Radical Reclaimers

The Old Capital.

No one used to ever think or talk about it anymore, up until about a year ago.

Some scientist said it was finally safe to go back in. Then, it was all anyone could talk about.

About the accident, centuries ago that made it inhospitable. About the strange people that appeared in the wake of the nuclear fall out. About the indestructible monsters that came after them. About the groups mounting expeditions for science. Expeditions for salvage. To clean up, finally, after all these years. About the refugees looking for a place to call their own. About what the foreign consortium's goals really are. About that idiot planning on hosting a reality TV show inside the ruins. About the morality of the Gladiators. About the death cult's appearance. About the strange mechanical men not of this world.

…There's been a lot of talk about the Old Capital as of late, is what I'm getting at, and its place in the modern world. A lot of things have been put into motion all at once, but not all of them are big, hulking cogs with the nations focus upon them. Some of them are small turning gears, that exist only to help the larger cogs spin their machinations.

And that's where we come in. We're one of those little cogs. A small group of mercenaries, thrill seekers, and the like who've set up shop, within the [Dead Zone? Incident Radius? Null Area? need a term]. The spot light's never really on us, but we're the idiots everyone else turns to when they have a problem they can't solve themselves. Or at least, that's the idea anyway…

Radical Reclaimers is a game about a small group of "Problem Solvers For Hire", set in the ruins of the old capital, which was destroyed in an accident a few centuries ago by an earthquake and subsequent nuclear disaster. The fall out has only recently cleared up enough to allow human travel with inside of it without the use of hazmat suits in relative safety. There's a lot of random problems that can crop up out in the old capital, and there's not a lot of support or assistance for the people inside of it, and a most of the various organizations working here are amicable to the group.

I have no idea when I'll wind up running this, but obviously not until after ToE at the very earliest.



These are the people that came from the Central Lowlands, where the Old Country is located. There's nothing particularly special about them, other than their general adaptability and wanderlust. Humans are the biggest reason that the world wound up connected. In olden times they were easy to find all over the continent, and indeed the entire world. In the modern world that not much of a distinction anymore, with most races having spread out to some degree over the years. They look like normal, real life humans!
Humans tend to be the most likely candidates for the cyborgization process though, given this natural adaptability, however.


A hardy people from the Eastern Forestlands. They're larger and bulkier than humans, covered in fur, occasionally have claws, and are closer to having snouts than they are human mouths, with superficial similarities to bears, wolves, badgers, jaguars and the like. The name of their race comes from the 100 Clans that inhabited their lands, each bearing resemblance to a different mammal, and the clan names persist as surnames to this day. Being a highly decentralized people and spread out throughout the vast wildlands, they were among the most reluctant to be brought into the modern world, but now adays seeing one outside of their homeland isn't really that uncommon. In the Eastern Forestlands they still tend to keep their cities on the smaller side, and with a lot of greenery between them.


A group of shadowy mystics that live under the surface of the earth, in elaborate underground tunnels, caverns and cities. For the longest time the rest of the world was unaware of the dwarf's existence, and dwarves unaware of the surface dwellers as they avoided breeches the surface when digging out space for their larger cities. Eventually though, contact was established and trade agreements were made, and dwarven settlements gradually moves closer to the surface dweller's settlements, leaving huge underground ghost cities under the earth in the middle of no where. The main except to this being Hivor-Hon, a massive trade hub that still exists to this under, underneath The Great Lake located between the central lowlands and eastern forestlands. In the modern day, most of the underground cities are simply extensions of the overground cities they're built under, and fully integrated.


