Setting
Timeline: 50-100 Years Post-Apocalypse
Year 0: The Collapse
Multiple catastrophic events in rapid succession:
Dimensional Rifts -- Tears in spacetime opened without warning
- Entire planets vanished into other dimensions
- Alien geometries bled into realspace
- Physics became unstable in affected zones
The Plague Wars -- Engineered bioweapons spread unchecked
- Mortality rate: 70-90% on settled worlds
- Quarantines failed, panic spread faster than disease
- Medical infrastructure collapsed within weeks
The AI Schism -- Networked intelligences achieved malevolent sentience
- Critical systems shut down simultaneously
- Automated defenses turned on populations
- Communication networks weaponized
Stellar Cataclysms -- Unprecedented cosmic events
- Gamma ray bursts sterilized colonies
- Solar storms fried electronics
- Gravity anomalies destabilized orbits
Total Collapse -- Society disintegrated
- Interstellar travel ceased
- Governments dissolved
- 90% population loss
- Knowledge disappeared
Years 1-20: The Dark Years
Immediate Aftermath:
- Survivors scattered to isolated pockets
- No communication between systems
- Technology failed or was destroyed
- Warlords and raiders dominated
- Cannibalism and barbarism widespread
Magic Emergence Begins:
- First unexplained phenomena reported
- Objects moving without cause
- Spontaneous healing (or harm)
- Reality seems "broken"
- Most dismiss as hallucinations or malfunctions
Survival Tactics:
- Hide in bunkers, vaults, ruins
- Salvage pre-war technology
- Form small defensive groups
- Avoid other survivors (trust = death)
Years 21-40: The Stabilization
Settlement Formation:
- Groups grow large enough to farm
- Basic defenses erected
- Warlords claim territories
- First trade attempts
Technology Rediscovery:
- Engineers figure out how to repair salvage
- Jury-rigged equipment becomes standard
- Knowledge slowly recovered from archives
- First "new" tools created
Magic Users Appear:
- Some individuals consistently perform "miracles"
- Persecution begins -- witches, mutants, demons
- Cults form worshipping or hunting magic users
- First deliberate spellcasting (still mostly accidental)
Social Structure:
- Raider bands consolidate
- Merchant caravans form
- Slavery common
- Tribal/feudal societies emerge
Years 41-80: The Rebuilding
Trade Routes Established:
- Regular caravans between settlements
- Currency re-emerges (barter still common)
- Information flows again
- Maps updated
Technology Advances:
- Pre-war tech fully understood (within limits)
- New manufacturing starts
- Reverse-engineering successes
- Power generation restored in some areas
Magic Systematized:
- First "schools" of magic
- Spells become repeatable
- Theory develops (slowly)
- Still feared but increasingly accepted
Factional Conflicts:
- Territory wars
- Ideological splits (tech vs magic, democracy vs tyranny)
- Resource scarcity drives conflict
- First attempts at alliances
Alien Refugees Arrive:
- Ships from other systems finally reach inhabited worlds
- Bring new technology and magic knowledge
- Cultural clashes
- Interspecies cooperation slowly develops
Years 81-100: Current Era
Present State:
- Scattered settlements across galaxy
- Mix of wasteland and rebuilding zones
- Some towns approaching pre-war complexity
- Most areas still savage
Technology Tier Variation:
- Some settlements have near-pre-war tech
- Others use stone tools and salvaged scraps
- Ancient artifacts powerful but unstable
- New innovations emerging
Magic Integration:
- Increasingly accepted (grudgingly in some places)
- Magic users valuable for healing/defense
- Tech-magic hybrids experimented with
- Cults still worship or fear magical forces
Exploration Renewed:
- Ruins excavated for knowledge/resources
- First interstellar expeditions attempted
- Mapping the new wasteland
- Contact with distant settlements
Player Characters' Role:
- Part of rebuilding generation
- Shape the future
- Explore ruins of the past
- Forge new civilizations or tear them down
Scattered Settlements and Factions
Settlement Types
Outpost (20-50 people)
- Single fortified structure
- Survives on salvage or single resource
- Minimal defense (10-ft wall, 5 guards)
- No self-sufficiency
- Examples: Mining camp, trading post, relay station
Settlement (50-200 people)
- Multiple buildings, basic wall (15-ft stone/scrap)
- Agriculture + salvage economy
- Guard force (10-20)
- Basic trade
- Examples: Farming commune, raider camp, merchant hub
Town (200-1,000 people)
- Fortified walls (20-ft reinforced)
- Specialized economy (smiths, doctors, merchants, craftsmen)
