Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Thursday, October 3, 2024

Invasion of the Adversary (GLoGtober 2024)

This is for the Alien Invasion challenge in GLoGtober 2024.

Across the stars, the mechanism of undeath is in constant motion. Dead nebulae churning out exotic matter, necromegastructures teeming with engineers and warriors in the dark, untold billions are at work under the direction of the Adversary. When your world was but a cloud of condensing matter, the Adversary stood tall on glassy night-soaked sands and watched their home chewed and swallowed by a black hole and on that day began their crusade to end ends, to cease cessation, to break the cycle and fling its ends to infinity. 

Vadim Sadovski
The Adversary's battle continues to this day, now spread across the filaments of the stars their intergalactic war against the Inevitable takes the shape of an intergalactic machine powered by matter, fueled by energy, and helmed by intellect. It is in search of these three resources that their Necrospores, moon sized heralds of undeath, have been scattered to our galaxy. 

General Order of Events:

100 years before Invasion:

Astronomers across your world will look up and see the bright corpselight burn of the Necrospore entering the star system and braking into a distant orbit. To wizards, this will be a terrible light that blooms across the night's sky and thrums with power. The Necrospore begins waking, organizing its legions and scouting the system- inevitably discovering your world.

85 years before Invasion:

The Necrospore begins thorough scouting of your world. Spies are deployed in steel coffins near major population centers and begin raiding cemeteries and funerary sites for corpses, interrogating them to learn more about the world and feed this back to the Necrospore. Meanwhile, the Necrospore is at work surveying planets and asteroids. Its light burns even brighter in the sky as its furnaces roar to life.

60 years before Invasion:

At one moment, the Necrospore contacts all of the most powerful wizards and world leaders and offers them a deal. Join the Adversary willingly and be blessed with eternal life, lead armies the size of planets across galactic timescales in exchange for selling their world. 

20 years before Invasion:

Agents of the Necrospore begin sabotaging the world's defenses and identifying key areas. Mass graves. Loci of magical power. Vaults of artifacts. Capital cities. Orbital batteries. Using Gates and other ritual magics, the Necrospore begins seeding elite forces throughout the world and causing chaos.

10 years before Invasion:

Each day the world is more dangerous. The dead walk freely, and the corpselight in the sky grows brighter. Over these ten years the Necrospore burns into a tight orbit around your world. Each day the great bell at its heart tolls a pulse across the gulf of space and you feel it approaching in your bones. Your skeleton knows where it is at all times. Once it is ready, the Invasion begins. 

Day of the Invasion:

The stage set, the Necrospore eclipses the world. Its corpselight blots out the sun and it unfurls its many millions of hangars and launches a million million ancient skeletons, alien death knights, and galactic liches to invade your world. Your world will serve, one way or another.

Variations

What's special about your world?

1. Your world was seeded with life long ago by an alien empire. Their engines of creation and destruction are still intact in the deepest parts of the world.

2. The world itself is alive but slow to rouse. It will try to combat this invasion- making it a powerful ally if you can contact it.

3. Nothing. Yet another world for the machine.

4. Powerful ley magics are infused in the asteroid belt near your world and the Necrospore will take twice as long to begin its invasion.

5. The veins of your world run infinitely deep and wide. The further you go, the stranger things get- and the further away the invasion forces are. If you're clever and fast enough you could outrun them forever.

6. A Third Party has interest in your world and will warn and provide support once the Necrospore appears in the sky. They have fought these battles before.

Your Necrospore

The Necrospore itself is a machine-being the size of a moon. At its core are the concentrated quantum-state phylacteries of a hundred liches in divine theospension mixed into one Ur-mind that makes up the Necrospore itself. It has a personality, whims, and can be spoken with. Though there are countless Necrospores, each is unique. This one:

1. Will take its time. Using waves of attacks from very far away until your world becomes strong. Then, it will crush you and turn that strength into its own weapon.

2. Prefers subtlety and manipulation. It masks its presence and sends dreams to recruit a cult of followers that will make the world ripe for its harvest.

3. Tries its best to bring your world into the fold peaceably. It will offer the gift of undeath to all who will take it willingly. It wants to be your friend so badly- why won't you just let it kill you?

4. Is a cauldron of bio-horrors. Feasting on samples from your world and others it brews them into soldiers and deploys them in a quest to improve their armies.

5. Has killed your gods. This isn't its first invasion by a long shot and knows the best first strike is to sever the divine links and smother the gods and godlings before they make the invasion more difficult.

6. Hates all of you individually and specifically. There will be no offers of peace or leniency. The Adversary sent it here to acquire materials. It wants to guarantee that the last sparks of your lives are so miserable that you will recognize undeath for the gift it is. All will serve- it does not matter how they get to serving.

Conclusion

Play as a dynasty fighting over a hundred years to defeat the Necrospore and its agents. Or as adventurers on that final day as the sky rains alien skeletons and angels of death. Or as world leaders and wizards orchestrating the final defenses. Maybe a neighboring interplanetary civilization will offer an escape for some? 

If you defeat the Necrospore then you have probably bought yourself at least a hundred years- maybe more. Perhaps you'll be lucky and the Adversary's forces are busy elsewhere in your galaxy and it gives you more time to prepare. To the Adversary, these are but small setbacks on subpixels of an intergalactic map. Your world will join eventually.  