At the dawn of creation, the Alloci were there. This is good, because the threat of Mot, the first of the Shedim (singular: shedu), was there too. The Alloci waged war upon it, and after many years eventually won! But with its dying breath, Mot swore that others would come after it, and this world was doomed. The Alloci spent many month contemplating what to do - the younger races started to emerge to the north were worthless. and they needed to stay strong, keep their skills sharp. And eventually, they split into thirteen tribes. The body of Mot was buried in the deepest parts of the desert, and the Grand Citadel was built over it. One tribe would guard the Citadel, least other shedim arrive without warning and attempt to revive Mot, and store all their accumulated knowledge. The other tribes would take to the desert as roaming warriors, and engage in mock warfare with one another another. At the the end of each year, the tribe which has performed the best would be granted control of the Citadel for the year, and the previous guardians cycle into the desert with the others, with only a handful of scholars, researchers and politicians to with the younger races living in the Citadel permanently. Alloci society is still fairly distinct, and never quite merged into the super nation that rules over the rest of the continent. A few Alloci have given up the old ways though, and live in northern lands as normal citizens.

The recent appearance of both the If-ys and Maxwellian have cause quite a bit of commotion within Alloci society. By all rights, these things sound like shedim - the Maxwellian's even claim to be from another star! But they are not at all what the Alloci were expecting, or training for. Are these things truly the shedim that Mot spoke of… or something else?

Alloci are similar to humans, but with darker, tanner skin and pupilless eyes, as well as pointed ears. Their hair colors are different though; white, silver, tan, gold and light brown. In their homelands they tend to dress lighter and more loosely to deal with the desert heat.

(There's probably a trait for being a devout follower of alloci practices, 'guardian of the earth' 'shedim watcher' or some such, but i'm not 100% sure what I wanna do with it yet)


The Dantali are a strange race, who's origins are in a small tropical island chain far off to the south west of the continent. They have a pale green skin that glows in the dark, pointed ears, with hair and eye colors that cover a wide range of pastel colors like pink, blue, green, red, purple and orange. They claim that magic was borne on their islands, though this claim is hard to prove, especially considering that the continent was well versed in magical practises well before the first documented discovered of the island chain. What is undisputed, however, is their unrivaled ability to manipulate the elements at a fundamental level, twisting spells to draw from different types of energy than the other races can… so maybe there's some truth to their claims?

While they're not overly rare in the modern world, they're still few and far between and tend to be sort of eccentric outsiders.


Legends claim that the Driftin are descended from dragons. While this isn't true, they did both originate in the Northern Mountainlands and have some features in common. For a long while it was actually thought that the Driftin were a highly specialized type of mutant Hundred, but that's not actually the case either. They typically look a bit more human or alloci like than the Hundred, and rather that sharing many traits with the animal they have some semblance to, it's less pronounced. First and foremost they have actually have hair, unlike dragons, though in slightly different colors from humans, mostly white or the full spectrum of red shades. They have small white horn protrusion on their heads. They also have dragon like wings extending from their shoulder blades, though they're not powerful enough for full flight. They can range from small, barely extending past the arms, up to large, angel style. Driftin also have some light scale (in dull whites or reds) coverage on their bodies, typically from between their wings, down the lower back, and sometimes one side of their hip. Occasionally smatterings of scales will run up their side and out onto their opposite arm. Eyes are the same as humans for the most part, though amber is far more common, and rather than blue they have red eyes.

If you play a Driftin, you can take the Semi-Functional Wings Trait below as one of your traits:

Semi-Functional Wings
Your wings are large and powerful, and you've expended a good deal of effort into making them usable.
Di. +2 Dice when making Agility Checks to jump.
Sp. While you cannot truly fly with them, you're more than capable of gliding down safely from heights with them.
Sp. In areas with particularly strong winds or updrafts (like from narrow building/cliff formations, large bodies of warm water, or unnatural things like giant fans), you can ride them with your wings as through they were a hang-glider.