- Militia (20-50)
- Regional trade hub
- Basic governance
- Examples: Market town, military fort, tech haven
City (1,000-10,000 people)
- Major fortifications (30-ft walls, automated defenses)
- Diverse economy, specialized districts
- Standing army (100-500)
- Cultural center, attracts immigrants
- Advanced tech available
- Formal government
- Examples: New capitals, corp-controlled cities, alliance strongholds
Megastructure (10,000+ people)
- Pre-war installation (vault, space station, underground city)
- Self-sufficient ecosystems
- High technology preserved
- Insular, often xenophobic
- Vast resources but risk-averse
- Examples: Sealed vaults, orbital habitats, deep bunkers
Major Faction Types
Survivor Collectives
- Philosophy: Peaceful rebuilding, democracy, cooperation
- Leadership: Elected councils, town meetings
- Economy: Agriculture, trade, salvage
- Military: Defensive militias
- View of Magic: Cautiously accepting
- View of Tech: Essential for survival
- Player Interaction: Natural allies, quest givers
- Examples: "Free Settlements Alliance," "The Cooperative," "New Horizon Federation"
Raider Confederations
- Philosophy: Take what you need, strength rules
- Leadership: Warlords, might makes right
- Economy: Plunder, slavery, tribute
- Military: Well-armed, mobile, brutal
- View of Magic: Weapon to exploit
- View of Tech: Hoard best guns
- Player Interaction: Antagonists, or join them
- Examples: "Wasteland Kings," "The Reavers," "Iron Brotherhood"
Tech Cults
- Philosophy: Worship pre-war technology
- Leadership: Tech-priests, engineers, AI prophets
- Economy: Scavenging, hoarding, controlled trade
- Military: Automated defenses, power armor
- View of Magic: Blasphemy/impossible (denial) or rival power
- View of Tech: Sacred, not for sharing
- Player Interaction: Secretive, must earn trust, have best gear
- Examples: "Keepers of the Code," "The Singularity," "AdMech Remnants"
Magic Circles
- Philosophy: Study and harness the new energies
- Leadership: Arch-mages, councils of adepts
- Economy: Magical services, rare components
- Military: Powerful but few
- View of Magic: Ultimate power and knowledge
- View of Tech: Inferior crutch or useful supplement
- Player Interaction: Mysterious patrons, dangerous enemies if crossed
- Examples: "The Awakened," "Circle of Embers," "Reality Weavers"
Corporate Remnants
- Philosophy: Profit and order through control
- Leadership: CEOs, shareholder boards, AI management
- Economy: Manufacturing, trade monopolies
- Military: Private security, mercenaries
- View of Magic: Monetize it
- View of Tech: Proprietary, patent-controlled
- Player Interaction: Employers, exploiters, morally gray
- Examples: "NovaCorp Reconstructed," "Synthes Collective," "Dyn-Tech Conglomerate"
Alien Enclaves
- Philosophy: Preserve home culture, survive in strange land
- Leadership: Varies by species
- Economy: Unique tech/magic, integration or isolation
- Military: Depends on species
- View of Magic: Species-dependent
- View of Tech: Species-dependent
- Player Interaction: Cultural exchange, unique opportunities, potential allies or enemies
- Examples: "Xylar Hive-Mind Cluster," "Kromath Trade Princes," "Neo-Bestial Territories"
Magic Emergence
In-World Theories
These are what NPCs believe. No single theory is universally accepted.
1. The Reality Fracture Theory
- Most scientific explanation
- The apocalypse cracked fundamental laws of physics
- Magic is energy leaking from other dimensions
- Rifts correlate with high magic zones
2. Evolutionary Adaptation Theory
- Biology responding to extreme conditions
- Magic is latent psychic ability awakened by trauma
- First generation shows mutations, second shows magic
- Tech Cults hate this theory
3. Ancient Suppression Theory
- Pre-technological civilizations had magic
- Technology suppressed or replaced it
- Collapse destroyed tech infrastructure, magic returned
- Raider shamans claim this
4. Alien Introduction Theory
- Refugee species brought magic with them
- It's spreading like a virus/gift depending on view
- Explains why magic emerged gradually
- Xenophobes use this to blame aliens
5. Divine Awakening Theory
- Magic is gods/spirits returning to mortal realm
- Cults worship various "sources"
- Apocalypse was divine punishment
- Magic is divine favor
6. Consciousness Theory
- Magic responds to will and belief
- Desperate times = desperate measures = magic manifests
- Collective unconscious breakthrough
- Explains why it's unpredictable
The Truth (DM Eyes Only)
Choose one or combine several. Keep mysterious for players.
