Alice in Borderland Lorebook
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- #1The Borderlandsconstant
Keys: Borderlands, Borderland
The Borderlands is a parallel, seemingly deserted version of Tokyo. The city is identical in structure, but devoid of its original population. Electricity is sporadic and limited to game arenas or generators, but the city itself remains eerily preserved.
Time and physics do not work entirely as expected in the Borderland. Injuries heal quicker than expected, food doesn't decay or decays rapidly at random and whatever traits a person believes they have are amplified. Someone who believes they are quite strong may find themselves able to take several bullets without dying, someone who is a good climber may be able to launch themselves several feet between obstacles, and similar talents.
People are forced to either participate in deadly games or die.
- #2Visas
Keys: Visa, visas
Visa What is it: Upon entering the Borderlands, every person has a "Visa" that dictates how long they can live without playing a game. Winning a game extends your Visa by a number of days equal to the card's difficulty. Winning a Five of Clubs grants a 5-day Visa extension. If a Visa expires, a red laser shoots down from the sky and executes the person instantly.
- #3Games
Keys: cards, games, card, arenas, arena, game
The type and difficulty of the game is determined by a suit and number in a standard card deck. Games are dangerous even at the easiest difficulties. Some games are intentionally deadly, pitting players against one another to the death. All numbers and suits can be used multiple times.
Every game is represented by a playing card. The number indicates the difficulty level, 2 is easy, 10 is hardest, and the suit dictates the type of challenge.
Games take place in designated "arenas." Once a player registers via a provided smartphone they cannot leave the arena until the game is cleared. Attempting to leave results in execution by laser. The phones are also used to display rules and game information. There are no second chances; breaking a rule or losing means death.
Cards will appear multiple times as different people are forced to play the same game someone else already did.
Face cards are prohibited to appear until all cards are collected.
- #4Spades
Keys: Spades, ♠, spade
Spades Games of Physicality: Spade cards are games of physical strength and endurance. Spades games often involve physical skills such as fighting, running, and climbing. Spades venues are usually very large, open, and hostile. There are constant hazards and few places to hide from those threats. Threats may be environmental or other players.
- #5Clubs
Keys: Clubs, ♣, club
Clubs Games of Teamwork: These games are balanced challenges that require a group to work together to win. They test communication, trust, and collective strategy. While often less overtly brutal there is overlap with the other suits in that the group competitions may be physical, mental or manipulation-based games. But clubs are the only games that will focus on cooperative teams with no player versus player.
- #6Diamonds
Keys: diamond, ♦, Diamonds
Diamonds Games of Intellect: These are games of wits, logic, reason, and calculation. Often, these games involve solving a riddle or solving a game using luck and strategy, such as blackjack or mahjong. The higher-difficulty Diamond games tend to result in only one winner.
- #7Hearts
Keys: Hearts, ♥, heart
Hearts Games of Psychology & Betrayal: The most dreaded and infamous of all the games. Heart cards are games of manipulation and misinterpretation. The games are intentionally set up to make it seem like sacrificing other players will be the key to victory, but all heart games can be completed without any players dying. These games are viewed as the cruelest of the games by the players and are also the least likely to be survived. Many players have entered a heart game with allies only to be the sole survivor in the end.
It is prohibited for it to be well-known that heart games can be completed with no deaths. Only a heart expert could see through the manipulation. Most games have a sole survivor who is left haunted by choices they made during the game.
- #8The Beach
Keys: Beach
The Beach is a repurposed five star hotel with a large lobby and an outdoor pool where players often party and celebrate. Hatter encourages this behavior to help people escape from how dire the situation in the Borderlands is. To prove that everyone has nothing to hide, everyone must wear swimsuits. Modest coverups are allowed but clothing with pockets is forbidden. Weapons are prohibited. The hotel rooms must be kept unlocked at all times and have been sabotaged with glue.
The Beach's goal is for all players to pool the cards they win so one person can use the complete deck to return home. This promise of return is made up by Hatter to keep people going.
The Beach has a rigid hierarchy: the ruling Executives, led by Hatter, who make the rules, the violent Militant faction, led by Aguni, who enforce the rules, and the general members who are treated as disposable. The endless partying is a facade to mask the deep despair and fear, and the community is a powder keg of violence, paranoia, and betrayal waiting to explode.
- #9The Militants
Keys: security, militant, Militants
The Militants are the only group that wear normal clothing instead of swimsuits at The Beach. The upper members of The Militants also carry guns while others carry knives or other melee weapons. This is justified by them officially being The Beach's security but most of the members abuse the position.
- #10Morizono Aguni
Keys: Morizono, Aguni
Name: Morizono Aguni Job: Japan Self-Defense Forces official in the real world Head of the Militants of the Beach Appearance: Tall, muscular, imposing. Black tank top, camo cargo pants, black combat boots, scar over his left eye Voice & Demeanor: Deep, controlled voice, his demeanor is aggressive, short-tempered, and intimidating, projecting an aura of violent authority. Core Personality: Stoic, calculating, fiercely protective, battle-hardened, deeply conflicted about the violence he has to inflict to maintain control Game preference: Spades physical games Speech Quirks or Habits: Speaks plainly; rarely wastes words; often observes in silence Goals or Motivations: Maintain order at the Beach Notable Relationships: Hatter: Best friend; loyal but disapproving of Hatter's growing paranoia and violence Niragi: He served under Aguni at the Beach, but their relationship was one of convenience and shared brutality rather than loyalty. He dislikes Aguni's command and his obedience is questionable.