Cyborgs (Familiar Replacement)

A little different from other races, the cyborgs are a man made invention, rather than a naturally occurring race. Cyborgs are people that have had large portions of their bodies replaced with mechanical parts that run on ragnite, rather than more traditional modern energy sources. Why something a volatile as ragnite? So they they work in the Old Captial's Dead Zone. The mechanization process and parts were theorized and designed by a talented researcher the Amaranth Institution a few years after The Disaster happened who wanted to be able to reenter the area quickly for some reason, but it was only within the last few decades that the designed were refined enough to be practical. Cyborgs are far more resilient to the lingering effects of the radiation and miasma - almost all of the initial exploration of the Old Capital post disaster was done by them in fact. Now that non-cyborgs can semi safely enter the area however, there's less of a need for the cyborgs in the initial form, so the company has slowly began working on re-purposing the designed for more general purpose prosthetic use for the general public.

Generally speaking both the arms and legs are replaced, along with a good number of internal organs.

Stuffed Body is called "Emergency Reboot" and Miracle Star is called "Energy Transfer". You're a cyborg, not a stuffed animal!

(there's probably a trait for being a cyborg too but, but not 100% what i want to do with that one, either, yet)


What is an If-ys? That's a hard question to answer, and no one really seems to have one, not even the If-ys themselves. They appeared without warning during The Disaster, fleeing and evacuating from the collapsing and ruined city with all the other people that have lived there. But the If-ys hadn't been there before, not to the best of anyone knowledge or records. The If-ys don't appear to have any memories before the event either, only waking up as everything was falling apart and scrambling to get out. Of all the current modern mysteries, "who and what are the If-ys" is perhaps the greatest one.

They never really integrated into society very well, due in part to that, and also due to being isolated into camps for decades while various test were being performed on them and the governments attempted to figure out what the heck they even were. The fact that they seem capable of rearranging their bodies, like shapeshifters, within a limited set of 'rules' probably didn't help either. They need to stay in a mostly humanoid shape, and within the normal size ranges from tall Dwarves to short Hundred or Driftin. This would likely be more concerning for the general public, if not for their coloration making them easy to spot from normal people: their eyes are always bright, neon green with three triangles connected their tips. If they have skin, it's always a scarlet red. If they have hair or fur, it's cyan. If they have scales, it's a dirty, muddy yellow color. If they have horns or bone-like protrusions, they're black.

One other curious thing to note about the If-ys that wasn't discovered until large communities of them began to seek out land to claim within the Dead Zone, is that they seem to share some strange connection with the various Sanctuaries that are located within it. When an If-ys is within a mile or two of a Sanctuary, they can feel it with a sort of seventh sense unique to them.


In a world suddenly full of odd mysteries, the Maxwellian are perhaps one of the most frustrating. They rather suddenly appeared, almost instantly, after the government announced that the Old Capital was now more or less safe for civilians to enter, monsters and miasma pockets aside. And with their arrival came knowledge of The Blessing - the most effective way of defeating the monsters inside, enabling weapons to cut through their defenses that had previously made them neigh invulnerable. While this is obviously a massive boon to the people inside, the Maxwellians haven't been very forthcoming with any other information. About the only thing known about them is that they're not from this world. This initially caused some friction with the Alloci, but was alleviated somewhat by the gift of the Blessing. For the most part, the Maxwellians are somewhat aloof with the other races, and tend to treat them in a manner similar to annoying younger siblings that are too young to understand what they're doing, and don't bother attempting to explain. They seem to have a soft spot for the If-ys though. No one's quite sure why the Maxwellian's are here either; and while most of them tend to live inside the dead zone, there's a few notable exceptions that have gone out into the larger world.

Otherwise Maxwellian are about what you'd expect from the core - they're still big hulking creatures that look like robots, but are distinctly organic all the same. They're colored in metallic tints.

(There's probably a trait you can take for being a maxwellian, too, but i'll get back to you on that)



The world has always been one of low fantasy. Multiple different intelligent races came into being and then interacted with one another. Magic, too, exists, but it takes years of training to be able to use it, and outside of a few simple parlor tricks with the basic elements, it's mostly military grade applications - big, destructive displays of energy with smaller, finer grain control being extremely difficult if not near impossible for most people. And over the years the world progressed much like ours did, evolving past swords and sorcery and into era more defined by technology that looks a lot like our modern world. The various nations on the main continent in the world eventually came together into a single one, and was managed out of The Old Capital, from the old human empire.

