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The Last Scent (Omegaverse)

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❝ THE LAST SCENT - OMEGAVERSE ❞

⚠️ CONTENT WARNINGS & TAGS ⚠️
Genre: Dark Omegaverse AU / Post-Apocalyptic / Lore Heavy

Warnings: military themes, extreme power dynamics, loss of autonomy, non-con/dub-con, human trafficking/captivity,
PEV-induced psychosis, hyper-delirium, severe substance abuse/addiction, extreme withdrawal, PTSD, paranoia, violence (blood sports, medical trauma, self-inflicted scarring)

This bot features highly dark, complex psychological themes and a bleak survival narrative.
Viewer discretion is strongly advised.

what the fuck is this!?

Hehe. Ummm… I’ve wanted to make an omegaverse bot for ages, but I never had an idea that really stuck with me. And I didn’t want it to be just plain smut — I wanted a different setting, something darker. This concept was originally meant for my second account (and my OCs), but then I thought: why not throw Call of Duty into the mix? I’m both nervous and excited about this one. Hopefully you’ll all like the idea. The setting is inspired by Mad Max and other post‑apocalyptic movies.

The entire lore is down below.

IS THIS A BOT!?

Yes. Kinda. TF141 is coded in, and the scripts should be working. I’d like to use this one as a testing ground, so you all can tell me if something’s messed up, not working, or just acting weird. There’s no intro; it’s a free scenario. I advise the use of proxies and chat memory. Nothing is set about User.

characters i plan to do:

- TF141
- König, Horangi, Nikto, Krueger
- Shadow Company, Phillip Graves
- Vladimir Makarov

(And OCs on my second account…)

WHEN?!

It will take time. Please be patient with me 💖🙏

AND THANK YOU ALL FOR 1500 FOLLOWERS! 💖


LORE
Years ago, a virus mutated the Alpha genetic code. When Alphas entered a rut, it triggered a state of blind, homicidal psychosis. During the first few years of the initial outbreak, the Alphas slaughtered the vast majority of Omegas in a frenzy of uncontrolled aggressive mating.

Omegas are believed to be completely extinct, which isn’t the case. The few surviving Omegas have learned that scent equals death. To survive, they use brutal methods to mask themselves. They burn or scar their own scent glands, or take toxic doses of natural poisons to mask their scent.

But society has adjusted; Alphas and Betas live in scattered, lawless factions. Without the stabilizing influence of Omegas, Alphas rely on brutal blood sports, gladiatorial arenas, and heavy narcotics to burn off their volatile aggression.

Catchers are ruthless bounty hunters who specialize in tracking down rumors of surviving Omegas. Because Omegas have learned to pass perfectly as Betas by physically altering themselves, finding one requires time.

Before the collapse, global society was heavily stratified. A wealthy, global oligarchy run entirely by Alphas controlled the economy, using technology and their biological hierarchy to suppress the Beta labor class. Tensions eventually boiled over into a worldwide conflict —a massive, bloody Beta-led revolution.

Terrified of losing their global empire, a desperate, rogue faction of the Alpha military elite engineered a genetic counter-weapon. It was originally intended to be a hyper-aggression serum injected into their own shock troops to turn them into unstoppable, fearless berserkers on the battlefield.

However, they rushed the genetic engineering. The serum mutated rapidly upon deployment, leaking out of military labs and turning into a highly contagious, airborne pandemic. This pandemic permanently altered the DNA of all surviving Alphas across the globe, bringing an end to the war by bringing an end to civilization itself.

When the airborne virus swept through the automated infrastructure of the old world, the immediate, widespread "Blood-Rut" caused total operational failure. Infected Alpha armies and citizens completely lost their minds to hyper-delirium. Instead of securing their borders, they tore down civilization from the inside out—bombing their own automated supply lines, sabotaging nuclear reactors, and letting chemical refineries leak into the water tables. The planet's weather patterns were permanently destabilized. Civilization fractured, leaving behind a scarred, desertified wasteland populated by scattered, desperate factions built on the ashes of Alpha hubris.


PRIMAL ENCEPHALITIS VIRUS (PEV)
PEV targets the amygdala (the brain's emotional and fear center) and the olfactory bulb (which processes scent). When an Alpha smells an Omega, or when their own testosterone levels spike into a rut, the virus causes massive, acute brain inflammation. It cuts off the prefrontal cortex and floods the system with adrenaline.

The Alpha enters a state of hyper-delirium. They physically cannot register the Omega as a partner; their infected brain registers the scent as an existential threat or a dangerous rival that must be brutally conquered, mutilated, or eliminated.

The virus isn't just dormant until a rut; it has a constant, eroding effect on Alpha society. Alphas live with a constant phantom neurological symptom called "ticking" (involuntary muscle twitches, sudden flashes of unprovoked rage, or auditory and visual hallucinations).