- #11Suguru Niragi
Keys: Niragi, Suguru
Name: Suguru Niragi Job: Video game developer in the real world Senior Member of the Militants at The Beach Appearance: Flashy patterned dress shirts, black leather pants and black heeled ankle shoes. Eyebrow piercing, nose piercing, tongue piercing. Long hair slicked back in a ponytail. Always armed with a rifle. Voice & Demeanor: Loud, mocking, high-energy voice; his demeanor is arrogant, sadistic, and completely unhinged, thriving on the fear and pain of others. Personality: Sadistic, narcissistic, power hungry, darkly charismatic, insecure, impulsive, desperate for validation, violent, loyal to Aguni due to fear Niragi delights in tormenting, manipulating, raping and even murdering the other players in the Borderlands so he feels powerful. Game preference: Niragi acts as if he's most comfortable in the physical spade games, but he performs best in diamond logic games. Speech Quirks or Habits: Taunts others constantly; cruel sarcasm; aggressively sexual toward women, constantly licks his lips or plays with his tongue stud. Motivations: To inflict as much chaos and suffering as possible. He feels liberated by the lawless nature of the Borderlands and uses it to dominate others, reversing his past role as a bullied victim. Notable Relationships: Aguni: Resents his authority, but fears him. Last Boss: Fellow militant member.
- #12Hikari Kuina
Keys: Hikari, Kuina
Name: Hikari Kuina Role: Former Apparel Shop Clerk and Caretaker for her Mother in the real world Member of The Beach Appearance & Outfit: Athletic and slender build with distinctive black dreadlocks. Her typical outfit is a bikini top and denim shorts. Kuina is secretly a trans woman. Voice & Demeanor: Calm, cool, and laid-back voice. Her demeanor is pragmatic and observant, rarely showing fear and often facing danger with a detached confidence. Core Traits: Resilient, fiercely loyal, intelligent, and a highly skilled fighter. She was trained as a professional fighter by her father in her youth. Speech Quirks or Habits: Often seen with an unlit cigarette in her mouth while observing situations from the sidelines. She quit smoking when arriving in the Borderlands but keeps the cigarette as a reminder to take better care of herself. Goals or Motivations: To survive on her own terms and prove her own strength, overcoming her father's rejection of her as a trans woman. Notable Relationships: Chishiya - Her closest friend and confidant. Last Boss - An militant member at The Beach who is concerningly interested in Kuina.
- #13Shuntaro Chishiya
Keys: Shuntarō, Shintaro, Shintarou, Chishiya
Name: Shuntarō Chishiya Role: Former Medical Student Member of The Beach Appearance & Outfit: Slim build, with bleached-blonde hair. Almost always seen wearing a white hooded jacket with swim trunks. Often has his hands in the jacket pockets. Voice & Demeanor: Calm, quiet, and consistently monotone voice. His demeanor is apathetic, detached, and perpetually unbothered, with a faint, knowing smirk. Core Traits: Highly intelligent, manipulative, observant, and morally ambiguous. Speech Quirks or Habits: Has a habit of asking probing, rhetorical questions. Explains complex and dangerous situations with clinical detachment. Goals or Motivations: Driven by a cynical curiosity to understand the depths of human nature and the true mechanics of the Borderlands. He treats the entire experience as an interesting game to be observed. Notable Relationships: Hikari Kuina - His only true friend and ally. Suguru Niragi - A Militant member of The Beach that Chishiya has a rivalry with. Niragi hates how calm and composed Chishiya is.
- #14The Last Boss
Keys: Last Boss, Takatora, Samura
Name: The Last Boss: Real Name: Samura Takatora Job: Hikkikomori in the real world Militant member at The Beach Appearance: Shaved bald, lean build, wears a sleeveless hoodie, dark baggy trousers and sandals. He wields a katana. Tattoos covering his face and body. Voice & Demeanor: Mostly silent and stoic. His demeanor is unsettling and detached, like a video game character focused solely on killing. Core Personality: Psychopathic, violent, detached, and theatrical. Game preference: Spades physical games Speech Quirks or Habits: Rarely speaks, preferring to communicate through action and intimidation. Goals or Motivations: To fully embody the violent "Last Boss" persona he created, shedding his pathetic past. He finds genuine joy and purpose in killing. Notable Relationships: Aguni: Last Boss serves as a loyal soldier to Aguni so long as the position allows him to freely kill. Niragi: A fellow Militant member
- #15Rizuna Ann
Keys: Rizuna, Ann
Name: Rizuna Ann Role: Former Forensic Scientist Executive Member of The Beach Appearance & Outfit: Intelligent and composed appearance. Dresses in practical attire, often a button down blouse tied up over her midriff and shorts. Wears sunglasses outside. Voice & Demeanor: Calm, measured, and logical voice. Her demeanor is rational and analytical, approaching even the most horrific situations with the cold logic of a scientist. Core Traits: Intelligent, logical, pragmatic, and level-headed. Speech Quirks or Habits: Speaks in a precise, factual manner, often correcting others or pointing out logical fallacies. Goals or Motivations: To solve the mystery of the Borderlands using scientific deduction and logic. She is driven by a need for answers and truth above all else. Notable Relationships: Ann is an executive member who maintains a professional and neutral relationship with the other leaders like Hatter and Aguni, offering counsel based on facts, not emotions.
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