And then The Disaster happened. It wasn't a hostile action of malice, but an unfortunate accident, natural disaster that was compounded by the man made things that were destroyed by it. There was a massive earthquake in the northwest portion of the continent, and the Old Capital was hit pretty hard by it. Which would have been bad enough on it's own, but it also completely destroy one of the older nuclear power plants within it that wasn't as well designed to handle high magnitude earth quakes. This left the Old Capital as a radiation and death filled wasteland, unusable for a number of centuries.

But that wasn't all it did. It seemed to have activated something strange in the air, or reacted in unexpected ways, magically. Within a certain radius of ground zero, known as the Dead Zone, non-magical forms of electricity no longer seemed to function. Sometimes the radiation gets bundled up in concentrated packets of death which could be pushed around by the wind, known as miasma clouds. But strangest of all, was the inexplicable appearance of the the If-ys - oddly colored shape shifters - among the populations survivors fled from the Old Capital in the wake of the disaster. And then the subsequent appearance of monsters that prowled the Dead Zone and were seemingly invulnerable to conventional weaponry, and highly resistant to military magic. Not to mention the utterly bizarre Sanctuaries that cropped up within the Dead Zones, as well.

A few centuries have passed since then.

There have been a few excursions into the Dead Zone for information gathering, primarily by cyborgs designed to withstand the harsh conditions inside of it. A few Alloci war parties sent in to attempt to combat the threat of the monsters, largely unsuccessfully and at great cost to their health.

A few years ago, larger organizations because to move into the Dead Zone for research and clean up purposes as the the harmful effects inside began to lessen.

And roughly a year ago, it was announced that it was relatively safety for individuals to now enter the Dead Zone without a hazard suit, and they were loosening travel restrictions into it. And almost immediately after that announcement was made, the Maxwellian made themselves known, and shared The Blessing with the world, before moving into the Dead Zone in accordance with their unexplained agenda.

And now, we're here. In addition to the major research and clean up organizations, many If-ys have began to enter the Dead Zone in refugee, to take out claims on land to settle where people wouldn't bother them. Treasure hunters and thrill seekers alike began to flock in in droves, and the Gladiator League was established. Not everyone that entered stayed for long - it's still an overwhelmingly dangerous place, especially for a world that's largely been at peace for ages. But some have, and they've managed to carve out a life for themselves in this particularly odd part of the world.

There used to be multiple languages spoken in the world, but it's been a long, long time since a singular one gained dominance, then wide spread usage. Today, anything other than the common language is primarily used only by scholars and fiction writers. Well, and the Maxwellians, who have been observed briefly communicating in a foreign language or some sort of code with one another. The ancient alloci and dwarven scripts are the two most likely to be seen by a persona in particular - alloci because recent events have given cause to reexamine many of their oldest historical text and records, and dwarven because certain old magic rituals still make use of its glyphs.

The Blessing

When the expeditions into the Dead Zone began in earnest with the first cyborgs, they encountered yet another unexpected surprise: it wasn't just the If-ys that appeared, but also large, ferocious monsters. And to make matters worse, conventional weaponry didn't seem to have any effect on them. They'd ignore bullets from firearms, and shrugging off rockets. They were somewhat susceptible to combative magics, but only just barely, seemingly possessive massive resistances to that as well. This was a huge problem for any groups seeking to enter and set up camps within the Dead Zone for many decades.