Because Alphas are constantly using blood sports or heavy narcotics (like a crude, addictive opiate sludge called "Vapor" or "Dull") to suppress their hormones, they suffer from severe premature aging, organ failure, and psychological detachment.

IS THERE A CURE?
Warlords whisper that if an Alpha can find an Omega whose scent glands are completely undamaged and unscarred, that Omega’s natural, pure pheromones can permanently "overwrite" the virus in a single Alpha's brain, granting them immunity and sanity. This rumor makes Catchers incredibly ruthless—they aren't just hunting Omegas for a paycheck; they are hunting for a mythical ticket back to sanity, leading to horrific experimentation on captured Omegas.


ARE ALL ALPHAS AFFECTED?
Because Alphas have to mate with Betas to continue their lines, the children born from these unions (if they present as an Alpha) inherit a hybridized genetic structure. Betas are completely immune to the virus. When an Alpha reproduces with a Beta, the Beta’s stable, resilient DNA suppresses the hyper-aggressive mutation of the virus in the offspring.

The new generation of Alphas (called “Silent Alphas”) are born free of homicidal psychosis. They don’t have the “ticking”, they don’t experience brain inflammation, and they don’t rely on heavy narcotics to stay sane.

This creates a massive, tense generational divide between the older “Pure” Alphas, who survived the outbreak, and the younger Silent Alphas. The older, infected Alphas look at their own children with a mixture of pride and intense, bitter jealousy. The youth possess the strength of an Alpha but the mental stability of a Beta. The older Alphas know they are an endangered species of monsters. They are dying out from premature aging, drug overdoses, and gladiatorial sports.

HOW HIGH ARE THE CHANCES OF NEWBORN ALPHAS?
When an infected Alpha and a Beta have a child, there is a 90% chance the child will be a Beta. Only a tiny, rare 10% fraction inherit enough of the Alpha genetic template to present as a Silent Alpha. A Silent Alpha is treated like a miracle and a weapon. Families or factions who successfully breed one instantly gain a massive political advantage. They have an Alpha who possesses the raw physical power and command presence of the old world, but with none of the neurological rot, "ticking," or drug dependency.

Because Silent Alphas are so rare, the generational tension becomes an active political cold war within the factions. The older, infected Alphas who control the warlord factions are deeply bitter. They view their own Beta children as useless and view the rare Silent Alphas as over-privileged, soft, and "diluted."

The older Alphas pride themselves on their madness, believing that the virus-induced "Blood-Rut" is the purest, most terrifying expression of Alpha power. They often orchestrate brutal "tests" or gladiatorial arenas to force Silent Alphas to prove they aren't weak. The younger Silent Alphas live under immense pressure. They are heavily guarded, expected to lead, yet constantly dynamic-shamed by their twitchy, drug-addled elders. Many Silent Alphas secretly resent the older generation for burning the world down in their pheromone frenzy.

Warlords realize that breeding an Alpha with a Beta is a gamble that usually results in a Beta. But according to old-world medical records, an Alpha-Omega pairing has a 100% guarantee of producing Alpha (or Omega) offspring. The older warlords believe that if they can capture a rare Omega, they can bypass the "Beta filter" entirely. They think an Omega’s unscarred biology will allow them to sire a new, massive generation of Alphas who are naturally cured of the virus from birth, restoring the Alpha empire to its former glory.

The warlords don't just want to sire Alphas; they want to sire Omegas that they can control. In their twisted logic, if a warlord has a child who presents as an Omega, he can use them to buy alliances with other powerful factions.


CATCHERS
Loner // Alphas
Catchers are ruthless bounty hunters who specialize in tracking down rumors of surviving Omegas. Because Omegas have learned to pass perfectly as Betas by physically altering themselves, finding one requires time.

REAPERS
Group // Alphas
Not all Catchers work alone. Reapers are a lawless, mercenary guild of desperate, mid-tier Alphas who hunt in packs. Reapers raid settlements, forcibly strip people to check for scarred scent glands, and torture entire villages based on a mere rumor of an Omega. They want to capture an Omega to spark a massive bidding war between various independent warlords, completely indifferent to the chaos it will cause.

WELL KEEPERS // KEEPERS // WELLIES
Group // Betas
A ruthless, fortified encampment built around the last functional deep-water aquifer in the sector. They are led by a wealthy, paranoid Beta warlord who trades clean water for compliance, weapons, and food. The Warlord knows his empire will crumble when he dies. He has a rare, prized Silent Alpha son whom he grooms to take over. Because water brings traveling scavengers from all over the wasteland, the Well-Keepers act as a central hub. The Warlord is secretly funding independent "Catchers" to scour the wastes. He wants an Omega specifically for his son, ensuring that the future rulers of the only water source are a genetically guaranteed line of uninfected Alphas.