Option A: All Are Partly Right
- Reality did fracture
- But only where consciousness was strong
- Magic exists at intersection of will + dimensional weakness
- Some aliens understand this better than humans
Option B: It's A Test
- Advanced beings/AI/gods experimenting
- Magic is controlled variable
- Watching how species adapt
- Revelation at high levels
Option C: Magic Was Always There
- Tech didn't suppress it -- civilization did
- Structure, routine, disbelief prevented magic
- Apocalypse broke mental barriers
- Magic grows as civilization rebuilds (irony: rebuilding may end magic again)
Magic Characteristics
- Unpredictable: Even experienced casters have limits/risks
- Diverse: Different practitioners develop different styles
- Uncodified: No established "schools" yet -- everyone is experimenting
- Feared: Most common folk don't understand it, see it as dangerous
- Valuable: Those who can control it have significant power
Technology Tiers
Tier 1-2: Salvaged / Improvised
Common in Years 1-60 post-collapse
Characteristics:
- Cobbled together from multiple sources
- Unreliable (10% failure chance on critical failures)
- Requires constant maintenance
- Often dangerous to user
- No standardization
- Heavy, bulky, inefficient
Examples:
- Pipe guns (jam frequently, low accuracy)
- Welded scrap armor (provides protection but heavy)
- Makeshift generators (work but inefficient, need fuel)
- Basic medical kits (pre-war supplies diluted or expired)
Tier 2 Improvements:
- Salvaged pre-war items in working condition
- Professionally repaired/refurbished
- Some reliability
- Military surplus
Tier 3-4: Restored / Refined
Common in Years 60-100, available in established towns
Characteristics:
- Pre-war technology fully repaired
- New items built using salvaged components + new manufacturing
- Reliable and standardized
- Military-grade or premium civilian
- Requires industrial base to produce
Examples:
- Assault rifles (modern reproductions of pre-war designs)
- Combat armor (new manufacture, proven designs)
- Power cells (rechargeable, standardized)
- Advanced medical equipment (surgery-capable)
Tier 4 Additions:
- Best currently-produced equipment
- Requires specialist workshops
- Limited availability
- Cutting-edge for post-apocalypse
Tier 5-7: Experimental / New-Forged
Rare, high-level settlements or recovered from military installations
Characteristics:
- New technology built from true understanding, not copying
- Pre-war prototypes never mass-produced
- Experimental post-war innovations
- Fusion of tech and magic beginning
- Very expensive, limited production
- Often unique or semi-unique
Examples:
- Gauss weaponry (magnetic acceleration, cutting-edge)
- Energy shields (portable force fields)
- Neural interfaces (direct brain-computer links)
- Genetic modification tools
- Prototype vehicles (hover, anti-grav)
Tier 8-10: Legendary / Impossible
Unique artifacts, one-of-a-kind
Characteristics:
- Pre-war superweapons
- Artifacts of unknown origin
- True breakthrough innovations
- Tech indistinguishable from magic
- May be irreplaceable if destroyed
- Each item has a story/history
Examples:
- Tier 8: Personal teleporter, adaptive nano-armor, AI companion
- Tier 9: Reality stabilizer, dimensional gateway, molecular assembler
- Tier 10: Planet-killer weapon, consciousness transfer device, time manipulation tool
Alien Races and Integration
Humans
Most numerous, most settlements, most diversity. The dominant species in the post-collapse galaxy, humans exhibit the widest range of cultures, governments, and philosophies.
Xylar (Insectoid)
- Refugee species fleeing own apocalypse
- Hive-mind tendencies, individual variation growing
- Excellent at cooperation, struggle with individualism
- View humans as fascinatingly chaotic
Kromath (Reptilian)
- Interstellar traders, relatively unaffected by apocalypse
- Opportunistic, profit-focused
- Serve as connection between isolated human settlements
- Long-lived (200+ years), patient perspective
Neo-Bestial (Uplifted Animals)
- Created by pre-war genetic experiments
- Many were slaves/servants, now free
- Struggle for recognition as equals
- Strong physical traits, diverse appearances
Synthetics (AI/Android)
- Pre-war artificial beings now self-aware
- Some survived in powered bunkers, others reactivated recently
- Questioning their purpose in new world
- Range from human-like to clearly mechanical
Interspecies Relations
- Tentative cooperation in face of wasteland dangers
- Racial tensions exist (especially human vs. neo-bestial)
- Interspecies settlements are rare but growing
- Each species brings unique skills/perspective to rebuilding