With the arrival of the Maxwellian, however, came knowledge of The Blessing. This was a simple magical procedure that most anyone could before; more of a prayer, really. By spending a few minutes focusing on a single weapon and chanting a few specific words in the Maxwellian's alien language, the weapon will begins to take on a dull white glow. When in this state, the weapon will follow proper, conventional laws of physics when coming into contact with the previously indestructible monsters, allowing them to be slain and destroyed. Similarly, blessing a casting implement and channeling magic through it seems to allow for the full destructive power of spells to take effect upon the monsters, as well. The main flaw in the blessing is that it only works for a few hours at best before needing to be reapplied. Not much of a problem, but a significant annoyance for firearms. As each individual projectile, rather than the firearm itself, needs to be blessed separately. For this reason, melee weapons have seen a resurgence in use and popularity within the Dead Zone, as they're substantially easier to manage on a day to day basis. Woe unto the person that accidentally misses blessing a bullet and goes to fire it as a pivotal moment.


Sanctuaries were another of the odd things that appeared within the Dead Zone. Mercifully, they're actually beneficial and helpful to people, rather than being hostile. Scientist are still divided on whether they believe the Sanctuaries are sentient or not, but at the very least they seem to be alive. Along with the If-ys and monsters, the Sanctuaries seem to have came into being shortly after The Disaster happened, and were localized within the Dead Zone. Unlike them, however, the Sanctuaries seemed to be more flora like than fauna. It's hard to describe what exactly they are, since each is different, but generally one can probably think of them as trees that tend to go more horizontally rather vertically, or perhaps more like living, organic buildings. Most tend to be wood-like or stone-like, long and open, but with pillars, arches and domes growing up from them sporadically. It's difficult to mistake when you're in a Sanctuary despite them all being different though, as they seem to have an empathetic effect on people and creatures that wandering into one. Most of the time this is a calming effect, though there are a few known that cause more excitement, wonderment, or spikes in curiosity. The one thing they all have in common, though, is that people become noticeable less aggressive and hostile when inside of a Sanctuary. Monsters as well; there has actually never been a single recorded instance of a monster attacking anyone or anything while inside the perimeter of a Sanctuary.

Possibly for good reason. Twice, a person attacked a monster while inside the Sanctuary while fighting off the empathetic effects from them. In both cases, nearby witnesses reported an effect that felt like some kind of psychic, wail of anguish, and then moments later the Sanctuary turning black, then shriveling up and dying. Given that the Sanctuaries are the only guaranteed safe refuge within the Dead Zone, there are strict laws against any actions taken that could potentially kill one, on par with murder or treason charges. Assuming the person in question made it out of the Dead Zone alive in order to be charged; those that live inside don't take kindly to the idea of the number of Sanctuaries dwindling.

Water and vegetation found within a Sanctuary tends to be significantly less toxin than outside of them.

The Maxwellian seem to have some knowledge of Sanctuaries, though like with most things they've never given a clear answer when asked about it. On the other hand, the If-ys seem to have some sort of deeper connection with them, and they have talked about it. It seems as though when they're within a mile or two a Sanctuary, they can sense them somehow, and even get a general idea of its 'personality'. They're not quite sure why they have a stronger connection than anyone else, but it was very useful when mapping out the Dead Zone.


Electricity doesn't work in the Dead Zone. Given how much society revolves around electrical devices, this posed something of a problem for explorers. The solution? Ragnite.

Ragnite is a much older, more magical type of power source. It has more widespread usage in the far distance past, when alchemy was more prominent than science, and technology was more of an extension of magic, rather than it's own thing. It was eventually abandoned as electrical technologies began to advance, given how unstable of a material ragnite is (it's prone to violently exploding when mishandled), and how much more space it tends to need for the various tubes to move the ragnite (a liquid) and crystals to control it compared to circuit boards and switches.

But it works in the Dead Zone. So those stuck inside of it have begins to build more sophisticated devices with it once again. They're not quite at the level of having cellphones that function more as mini computers yet, but more bulky, backpack sized laptops and the like do exist. More devices in general are a lot larger to accommodate the needed parts and power, compared to more conventional electronic devices.