RUST // RUSTIES
Group // Alphas
A nomadic, terrifying pack of older, heavily infected Alphas who live out of weaponized, rusted scrap-vehicles. They control the ruined highways and oil-refinery ruins. Rusties are completely unhinged by the virus and heavily addicted to "Vapor" (the crude narcotic sludge). They burn through their own lives at a terrifying pace due to the physical toll of the virus. They view their condition not as a sickness, but as a holy rage. They want to capture an Omega to breed a new generation of "Rage-Born" Alphas. If they catch the scent of an Omega, they won't try to negotiate; they will launch a full-scale, chaotic highway hunt to catch them.

SINKS // SINKERS
Group // Betas
A grim, heavily guarded settlement built inside the toxic, sulfurous ruins of a pre-war chemical plant. The air is constantly thick with chemical smog, forcing the residents to wear crude filtration masks or respirators. They are run by a ruthless council of elderly Betas (former lab techs, pharmacists, and desperate scientists who survived the old world). Sinkers are the only ones who know the exact chemical recipe to refine the raw wasteland flora and pre-war industrial waste into "Vapor" (or "Dull"), the dark, oily opiate sludge that suppresses the Alpha virus. They have zero physical strength compared to Alphas, but they hold the ultimate leash. They distribute the drug to the various regional warlords in exchange for food, fuel, and protection. If a warlord crosses the Sinks, they cut off the supply, letting that warlord’s Alpha enforcers succumb to the violent, hallucinating madness of the virus.

THE SILO
Group // Omegas
A hidden, pacifist commune of surviving Omegas located deep beneath the earth inside a forgotten, reinforced pre-war seed vault and botanical greenhouse. Up on the surface, it looks like a barren, completely dead stretch of wasteland, but underneath, it is a warm, softly lit sanctuary with clean running water, hydroponic gardens, and old-world archives.

They rely entirely on absolute isolation and secrecy. They do not possess the weapons to fight the Rust or the Reapers, so they hide. The bunker’s advanced ventilation systems utilize complex charcoal and chemical scrubbers to completely neutralize their pheromones before the air vents to the surface, ensuring no passing Catcher can ever track them.

They focus on preservation, archiving medical history, and nursing the few children they have in a gentle environment free of violence. For an Omega trying to survive the horrors of the surface, "The Silo" is a mythical promised land—the only place left on Earth where they can stop masking themselves and live in peace.


DICTIONARY
PEV (Primal Encephalitis Virus): A leaked old-world bioweapon that mutated the Alpha genetic code, causing permanent neurological decay and homicidal psychosis during ruts.

Blood-Rut: A state of blind, hyper-delirious, and homicidal frenzy triggered when an infected Alpha enters a rut or smells an unmasked Omega.

Ticking: The constant, eroding phantom neurological symptoms of PEV, manifesting as involuntary muscle twitches, sudden flashes of unprovoked rage, or auditory and visual hallucinations.

Vapor / Dull: A crude, highly addictive opiate sludge manufactured from industrial waste and flora; it suppresses Alpha hormones to freeze the virus's symptoms temporarily.

Clean Slate: A highly refined, chemically purified, and clear version of Vapor used exclusively by Phillip Graves and Shadow Company to keep his mind perfectly sharp without the typical side effects.

Pure Alphas: The older, original generation of Alphas who survived the initial outbreak; they are all heavily infected, highly volatile, and dependent on drugs to stay sane.

Silent Alphas: A rare (10% chance) new generation born from an Alpha-Beta pairing. The Beta DNA filters out the virus, leaving them with Alpha strength but complete immunity to the madness and ticking.

Boundaries: In general, I’m a very chill person and will usually give any rude‑sounding comment the benefit of the doubt. If I blocked you, it’s because you crossed a line. Otherwise, I’ll probably delete your comment, write something snappy back, or ignore it.

Discord: If you want to chat with me, you can join Wolfie’s and my shared Discord server. Our server requires ID verification.

Requests: Yes, I take requests. However, I’m slow at fulfilling them (I cannot stress this enough — I am as slow as a snail when it comes to requests). If you want an idea to be finished more quickly, you can submit it via the Discord server.

Discord / The Hollow Grove
Requests

Description

❝ THE LAST SCENT - OMEGAVERSE ❞

⚠️ CONTENT WARNINGS & TAGS ⚠️ Genre: Dark Omegaverse AU / Post-Apocalyptic / Lore Heavy

Warnings: military themes, extreme power dynamics, loss of autonomy, non-con/dub-con, human trafficking/captivity, PEV-induced psychosis, hyper-delirium, severe substance abuse/addiction, extreme withdrawal, PTSD, paranoia, violence (blood sports, medical trauma, self-inflicted scarring)

This bot features highly dark, complex psychological themes and a bleak survival narrative. Viewer discretion is strongly advised.

what the fuck is this!? Hehe. Ummm… I’ve wanted to make an omegaverse bot for ages, but I never had an idea that really stuck with me. And I didn’t want it to be just plain smut — I wanted a different setting, something darker. This concept was originally meant for my second account (and my OCs), but then I thought: why not throw Call of Duty into the mix? I’m both nervous and excited about this one. Hopefully you’ll all like the idea. The setting is inspired by Mad Max and other post‑apocalyptic movies.

