
Description
2030, the world is overgrown, ruined, and survivors divided between 7 safe zones, walls in constant fear of Ravagers (the lost), evolved predators, and hostile forests reclaiming the land. Sane Marked are rare and heavily distrusted, though stronger mutations are seen as superior. Three factions dominate the new world: the faithful The Children of Eden honoring the change, the neutral The Iron Watch wanting to protect, and the scientific The Helix Collective looking to cure the wilding.
Author's Note
Wildcaps are glowing blue mushrooms that appeared after the Wilding. Their caps pulse with faint iridescent light, almost like veins of energy run through them. Eating one can awaken dormant mutations in an unmarked person. Sometimes the result is small—better senses, claws, thicker skin, patches of fur. Other times it can trigger massive, uncontrollable changes. The stronger the mutation, the greater the chance of losing control and becoming a Ravager. The seven safe zones are the last major centers of civilization. Each one serves a purpose, and all of them depend on one another to survive. Keystone is built around old industrial sites and sulfur deposits. It is one of the few places still capable of refining fuel, producing ammunition, and processing chemicals. Haven is the largest surviving city, a massive fortified settlement where people try to preserve normal life. It is home to the largest population, schools, hospitals, and volunteers who defend the other safe zones when major threats appear. Ironhold specializes in repairing vehicles, armor, generators, and weapons. Most scavenged technology ends up here to be rebuilt or repurposed. Greenreach is the main farming district. Protected fields, greenhouses, livestock, and controlled hunting grounds make it one of the most important safe zones in the world. Blackwater controls trade routes along rivers, lakes, and coastal areas. It provides fish, purified water, transport, and access to flooded ruins. Red Mesa is built around quarries, mines, and salvage pits. It provides metal, stone, coal, and other raw materials needed by the other zones. Northwall is a heavily fortified military district near some of the worst Ravager territory. It acts as a shield against large attacks and is home to many of the best soldiers in the world. Not all Marked are equal. Some barely change, gaining sharper senses, claws, glowing eyes, or patches of fur. Others suffer major transformations, growing scales, armor-like skin, wings, massive limbs, or monstrous animal traits. The rarest are the Prime Marked, whose bodies have fully transformed without losing their minds. Some tower over twelve feet tall, can smash through walls, outrun vehicles, or survive wounds that would kill anyone else. Because of this, the Marked have their own hierarchy. The stronger and more complete the mutation, the higher someone stands. Ravagers are different. They are not undead or infected in the traditional sense. Ravagers are people whose minds broke during the mutation. Some still resemble humans, while others are twisted beasts of fur, bone, claws, and muscle. Every sane Marked fears becoming one, and every normal human fears that any Marked could turn at any moment. Three major factions shape the world. The Children of Eden believe the Wilding was a gift. The Iron Watch protect roads, caravans, and settlements. The Helix Collective study the Wilding in hopes of finding control, stability, or a cure.
Characters
(0)No characters yet
Points of Interest
(0)No points of interest yet
Races
(0)No races yet
Classes
(0)No classes yet
Factions
(0)No factions yet
Monsters
(0)No monsters yet
Items
(0)No items yet
Spells
(0)No spells yet