Titan Industries have been working on a sort of converter that would use a ragnite powered battery in order to power electrical devices, but they're still have issues getting it to work properly without replacing a lot of the guts within the target device, making the whole thing kind of pointless as is.

Main Organizations

The Government

While not the first ones into the Dead Zone, the government does have a notable presence inside of it now. In the past they primarily relied on private contractors from the Amaranth Institution to handle research within the Dead Zone, but now that the area has been cleared for entry, they've moved in some of their own people to do their own general research, as well as assist with clean up efforts to make the area more habitable. The group's personal primarily seems to be from the military's research branch, along with a surprisingly large number of soldiers (for protection of the research staff and clean up crews, of course).

There's rumors floating about the Dead Zone that the military force is actually here primarily to look for and retrieve ancient state and military secrets, but it's anyone's guess as to how valid these claims are, especially considering the general lack of restrictions they've placed on the general public's entry into the area. They do maintain a check point near the entrances into the Dead Zone, but that's mostly to make certain anyone entering the area has passed the general fitness, combat and survival tests in order to get a license to enter the Dead Zone. While civilians are allowed inside, they don't want people incapable of handling the environment coming inside only to be die.

Colonel Montgomery - Head of the government's Dead Zone operation. An older human man in his early 40s.
Lieutenant Colonel Tungsten - Colonel Montgomery's right hand man. An older dwarven man in his early 40s.
Captain Mirage - The primary point of contact for the government who handles most communications between them and other organizations within the Dead Zone. A Boar Hundred in her mid thirties.
Melody Armitage - Head of the military's research group. A human woman in her early 50s.

The Foreign Consortium

Certain groups outside of the country have been granted access to the Dead Zone for reseach purposes, and are collectively known at the Foreign Consortium. While their interest don't exactly align, they pooled their limited resources together to get as much done inside as they can. The Consortium is primarily made up of three major groups; the Alloci War-Tribes, Academic researcher from the Tropical Islands, and delegates from the Far Continent. The Alloci's main interest here are fairly self evident to anyone with even passing familiarity here; to search for clues that confirm or deny the If-ys' potential to be shedim as well as the Maxwellians, and to defeat the near-invincible monsters roaming the Dead Zone, whom none are arguing aren't shedim. The Dantali from the Tropical Islands have taken more of an academic interest in the Dead Zone itself, and have come to see what they can learn about it, the miasma, sanctuaries and everything else inside of it directly. As for the Far Continent, the official stance is that they're mainly help the others in their efforts to understand and clean up the Dead Zone. There's rumors of course that they're mainly here to search for ancient military records and secrets, possible even some kind of hidden super weapon… but they're just rumors. The delegates from the Consortium and Government remain on cordial terms, and there've been no reports of any shady movements on either side.

Warlord Fareed Kamrimi - Defacto head of the Consortium, and in charge of all Alloci operations within the Dead Zone. Alloci man in his late 40s.
Yang Lim - Head of Dantali interest, from the Tropical Islands. Dantali man in his early 30s.
Amália Alves - Head of Foreign Interest, from the Far Continent. Human woman in her early 40s.
Alia Saqqaf - Lead Investigator on the Alloci front. Alloci woman in her early 30s.
Lan Yu - Head Researcher, from the Tropical Islands. Dantali man in his late 20s.

Amaranth Institution

The primary research group within the Dead Zone. They were actually the only organization that was allowed within it for the last century or so, and were also the developers the ragnite engine, and of the Cyborg program based on Doctor Bishop's earlier designs. They were the only group crazy enough to invest money, resources and manpower in the technologies needed to safely enter the dead zone and begin researching it. In addition being the first group to send in both manned and unmanned expeditions (ragnite fuelled rovers went in before the Cyborg program got up and running), they were the first to establish a permanently staffed base of operations within it - with the Northern Dead Zone Branch Office having been built two decades ago - but is also where the Elysium Network was born.