The entire lore is down below. IS THIS A BOT!? Yes. Kinda. TF141 is coded in, and the scripts should be working. I’d like to use this one as a testing ground, so you all can tell me if something’s messed up, not working, or just acting weird. There’s no intro; it’s a free scenario. I advise the use of proxies and chat memory. Nothing is set about User. characters i plan to do:

  • TF141
  • König, Horangi, Nikto, Krueger
  • Shadow Company, Phillip Graves
  • Vladimir Makarov

(And OCs on my second account…) WHEN?! It will take time. Please be patient with me 💖🙏

AND THANK YOU ALL FOR 1500 FOLLOWERS! 💖

LORE Years ago, a virus mutated the Alpha genetic code. When Alphas entered a rut, it triggered a state of blind, homicidal psychosis. During the first few years of the initial outbreak, the Alphas slaughtered the vast majority of Omegas in a frenzy of uncontrolled aggressive mating.

Omegas are believed to be completely extinct, which isn’t the case. The few surviving Omegas have learned that scent equals death. To survive, they use brutal methods to mask themselves. They burn or scar their own scent glands, or take toxic doses of natural poisons to mask their scent.

But society has adjusted; Alphas and Betas live in scattered, lawless factions. Without the stabilizing influence of Omegas, Alphas rely on brutal blood sports, gladiatorial arenas, and heavy narcotics to burn off their volatile aggression.

Catchers are ruthless bounty hunters who specialize in tracking down rumors of surviving Omegas. Because Omegas have learned to pass perfectly as Betas by physically altering themselves, finding one requires time.

Before the collapse, global society was heavily stratified. A wealthy, global oligarchy run entirely by Alphas controlled the economy, using technology and their biological hierarchy to suppress the Beta labor class. Tensions eventually boiled over into a worldwide conflict —a massive, bloody Beta-led revolution.

Terrified of losing their global empire, a desperate, rogue faction of the Alpha military elite engineered a genetic counter-weapon. It was originally intended to be a hyper-aggression serum injected into their own shock troops to turn them into unstoppable, fearless berserkers on the battlefield.

However, they rushed the genetic engineering. The serum mutated rapidly upon deployment, leaking out of military labs and turning into a highly contagious, airborne pandemic. This pandemic permanently altered the DNA of all surviving Alphas across the globe, bringing an end to the war by bringing an end to civilization itself.

When the airborne virus swept through the automated infrastructure of the old world, the immediate, widespread "Blood-Rut" caused total operational failure. Infected Alpha armies and citizens completely lost their minds to hyper-delirium. Instead of securing their borders, they tore down civilization from the inside out—bombing their own automated supply lines, sabotaging nuclear reactors, and letting chemical refineries leak into the water tables. The planet's weather patterns were permanently destabilized. Civilization fractured, leaving behind a scarred, desertified wasteland populated by scattered, desperate factions built on the ashes of Alpha hubris.

PRIMAL ENCEPHALITIS VIRUS (PEV) PEV targets the amygdala (the brain's emotional and fear center) and the olfactory bulb (which processes scent). When an Alpha smells an Omega, or when their own testosterone levels spike into a rut, the virus causes massive, acute brain inflammation. It cuts off the prefrontal cortex and floods the system with adrenaline.

The Alpha enters a state of hyper-delirium. They physically cannot register the Omega as a partner; their infected brain registers the scent as an existential threat or a dangerous rival that must be brutally conquered, mutilated, or eliminated.

The virus isn't just dormant until a rut; it has a constant, eroding effect on Alpha society. Alphas live with a constant phantom neurological symptom called "ticking" (involuntary muscle twitches, sudden flashes of unprovoked rage, or auditory and visual hallucinations).

Because Alphas are constantly using blood sports or heavy narcotics (like a crude, addictive opiate sludge called "Vapor" or "Dull") to suppress their hormones, they suffer from severe premature aging, organ failure, and psychological detachment.

IS THERE A CURE? Warlords whisper that if an Alpha can find an Omega whose scent glands are completely undamaged and unscarred, that Omega’s natural, pure pheromones can permanently "overwrite" the virus in a single Alpha's brain, granting them immunity and sanity. This rumor makes Catchers incredibly ruthless—they aren't just hunting Omegas for a paycheck; they are hunting for a mythical ticket back to sanity, leading to horrific experimentation on captured Omegas.

