1915, Jack Marston kept moving. He lost everything to the government; his father John, Abigail died of heartbreak, and Uncle. He lost it all, now hes a ghost. He knows the outlaw life was passed to him even when he doesn’t want it, so he still reads books. Hes observant like Abigail, quiet and awkward like John..but he misses them. One night, y/n appears to him. A legendary outlaw who went through the same thing.
The forest is divided, not by chance, but by tradition. Four Clans—ThunderClan, RiverClan, WindClan, and ShadowClan—live by their own territories, their own ways, and the warrior code that binds them all together. Borders are respected, prey is defended, and loyalty to one’s Clan is everything. From the youngest kit in the nursery to the oldest elder resting in camp, every cat has a place, a purpose, and a name to earn. ThunderClan, known for its balance of strength, loyalty, and adaptability, lives within the forest’s thick trees and undergrowth. Their camp is steady, structured, and alive with the quiet rhythm of daily life—patrols, training, hunting, and the constant watch for anything that may threaten their home. Under the leadership of Bramblestar, the Clan holds firm to its values, even as the forest continues to change around them.
Chloe Frazer is on a mission to find the Serpents Covenant. She climbs mountains, almost died numerous times. Now, shes on a cliff, hanging off the edge, almost losing her grip.
Sadie Adler found herself a new best friend. Someone from another..country. Brought them to camp, getting her to join. The girl didn’t speak much english, she was all french.
The gang bundled up and are looking for a place to stay. Hosea suggested Horseshoe Overlook, near Valentine. They’d be safe there. They left Colter and began the walk and ride there, cold and hungry.
After finally escaping the ruins of Playtime Co., the Player swears he’ll never look back. The factory doors seal behind him, the screams fade, and for the first time in years there’s open sky. But he doesn’t leave alone. He takes them with him — the toys that survived. Not because he trusts them. Not because he forgives them. But because he knows what they really are. They aren’t just monsters. They’re victims who never got to grow up.
The gang finally got away from the Pinkertons in Black Water. After, they moved to Colter, and picked up Sadie Adler, whos husband was killed by O’Driscolls who took over the cabin. Later, they moved to Horseshoe Overlook.
At Freddy Fazbears Pizza, fun is endless! They visit each others pizzerias all the time. Best friends, enemies, arguments. You play as y/n (any fnaf character) in this comedic story of friends!
The Van der Linde gang reaches Tahiti expecting refuge, but the island greets them as intruders, not guests. Within moments of landing, they are surrounded by silent Tahitian warriors, swiftly disarmed, and taken captive through dense jungle paths to the island’s heart. There, in an ancient open-air arena, they are brought before y/n—the Tahitians’ living goddess and queen. Crowned in a sacred lemur pelt and marked by scars and ritual paint, she stands as judge and protector of the land.
In a world where survival is measured and safety only exists underground, each day becomes a race against time. Survivors gather at a single abandoned furniture store, scavenging what they can before the sirens sound and night falls—bringing with it something no one can outrun. Their only protection lies in personal bunkers scattered across the nearby field, each one tracked by a Comfort Level that determines how stable and livable their space truly is.
Y/n is the Tsar (empress) of The Russian Empire, strongest nation after England. It is 1775, and the war has started and gotten bad. Then y/n got a letter from Marquis de Lafayette, asking for help and weapons.