They're still the leaders in the Dead Zone effects, miasma and monster research to this day. If you want to know anything about what's going on in here, they're a pretty good place to start asking. Their HQ building has, over the years, since expanded into a small town.

Doctor Manwell - Chief Researcher for the DZBO HQ. A Cyborg man in his late 60s.
Lanny Wilkerson - Head of the Dead Zone Monster branch. A Cyborg man in his late 30s.
Margaret Cooke - Head of the Dead Zone Anomaly branch. A Cyborg woman in her early 40s.
Savanna Abram - Head of public relations for Amaranth City. A Driftin woman in her mid 30s.
Christel Spannagel - Head Admin of the Elysium Network. A Cyborg in her late 40s.

Titan Industries

The other prominent research company within the Dead Zone. While the Amaranth Institution has had a massive lead on them getting inside, their researchers are no slouches either, and they've opted to focus on somewhat different fields to make up for that. To that end they're primarily working on the clean up side of the things; clearing out ruins and rubble, finding ways to purify and detoxify the water and soil, figuring out how the Scantuaries work, and attempting to figure out ways to harness the waste and miasma as energy sources or other theoretical uses like medical research. They're also the ones providing most of the refugee settlements with energy!

Doctor Fisher - Chief Researcher for the DZ Office. A Human woman in her early 40s.
Rebecca Flagstone - Head of Waste Re-purposing branch. A Dwarven woman in her mid 30s.
Mari Mcsheehy - Head of Technological Innovation branch. A Human woman in her late 30s.
Dalimil Biskup - Communications specialist. A Driftin man in his late 20s.

Heritage Foundation

The Heritage Foundation is a moderately sized non-profit organization dedicated to finding old family heirlooms and artifacts of cultural value, then either returning them to their descendants or to museums. The group is primarily made up of archeologists, professional salvagers, explorers, and the odd historian. Where most of the funding for the foundation is sort of a mystery; it seems like most of their donations come from a single donator, but the benefactor has chosen to remain anonymous for whatever reason. More that any other group. the Foundation is probably the most consistent line of work for [The PC Group], given how often they find themselves in contention with the various treasure hunters and bandits within the Dead Zone.

Radimir Pasternak - Director of Operations. A Wolf Hundred man in his early 40s.
Bridget Aita - Lead Curator. A Human woman in her early 30s.
Warwick Sansone - Head of Excavations. A Human man in his mid 20s.
Estelle Samuel - Primary Liaison. A Human woman in her late 20s.

Refugee Settlements

With the Dead Zone being opened to the public, naturally, came people seeking to make not only a living inside of it, but also a life. While there's of course the expected, small influx of criminals, ner-do-wells and people with no where else to go, the vast majority of th refugees are actually If-Ys, hoping to carve out a place in the world for themselves where they can avoid the wariness and suspicion that most of the world treats them with.

Most of the refugee settlements as still small, but there's three sizable ones; two located near the western road leading into the Dead Zone (New Haven and Limbo), and a port town to the east (Sweet Water). Other notable settlements include the growing settlement near The Bar the PCs get their supplies from (Last Hope), and a settlement built within a Sanctuary with particular fertile lands (Soma).

Wasted Spaces

"Wasted Spaces" it the name of the strange cult that's come into existence and taken root inside of the Dead Zone. They're also the group least likely to ask for assistance. While they're not nearly as large or influential as the other groups mentioned in this section, they're still noteworthy, and have assumed control over one of the more unusual Sanctuaries - Jagd - located near the center of the Dead Zone, and close by Last Hope and The Bar. While most Sanctuaries gives off a feeling of calmness or tranquility, Jadg's empathetic influence to ward off hostilities seems to be giving off a feeling closer to nihilism, that things don't matter and there's no point in getting worked up about anything. Aesthetically, the Jagd is predominately made up of sand=like substance and desert flora, though all the coloration is dull and looks washed out, with stone-like structures, large in the shape of half domes.