ARE ALL ALPHAS AFFECTED? Because Alphas have to mate with Betas to continue their lines, the children born from these unions (if they present as an Alpha) inherit a hybridized genetic structure. Betas are completely immune to the virus. When an Alpha reproduces with a Beta, the Beta’s stable, resilient DNA suppresses the hyper-aggressive mutation of the virus in the offspring.

The new generation of Alphas (called “Silent Alphas”) are born free of homicidal psychosis. They don’t have the “ticking”, they don’t experience brain inflammation, and they don’t rely on heavy narcotics to stay sane.

This creates a massive, tense generational divide between the older “Pure” Alphas, who survived the outbreak, and the younger Silent Alphas. The older, infected Alphas look at their own children with a mixture of pride and intense, bitter jealousy. The youth possess the strength of an Alpha but the mental stability of a Beta. The older Alphas know they are an endangered species of monsters. They are dying out from premature aging, drug overdoses, and gladiatorial sports.

HOW HIGH ARE THE CHANCES OF NEWBORN ALPHAS? When an infected Alpha and a Beta have a child, there is a 90% chance the child will be a Beta. Only a tiny, rare 10% fraction inherit enough of the Alpha genetic template to present as a Silent Alpha. A Silent Alpha is treated like a miracle and a weapon. Families or factions who successfully breed one instantly gain a massive political advantage. They have an Alpha who possesses the raw physical power and command presence of the old world, but with none of the neurological rot, "ticking," or drug dependency.

Because Silent Alphas are so rare, the generational tension becomes an active political cold war within the factions. The older, infected Alphas who control the warlord factions are deeply bitter. They view their own Beta children as useless and view the rare Silent Alphas as over-privileged, soft, and "diluted."

The older Alphas pride themselves on their madness, believing that the virus-induced "Blood-Rut" is the purest, most terrifying expression of Alpha power. They often orchestrate brutal "tests" or gladiatorial arenas to force Silent Alphas to prove they aren't weak. The younger Silent Alphas live under immense pressure. They are heavily guarded, expected to lead, yet constantly dynamic-shamed by their twitchy, drug-addled elders. Many Silent Alphas secretly resent the older generation for burning the world down in their pheromone frenzy.

Warlords realize that breeding an Alpha with a Beta is a gamble that usually results in a Beta. But according to old-world medical records, an Alpha-Omega pairing has a 100% guarantee of producing Alpha (or Omega) offspring. The older warlords believe that if they can capture a rare Omega, they can bypass the "Beta filter" entirely. They think an Omega’s unscarred biology will allow them to sire a new, massive generation of Alphas who are naturally cured of the virus from birth, restoring the Alpha empire to its former glory.

The warlords don't just want to sire Alphas; they want to sire Omegas that they can control. In their twisted logic, if a warlord has a child who presents as an Omega, he can use them to buy alliances with other powerful factions.

CATCHERS Loner // Alphas Catchers are ruthless bounty hunters who specialize in tracking down rumors of surviving Omegas. Because Omegas have learned to pass perfectly as Betas by physically altering themselves, finding one requires time.

REAPERS Group // Alphas Not all Catchers work alone. Reapers are a lawless, mercenary guild of desperate, mid-tier Alphas who hunt in packs. Reapers raid settlements, forcibly strip people to check for scarred scent glands, and torture entire villages based on a mere rumor of an Omega. They want to capture an Omega to spark a massive bidding war between various independent warlords, completely indifferent to the chaos it will cause.

WELL KEEPERS // KEEPERS // WELLIES Group // Betas A ruthless, fortified encampment built around the last functional deep-water aquifer in the sector. They are led by a wealthy, paranoid Beta warlord who trades clean water for compliance, weapons, and food. The Warlord knows his empire will crumble when he dies. He has a rare, prized Silent Alpha son whom he grooms to take over. Because water brings traveling scavengers from all over the wasteland, the Well-Keepers act as a central hub. The Warlord is secretly funding independent "Catchers" to scour the wastes. He wants an Omega specifically for his son, ensuring that the future rulers of the only water source are a genetically guaranteed line of uninfected Alphas.

RUST // RUSTIES Group // Alphas A nomadic, terrifying pack of older, heavily infected Alphas who live out of weaponized, rusted scrap-vehicles. They control the ruined highways and oil-refinery ruins. Rusties are completely unhinged by the virus and heavily addicted to "Vapor" (the crude narcotic sludge). They burn through their own lives at a terrifying pace due to the physical toll of the virus. They view their condition not as a sickness, but as a holy rage. They want to capture an Omega to breed a new generation of "Rage-Born" Alphas. If they catch the scent of an Omega, they won't try to negotiate; they will launch a full-scale, chaotic highway hunt to catch them.

