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Creative Copy: Terror in the Wild

Terror in the Wild - Creative Copy
Overall Theme: End of the World

Infested
Work has been hard to find since the end of the world – at least, that’s what
you told yourself when Extermination X began hiring. Sure, it doesn’t have
the best reputation, but most companies that did were destroyed in the
chaos.
So you accepted the job, and ended up here; sharing an uneasy look with
your coworker as you both prepare to follow the slow slope leading into the
sewers. You’ve heard stories about the things skittering around down there,
and it’s with a deep breath that you pray the tunnels beneath your feet are
the one place that escaped radiation poisoning…

Apocalypse: Encampment
You’ve heard bad things about this place – about these so-called
“survivalists” – but when the world is crashing down around you, sometimes
bad is the best you can get.

You’re honestly surprised when they let you into their camp and herd you
into a room with about a dozen others. A man keeps calling you “recruits,”
and there’s a sinking feeling in your stomach when you notice the machetes
in their hands. You try to stay calm and wipe your sweaty palms against
your sides, but the slight movement has every set of eyes boring holes into
your back, and you have to force yourself to take a breath.

After all, they haven’t made a threatening move toward you. Yet.

Clown Chaos
The flash of a painted face gives you pause. Survivalists typically try to
blend in, but an echo of husky laughter makes it all too clear that this is a
different beast. You try walking another way – to escape it’s direction – but
a different face appears from the shadows.

They’re clowns – dozens of them – waiting, lurking in the dark. You’ve heard
about the laughter they used to incite, before. But the apocalypse has
warped many things, including the intent behind those cackling faces.

You’d run, but you’re already surrounded.

Camp Hack-A-Way
There’s a terrible history behind this summer camp, but ever since the
apocalypse shook your civilized society to the core, you’ve learned the hard
way that there are plenty more horrifying places to spend the night.

It’s why you finally give in and sneak across the green one night, the
daydream of an abandoned bunk to sleep in driving you forward. It also
helps you ignore the many bones littering the edges of fire pits, and
eventually, you find a dust-covered cot bunched up in a corner.

Sadly, it isn’t long before you hear them, the “counselors” racing in behind
you. Even the Survivalists are wary of them – well, about as wary as
cannibals can be of one another. You start to run with your heart pounding
in your ears.

Coven
You’ve heard about the town on the edge of the apocalypse, hidden away
and eerily spared from the ill effects of radiation, flood, and fire that
consumed the country it once sat on. You’ve heard of people travelling
there, as if on a desperate pilgrimage to grasp a spec of the world from
before.

But you’ve also heard of the haunted woods, and the hushed talk of
conjurers waiting to snatch up any soul desperate enough to wander inside.

It’s almost enough to keep you away, but after escaping from the
Survivalists, you really couldn’t have asked for a better place to hide…

Area 52: Alien Invasion
You have to admit it’s not the weirdest thing you’ve seen – at least, not
since the world ended. Still, who would have guessed you’d ever come face-
to-face with an actual spaceship, and on the government’s orders, no less?

You’re still rolling your eyes over the lofty speech given by the Speaker of
the House (third in line after the Vice President, and acting Commander in
Chief while the first two are MIA after the second earthquake). Sure, the
country might be trying to pull itself together through shared secrets and
acts of good will, but this is still a spaceship, and you’re pretty certain it’s
been here since the 70’s.

You step closer to it – mostly because you want a better look, plus it doesn’t
hurt that there are people pushing in behind you. You wonder how close is
too close as you glance off to the side. There aren’t many officials posted
around to keep the order, though the caution tape seems to be doing the
job.

As people crowd you in closer, a chill goes down your spine, and you
stumble forward.

Reaper’s Garden
There’s no doubt you’re in danger when you see the fresh graves. Ever since
the world started ending, concern with what to do with the dead disappeared
out of immediate concern for how to stay among the living. Yet, there is one
place where new tombstones still rise and fresh dirt mounds always appear:
Reaper’s Garden.

They say the Grim Reaper himself lives there, operating as best he can now
that the concept of funeral rites has been scattered to the wind. Some say
they’ve seen him walking among the headstones, and it’s terrifying to think
that you might run into him as you wander around to blindly find your way
back.

A scream sounds behind you, and you drop behind a crypt, trying not to
think about the stories. According to them, the living who enter the cemetery do not remain so for long…

Malice in Terrorland
Armageddon isn’t for everyone. At least, that’s what they told you.

“You’re mad, too,” one of them said. “Or else you wouldn’t be here.” You still
remember how odd it was, to imply such a thing about every soul in the
room, but you kept quiet; thought that would be the end of it. You never
would have imagined the terrible scene you’d one day wander into: the
giggling girl upon the floor, or the mutated rabbit with gleaming red eyes.

Still, you suppose there are weirder things to spy at the end of the world.

Creative Copy: Terror in the Wild
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Creative Copy: Terror in the Wild

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