The last ashes of war have cooled, and there is a new world forming around us.
Our Setting So Far:
In the year 199X, corporate greed led to a series of experiments to create an underclass that would serve as cheap labor and servants for humanity. This ended in the only way it could have:
The complete collapse of society.
The mutants rebelled, using EMP bombs to free others, and wipe records of the experiments used to create them. Humans fought back with plagues that only hastened the end, killing human and mutant alike, and causing strange new chimera to emerge. In the years that followed, brutal conflicts raged across the globe.
The wars continued until the barrels ran dry, and the last bullet was fired. There may be weapon caches hidden away, but for the majority of people, guns are relics of a forgotten age. Only the oldest members of the Clans remember these weapons of destruction.
Of course, the odds were never even, and mutants, having far fewer resources to begin with, learned to compensate before the humans. Blending their natural talents with martial abilities. These advantages giving them an edge to carve out a new civilization in the wastelands of the old. This was the start of the Clans, the new tribes of the Earth.
The world moves into a new era. The lands are wild again, as new empires rise in the shadows of the old. The Clans, an evolution of the schools of fighting that helped mutants win their independence have grown to members in the tens of thousands. Spread out across the lands, they maintain their own places of power, towns, and schools. Humans still outnumber mutants, a thousand to one, but without their tools the spirit to fight has been broken.
In the Northern Territories, what was formally Mexico, the United States, and Canada, there are roughly 30 million people, there are a suspected 300,000 mutants. There are a number of major settlements.
The largest of these new cities, Causeway (formerly St. Louis) is a central trading post with a population of roughly 1.5 million. With access to the rail lines and waterways it supplies the communities throughout the territories. Here representatives from the Clans along with many human settlements gather.
There are rumors of a new human colony, in the Frozen Lands where humans are amassing troops. Some hidden place, controlled by a power yet to reveal themselves that plots for a return to the natural order of things.
Our Next Poll Will look at the tone of the campaign. Unlike past campaigns, we will be taking the top two results, or more if there is a tie. Based on your selections, the story will evolve.
- Action/Adventure: Stories draw characters into dangerous situations and places.
- Comic: Lighthearted, everyone should expect humor, from pun-inspired names to silly story arcs.
- Explorative: There isn’t a central location, any kind of home base, or their headquarters is mobile. The Campaign focuses new places and new people. Explorative games can capture the feel of some pulp age stories or serial TV shows.
- Gonzo: Off the wall stories, almost anything can happen in a gonzo game.
- High-Octane: Action-driven stories, plots tend to be vehicles to push the heroes to the next adventure.
- Inspirational: Stories bring people hope, and new possibilities. Each story may have an associated lesson or moral.
- Introspective: Turning the story inward, plotlines often challenge characters’ notions of the world.
- Macabre: Stories center on the dark, or taboo subjects. Death, suffering, and loss are common themes.
- Philosophical: Specific plots, or the campaign as a whole, focuses on exploring a philosophical concept, such as faith, utilitarianism, or humanism.