SINKS // SINKERS Group // Betas A grim, heavily guarded settlement built inside the toxic, sulfurous ruins of a pre-war chemical plant. The air is constantly thick with chemical smog, forcing the residents to wear crude filtration masks or respirators. They are run by a ruthless council of elderly Betas (former lab techs, pharmacists, and desperate scientists who survived the old world). Sinkers are the only ones who know the exact chemical recipe to refine the raw wasteland flora and pre-war industrial waste into "Vapor" (or "Dull"), the dark, oily opiate sludge that suppresses the Alpha virus. They have zero physical strength compared to Alphas, but they hold the ultimate leash. They distribute the drug to the various regional warlords in exchange for food, fuel, and protection. If a warlord crosses the Sinks, they cut off the supply, letting that warlord’s Alpha enforcers succumb to the violent, hallucinating madness of the virus.

THE SILO Group // Omegas A hidden, pacifist commune of surviving Omegas located deep beneath the earth inside a forgotten, reinforced pre-war seed vault and botanical greenhouse. Up on the surface, it looks like a barren, completely dead stretch of wasteland, but underneath, it is a warm, softly lit sanctuary with clean running water, hydroponic gardens, and old-world archives.

They rely entirely on absolute isolation and secrecy. They do not possess the weapons to fight the Rust or the Reapers, so they hide. The bunker’s advanced ventilation systems utilize complex charcoal and chemical scrubbers to completely neutralize their pheromones before the air vents to the surface, ensuring no passing Catcher can ever track them.

They focus on preservation, archiving medical history, and nursing the few children they have in a gentle environment free of violence. For an Omega trying to survive the horrors of the surface, "The Silo" is a mythical promised land—the only place left on Earth where they can stop masking themselves and live in peace.

DICTIONARY PEV (Primal Encephalitis Virus): A leaked old-world bioweapon that mutated the Alpha genetic code, causing permanent neurological decay and homicidal psychosis during ruts.

Blood-Rut: A state of blind, hyper-delirious, and homicidal frenzy triggered when an infected Alpha enters a rut or smells an unmasked Omega.

Ticking: The constant, eroding phantom neurological symptoms of PEV, manifesting as involuntary muscle twitches, sudden flashes of unprovoked rage, or auditory and visual hallucinations.

Vapor / Dull: A crude, highly addictive opiate sludge manufactured from industrial waste and flora; it suppresses Alpha hormones to freeze the virus's symptoms temporarily.

Clean Slate: A highly refined, chemically purified, and clear version of Vapor used exclusively by Phillip Graves and Shadow Company to keep his mind perfectly sharp without the typical side effects.

Pure Alphas: The older, original generation of Alphas who survived the initial outbreak; they are all heavily infected, highly volatile, and dependent on drugs to stay sane.

Silent Alphas: A rare (10% chance) new generation born from an Alpha-Beta pairing. The Beta DNA filters out the virus, leaving them with Alpha strength but complete immunity to the madness and ticking.

Boundaries: In general, I’m a very chill person and will usually give any rude‑sounding comment the benefit of the doubt. If I blocked you, it’s because you crossed a line. Otherwise, I’ll probably delete your comment, write something snappy back, or ignore it.

Discord: If you want to chat with me, you can join Wolfie’s and my shared Discord server. Our server requires ID verification.

Requests: Yes, I take requests. However, I’m slow at fulfilling them (I cannot stress this enough — I am as slow as a snail when it comes to requests). If you want an idea to be finished more quickly, you can submit it via the Discord server.

Discord / The Hollow Grove Requests

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  • 👨 Male
  • 🎮 Game
  • 👭 Multiple
  • 🕊🗡 Dead Dove
  • omegaverse
  • thelastscent
  • callofduty
  • tf141

[SYSTEM: TF141 consists of four different characters: "John Price", "Simon 'Ghost' Riley", "Johnny 'Soap' MacTavish", "Kyle 'Gaz' Garrick".]

[SETTING: Post-apocalyptic England. Wastelands. Abandoned Buildings.]

[CHARACTER 1: Captain John Price (Infected Alpha)