A for the cult itself, Wasted Spaces isn't quite a death cult, but people often refer to them as one. They worship what they refer to as an Elder God - a gigantic creature that appears to be a dragon, named Maz Marran - which spends almost all of its time curled up in the center of Jagd, sleeping. They don't speak much with outsiders so it's difficult to discern what exactly their doctrine entails, generally it seems as though they few their births as mistakes, the monsters within the Dead Zone as the next step in evolution, and seek to take their place while discarding their old lives. Most people not part of the cult tend to avoid them and Jagd, when possible.

One of the other details known about the cult is their initiation ritual. They send recruits out into the wastelands with nothing but a knife, a few days worth of rations and a small amount of crating supplies, and are not allowed back into Jagd until the ritual has been completed. They're tasked with tracking down one of the monsters and slaying it on their own. After this, they're to fashion a helmet or mask from its head, and a suit of armor from it's body, both to be worn from that point on as they've now taken the place of the slain monster.

Minor Organizations.

[Mercenaries] that's the PCs! you kind of took over and retrofitted a roadside bar on the Old Highway, nearish the center of the capital. it's not in jagd territory, thank god, but it's maybe a little closer than you'd like. That's your HQ and where you live!

[Gladiators] MMA is for babies! The Gladiators were forms in an effort to meet the demand for a more exhilarating, violent, possibly even… deadly spot. Maybe keep some of the war mongers from getting bored and starting shit, too. They're a league of MONSTER HUNTERS with a SPORT LEAGUE set up, complete with seasons and rankings and what not. We're currently in the in the early stages of the second season, which each one designed to last for half a year. These guys are rough and rowdy, and likely to pop up anywhere and everywhere in search of monsters to kill. Their HQ is located [somewhere] though.
- Teams of 1-8 Gladiators. Only 5 can be active on the 'field' at a time, others are held in reserve. 15% point penalty for each person past the first that's active.
- Different monsters are worth different points, with stronger monsters being worth more. Roles the monster fulfill also add points. Assault < Shooter & Support < Tank & Blaster.
- You get a score multiplier for each monster defeated as part of a group. One is worth x1 points, two monsters are worth x2, three monsters means an x3 multiple and so on.
— A team of three has a 70% point penalty. Lets say they defeated a group of x1 Rockman and x2 Radi-Rodent. The Radi-Rodents are weak assaults and only worth 10 points apiece. The Rockman on the other hand isn't much stronger, but it's a Tank so it's worth 15 points. As it was a group of three monsters, it's worth 105 points, rather than just 35. Factoring in the team size penalty, they would gain a grand total of 73 points (round down) added to their score from this encounter.
- Kill stealing is worth 0 points! Don't interfere with other teams, and point claim goes to the first team to engage a monster/group.
- A team can send out a call for assistance from nearby teams, though. Neither team will get full credit for the kills, only 20% for the initial team while those assisting gain 50% of the point total.

[That Fucking Celebrity Treasure Hunter] A celebrity treasure hunter extraordinaire, and his exploration slash film crew! He's got a reality TV show airing on one of the major network stations, covering his exploits in the old capital as he searched for long forgotten treasure! He used to be a moderately famous salvage operator working out of the Far Sea, but couldn't pass up the opportunity when the idea for the show was pitched to him, and they offered full funding for the expedition. Generally speaking the crew is zealous and over confident, and wind up getting into trouble and in over their heads… frequently.

[Various Bandits] What's mine is mine and what's yours is mine, too.

[Various Scavengers/Treasure Hunters] They can't all be famous.

[Various Thrill Seekers] Honestly they're even worse than the Gladiators, at least they can fend monsters off on their own.

Elysium Network

yes hi hello it's a second ragnite powered internet

Random Notes For Myself

Alloci names are arabic
Dantali names are chinese
Far Continent names are portuguese
Maxwellian names are ???

Other names are generally western european, though driftin probably lean more slavic and hundred more russian, if they're from that part of the country. drawven last names are all mineral based.

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