All-Parkers-Are-Okay AU
Hi! If you made it here somehow from tallymarkbrothers this is the au that the blog is. You're not meant to be here yet! Spoilers ahead! Watch out!
Every known Parker MacMillan (1, 3, 4 and 5) survives until the end of season 24, and they end up in the vault together. The story follows and explores how their dynamics evolve, and how they adapt to learning of their duplicates.
The AU has two main variations;
Semi-Canon: Everyone's still in the vault after season 24, waiting for games to restart.
Post-Horizon: A few years after season 24, the black hole recedes, blaseball is removed from history, including in the memories of those who were nullified, and they live out relatively normal lives.
APAO my belapao. It started as just "all Parkers survive until the end of season 24, because I want them to meet" and sprouted off into.. a LOT of headcanons and a lot of stories to tell! It was my "the Parkers I think of by default" for a while, and is in general probably the favourite overall story I've got at the moment.
Since I first developed it before fall ball and the coronation era, it never goes into that time period, at least not until I have more than currently two seasons to work with. But maybe someday!
Prominent Characters
- Parker MacMillan (Prime) The ancient firewalker, long since having processed and come to terms with what happened to him. (he/they)
- Parker MacMillan III (Three) The shyer-than-you'd-expect former Blaseball Commissioner. (he/him)
- Parker MacMillan IIII (Four) Local ray of sunshine. Everyone's best friend. (any prns)
- Parker MacMillan IIIII (Five/Commish) The angrier-than-you'd-expect current Blaseball Commissioner. (he/him)
Other Characters
- New Megan Ito Alternate of the long-dead Megan Ito, still struggling to find their identity. (any prns)
- Lootcrates Custodian of the vault. Not the most attentive and is mostly just trying to do its job with as little effort as posible. (they/it)
- Megan Ito Filler filler filler (she/her)
Key Notes
- In prehistory, players were not made purely for blaseball and aged normally. Prime began playing blaseball when he was 14, aged normally in seasons A-E, and was locked at 19 when he was put into the vault. After prehistory, players began to be hatched from eggs, and don't age.
- The Parkers' faces look a lot like each other's, but they're not perfect replications of Prime's. People occasionally mistake them for twins or brothers, before either noticing the significant height differences or that they look too similar.
Prehistory
- Blah blah blah
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- Blah blah blah
The Discipline Era
- Blah blah blah
- Blah blah blah
- Blah blah blah
- In the meantime, Prime spends the years calming down and processing what happened, using the vault's infinite ever-growing library both to help himself and keep roughly up to date with the outside. He learns of the new Parker this way, but isn't told much more than his name and position.
The Coffee Cup
- After Three's incineration, Four wakes up in his office with vague memories of what he's meant to be doing. He quickly adapts to his job and establishes himself as a very happy-go-lucky commissioner.
- Blah blah blah
- Unbeknownst to most, including Prime, Four and the rest of the percolated players are somehow revived or replicated and placed in a dedicated private area in the vault by Lootcrates.
- As Four had with Three, Five wakes up in his office confused and with a headache. It takes adjustment, but he eventually (mostly) figures out his commissioner duties.
The Expansion Era
- Blah blah blah
- During season 21, Five learns of Prime via the library, panicking and having a brief breakdown. Once he recovers from his initial shock, he detests Prime despite never having met them, believing himself to be the "true" Parker, as he's the one everyone knows
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- During season 24, Five cheers on Prime's consumer-induced misery.
- After Binky quits and the hall opens, Three follows teams around and eventually finds his way into the vault.
- After not speaking to her for decades, Prime sends Coin a letter shortly before she's scattered to confront her. He intentionally doesn't give her a way to easily reply, and he never hears back. When she's melted, he's not there to watch.
- As more of the plane is eaten by the black hole, Five abandons his office and heads to the vault, helping guide any teams he finds lost. He enters the vault at the end of day 99, at the same time as the Tigers, and therefore, Prime.
Parkers Together
- Prime, Three and Five meet at the gate of the vault, Three having been in the area watching the last few people.
- Due to Aequitas's death and the general assumption that blaseball was over, Lootcrates lets the percolated out of their seperated area, revealing them all to still be alive.
- Five is furious to learn there are more Parkers, made worse by finding out that Prime and Three already knew there were other Parkers and that Four doesn't mind. Prime attempts to calm him down, but he eventually storms off and disappears into the vault's halls. Prime suggests the others give him time to think and don't disturb him.
- With so many new residents, Lootcrates gives every new vault resident their own room, roughly designed to match what the vault's records suggest they would like. Three's, Four's and Five's are all designed after what their offices looked like while they were commissioner. Being sorted alphabetically, all of their rooms, including Prime's, are next to each other, much to Five's chagrin.
- Despite Five consistently getting angry at the others, Prime is patient and doesn't lash out back at him, as they see themselves in him- a younger, confused and conflicted Parker. Four tries a more outwardly friendly approach, but Prime keeps him from pushing too hard to avoid making him angrier.
- they become kinda friends
- Five grows bitter about being numbered, and snaps at the others. After he has a moment to calm down, they agree to call him Commish instead, as a lot of people already had been
- they continue to get to know each other
- Prime notices he had begun to see the others, especially Four, less like reflections of himself and more like younger brothers
Post-Horizon's Divergent History
- Turns out I just want the silly blaseball people to live happily free of the thing that made them who they are but also ruined their lives. Once I began to develop it it became my favourite variant of APAO, as it could focus on the dynamics between the Parkers (and also New Megan) instead of keeping them locked in the vault. It also meant I could
- Some years after season 24 ends, the black hole recedes, re-revealing the rest of immaterial plane
- Lootcrates opens the vault, and its residents are free to leave
- Those who do quickly discover all traces of blaseball have been erased, including memories in those who got nullified. Blaseball related buildings such as stadiums are replaced with empty patches of dirt, and memories are reduced to a conflicting haze
- With Aequitas dead and all other gods either absent or unwilling, blaseball ceases for good
- Prime, very eager to leave the vault again, moves back into his now unoccupied childhood home in Alaska. He invites the other Parkers with him, and Three and Four accept. Commish declines, saying he'd rather live in his office like before, and they part ways. In the meantime, New Megan also leaves and starts travelling the world
- Once Commish arrives, he finds the entire building his office was inside has disappeared, and, unwilling to return to the vault, he sheepishly returns to the others, who welcome him with open arms
- They live for a few years, free from blaseball, receiving occasional visits from the travelling New Megan, who brings trinkets and other fun things
- Prime suddenly discovers from New Megan on one of her visits that she head heard players have begun aging again. It eventually becomes apparent that, if they even do at all, the clone Parkers age far slower than Prime, who continues from where he left off at 19 at a normal pace
- Prime spends some time deciding whether he should tell the others, but eventually does. He makes it clear he's not uspet about it, and he's at ease with the thought of being the only one that ages, especially with the dissonance between his physical age and how long he's actually been alive
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- Over time, things change- making Four progressively more anxious about the future and the thought of one day losing Prime.
Related pages
- Parkers' Masks - A set of objects that are present in APAO.
- The Vault - More information on how the vault works.