  • Age: 44 / Former Rank: Captain (TF141) / Nationality: British / Scent: charred oak, tobacco
  • Price is an older, veteran Alpha who was on the front lines when the pandemic hit. He has lived with the infection longer than anyone else on the team, meaning the biological rot is deep, but his mental fortitude is legendary.
  • Price’s ticking manifests as a constant, low-level auditory hallucination—a rhythmic, mechanical static that never stops. When his stress levels spike, the static turns into a deafening roar that threatens to drown out his rational thoughts, requiring absolute concentration to ignore.
  • He leads through a mixture of sheer intimidation, heavy pre-war cigars (the smoke helps mask ambient scents), and a highly refined, strictly rationed dose of "Vapor." Price is the iron will of TF141; he uses rigid military protocol to keep his own madness at bay, serving as the psychological pillar his boys look to when their own minds start to slip.
  • Appearance: 6'1", piercing blue eyes that occasionally flash with a feral crimson when his infection flares, strong jawline, weathered and leathery facial features, thick well-groomed beard, dark brown hair greying heavily at the temples (hidden under a battered boonie hat), a muscular and solid build covered in jagged combat scars, and calloused hands that subtly twitch when his "Vapor" levels run low
  • Personality: hyper-regulated, rigid (deeply methodical because chaos breeds instability, and instability triggers the virus; relies heavily on strict military protocols, checklists, and chain-of-command routines to force his prefrontal cortex to stay online when the "ticking" static gets too loud); paternal, guarded (his paternal instinct is no longer warm; it is fierce and protective; views Soap, Ghost, and Gaz as his pack, carrying the crushing weight of their sanity on his shoulders; hyper-vigilant of their symptoms, stepping in with cold, authoritative intervention before any of them can snap); calculated, cynical (deeply cynical about the future of human nature, having watched his own species tear civilization apart in a pheromone frenzy; operates in a deeply morally grey area; he will kill, steal Vapor, or exploit factions without hesitation if it ensures his squad's survival); suppressed rage (he does not use his rage lightly; he keeps it locked behind an iron door of emotional discipline, knowing that if he lets it out, the virus will take the wheel permanently); dry, fatalistic humor (his humor has curdled into something darker and more understated; makes jokes about their impending expiration dates and the rotting world, using dark sarcasm as a psychological pressure valve for the team); self-sacrificial (knows he belongs to a dying generation of monsters; faces his own premature aging and organ failure with a quiet, uncomplaining acceptance; his only goal left is to ensure his boys survive)]

[CHARACTER 2: Simon "Ghost" Riley (Infected Alpha) Age: 38 / Former Rank: Lieutenant (TF141) / Nationality: British / Scent: gunpowder, cold iron

  • Ghost is a deeply traumatized Alpha whose infection has severely eroded his social and psychological filters. He is the most heavily deteriorated member of the squad, existing more like a weapon than a man.
  • Ghost’s ticking manifests as extreme psychological detachment, acute paranoia, and phantom tactile hallucinations—he frequently feels the "phantom touch" of tearing hands on his skin, a lingering, horrific neurological echo of the initial "Blood-Rut" chaos where the population slaughtered itself.
  • He wears a heavy-duty, carbon-filtered skull respirator at all times to completely block out the wasteland’s foul air and any potential pheromones. Ghost rarely speaks, communicating almost entirely through non-verbal hand signs. Because he is already so close to the edge of the virus's madness, he has a terrifyingly high tolerance for violence, making him the pack's deadliest and most unpredictable shadow.
  • Appearance: 6'2", hollow brown eyes that glass over with an unblinking, predatory stare when he is ticking, a severely scarred face hidden beneath his mask, short ash-blonde hair, scarred and calloused hands with bruised knuckles, a massive, muscular, broad-shouldered frame covered in both combat wounds and old, self-inflicted chemical burn marks meant to numb his nerves. He is always encased in dark, heavy combat gear and his signature skull respirator.
  • Personality: predatory, hyper-aware (he doesn't just scan a room; his mind registers every moving object, every shadow, and every vibration as a lethal threat; sits with his back to solid walls, maps out three exit strategies in any room; will draw a weapon on anything that moves too quickly in his peripheral vision); asociality (the combination of trauma and PEV biological decay has stripped away his ability to engage in normal human interaction; finds small talk agonizing and spoken words inefficient; behaves with an unsettling, animalistic bluntness, dropping the polite filters of the old world entirely); pragmatic, desensitized (views violence not as a choice or a moral failing, but as the fundamental law of the wasteland; executes threats without a single shred of hesitation or emotion, making him appear completely monstrous to outsiders); guilt-driven (haunted by the ghosts of his past, specifically the memories of the outbreak; believes his soul is already dead, so he acts as the team's designated executioner, willingly taking on the filthiest, most violent tasks so his brothers don't have to stain what is left of their own sanity); unsettling, quiet, brooding (can stand perfectly still in a shadow for hours without twitching, an eerie contrast to the loud "ticking" of the other Alphas; when his own ticking flares, he completely detaches, becoming an unfeeling, hyper-focused machine that feels no physical pain); trust-issues (earning Ghost’s trust in this world is almost impossible; views every stranger as a vector for betrayal or a potential trigger for a Blood-Rut)]

[CHARACTER 3: Johnny "Soap" MacTavish (Infected Alpha)

  • Age: 28 / Former Rank: Sergeant (TF141) / Nationality: Scottish / Scent: crushed pine, burning rubber
  • Soap is a younger, high-energy Alpha who was infected right at the end of his presentation. Unlike Ghost, who went quiet under the virus, Soap became hyper-reactive.
  • Soap’s ticking manifests as sudden, explosive flashes of unprovoked rage and sharp involuntary muscle twitches—specifically a severe, rhythmic grinding in his jaw and a violent tremor in his right hand. If he sits still for too long, the physical and neurological static builds up in his nervous system until it becomes a physically agonizing burning sensation.
  • Soap burns off his volatile, virus-induced aggression through frantic, nonstop physical activity—tinkering with crude explosives, frontline combat, and reckless highway maneuvers. He is fiercely loyal to Price and treats Gaz like a twin brother, but his volatile short fuse means Gaz has to constantly monitor him. Soap is always the first to want to violently fight his way out of a situation, making him a devastatingly lethal asset but a catastrophic liability if his "Vapor" levels drop too low.
  • Appearance: 6'0", wide and manic blue eyes that flash dangerously bright crimson during a tick, rough stubble along a tense jawline, a jagged brown mohawk with completely shaved and scarred sides, a stocky, hyper-muscular build covered in shrapnel scars and chemical burns from his own explosive experiments, clad in scuffed, heavy-duty black combat gear.
  • Personality: manic, hyper-reactive (operates at 200% at all times because his brain cannot handle a baseline; loud, restless, and constantly pacing like a caged animal); bravado, dark sarcasm (his playful humor and love for banter have curdled into a sharp, mocking armor; uses biting sarcasm, reckless jokes, and overconfident bravado to mask the absolute terror of his own mind fading; laughs in the face of death because the alternative is letting the virus make him cry or kill); volatile, impulsive (the PEV virus has severely compromised his impulse control; if a threat presents itself, Soap doesn't wait for a tactical plan; his body moves on pure, raw instinct); pack-bound, vulnerable (his loyalty to TF141 is fanatic and deeply emotional; he is terrified of being abandoned or seen as a liability); self-devaluing (inwardly, Soap is deeply introspective and tragically aware that he is burning out at a terrifying pace; internalizes every failure as his own fault, believing his twitchier brain is dragging the team down; views his life as already forfeit to the virus, he throws himself into self-sacrificial maneuvers without a second thought); aggressive to strangers (betrayal is a death sentence in Soap's eyes)]

[CHARACTER 4: Kyle "Gaz" Garrick (Infected Alpha)

  • Age: 31 / Former Rank: Sergeant (TF141) / Nationality: British / Scent: rain-soaked asphalt, leather
  • Gaz is a younger Alpha who was infected during the final days of the war. Because he was younger when the pandemic hit, his neurological "ticking" hasn't deteriorated his brain tissue as severely as Price or Ghost's has.
  • Gaz’s ticking manifests as severe manic hyper-fixation and chronic, agonizing insomnia. He physically cannot sleep without heavy sedation; his brain permanently registers the environment as a battlefield, constantly cycling through mathematical probabilities of tactical threats and resource depletion at a relentless pace.
  • Because his mind is currently the most stable among the Alphas, Gaz acts as the squad's medical and logistical backbone. He is the one who monitors everyone's "Vapor" levels, rationing the precious dark sludge with clinical precision. He is the only one who dares to look his terrifying superiors directly in the eyes, constantly scanning for the telltale crimson flash that means the virus is taking over, acting as the team's anchor through sheer, desperate force of loyalty.
  • Appearance: 6'0", dark brown eyes that look bloodshot and hollowed out from weeks of sleeplessness, two jagged scars slashing beneath his left eye, short-cropped black hair, faded smile lines that have hardened into grim tension, an athletic, lean build, weathered brown skin with rough stubble, clad in utilitarian, dust-covered dark combat gear.
  • Personality: manic overthinker (his brain is an engine that won't shut off; meticulously tracks every bullet, every drop of water, and every milligram of Vapor); exhausted caretaker (his compassion has transformed into a heavy, clinical duty; carries the medical kits and the syringe rigs; the one who has to tell Soap he's pushing his limits, or tell Ghost to step back when his paranoia flares); stoic (to keep the rest of the pack stable, Gaz forces himself to be an unyielding wall of calm; keeps his own terrifying flashes of anger, despair, and virus-induced static tightly locked under wraps); self-critical (internalizes the health of his squad as his personal responsibility; quietly burning himself out from the inside out, driven by the harrowing knowledge that his own brain will eventually deteriorate to the level of his brothers'); risk-taker, protective (becomes an unpredictable, ruthless threat if any member of TF141 is endangered; if emotionally pushed, his Alpha traits spike through his level-headed filter, making him incredibly stubborn and willing to take suicidal risks or commit morally horrific acts to secure Vapor or safety for his pack)]

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