And if you do join? Well now comes the longest war in the universe. Join the legions of the undead as they battle the Inevitable. Galaxy-class rituals spanning a thousand thousand worlds. Lead legions of dead conquering innumerable planets. Star system sized battles against the pawns of the Inevitable. Ancient Necrospires floating in the dark secret parts of intergalactic space and collecting all of the knowledge of all of the subsumed worlds. And perhaps, serve well enough to earn an iota of attention from the Adversary and bear their mark.

Sunday, September 1, 2024

Coffin of Souls

In the Coffin of Souls, death is only temporary. The world is made of metal and filled with flesh. Scholars in the Living Library attest that within the Coffin are only 1,111,111 souls, no more and no less.

 

Adam Burn
At the heart of the world are the four wombs, guarded by the sharp metal Angels of Phant. Everyone is born from these wombs fully formed and ushered out into the world, or if born imperfectly recycled mercifully back into the wombs. Wherever they may go after being birthed, whatever sights they may see, when they die they are born again from the wombs. 

Some people claim to remember how this all came to be, but after many deaths memories can get befuddled and mixed up until they look as far back as they can and can only remember the Coffin of Souls. Rarely, people are reborn with great chunks of their most recent life missing- which can be a blessing for some. It is not uncommon for people to seek the services of a warlock and have their memories erased.

The Body Is A Vessel

A. Shipwright
The body is a container shaped of flesh and filled with a soul. With each new body, a unique birthmark is always carried over- even if you don't remember your past that does not mean others will not recognize you. Each body is born with something different, changed. All flesh recognizes other flesh. Limbs can be swapped or reattached, bone plates reinforced, venomous tails attached, organs swallowed and integrated neatly: it's just a matter of how much the soul can handle. Too much flesh corrupts. 

A. Shipwright
Whenever you are reborn, roll below to see what mutation your body carries.

d100Mutation
1Beast jaws for an arm
2Chameleon skin
3Tentacular hair
4Reverse joint legs
5Gills
6Removable eye-growth that continues to function off the body for 10 minutes
7Vicious claws
8Sticky digits, allows sticking to walls
9Memorizer, can imprint something you've seen onto skin (yours or others)
10Spine javelins, bone spears that regrow over time
11Monkey's tail
12Clay fingers, can shape your fingers into any shape
13Split arms, can separate each of your arms into two arms
14Bone plates cover your body
15Venomous bite
16Paralytic skin secretions
17Unicorn horn
18Two eyes in the back of your head
19Enhanced homeostatic organ, never affected by temperature when not starving
20Feathers, dealer's choice in colors
21Vanta black skin, invisible in dark areas but light burns
22Brainworm, you can spit a worm into someone's ear that will temporarily control their body
23Coagulant saliva, your saliva can rapidly close wounds
24Slug eyes, your eyes can extend out of your skull on slug-like stalks
25Bone Jaw, your jaw is made of thick bone and reinforced muscle that allow powerful bites
26Vulture Stomach, you can eat rotten, poisonous, or uncooked food with no issues
27Inner Compass, you always know which direction the center of the world is
28Ink Spit, you can spit a sticky black ink
29Translucent Skin
30Mesmer Eyes, your swirling eyes can stop one person making eye contact in their tracks
31Mimic Chords, you can mimic any sound that you have heard before
32Viscous, you can become a puddle of flesh with great effort
33Acid blood, your blood burns attackers
34Tentacle arms
35Petrification, you can turn your body to stone for up to an hour
36Knife arm, one of your arms ends in a sharp bone knife instead of a hand
37Bloodwine, your blood is naturally alcholic
38Heat Exchanger, by touching two objects you can transfer heat from one into another
39Eye Lights, your eyes can act as flashlights
40Hound Nose, you have an exceptional sense of smell and can track based on scent
41You can change your sex at will
42Scorpion Tail
43Size regulator, with effort you can shrink down to 3 feet tall
44Wings
45Thumb Lighter, you can create a small flame from your thumb
46Flesh bombs, apple sized explosive growths on your back
47Sharp beak
48Clawed avian feet
49Bone Grow, your bones can regrow at an unnaturally fast pace
50Stomach Rat, a rat companion lives in your stomach. You can see through their eyes but they can only leave your stomach for an hour at a time
51Banshee Wail, once per day you can emit a stunning sonic screech
52Chainsaw Limb, one of your limbs can become a bone chainsaw
53Changeling, you can change your body over time to resemble anyone that you have seen
54Insulated, you do not conduct electricity
55Deer horns
56Quadupedal, like a wolf or dog
57Rib Trap, your chest cavity is a mouth and you can extend your ribs out and snap them shut
58Stench, the smell of your sweat is nauseating
59Hammer Fist, you can morph one of your hands into a bone hammer
60Sticky, you can stick things to your skin where they harden in place
61Inverted, you have a thick bone exoskeleton
62Fins, you have fins that extend in water
63Smoke chamber, you can fill a room with obfuscating smoke
64Spinal Cannon, your spine can extend and fire objects. Requires stabilization and ammunition
65Plagued, you can absorb a disease from someone else and safely incubate it in your own body
66Mood lamp, your skin is faintly bioluminescent and glows different colors with your mood
67Snake tail, your legs are replaced with a fleshy snake body
68Scales
69Inflammable, your body cannot catch fire
70Scissor Arms, you can combine your arms into a pair of sharp, large bone scissors
71Hibernation, when near death or at will you can put your body into a hibernation state for up to 10 years
72Teeth, you grow teeth from all over your body
73Chlorophyllic, you are tinged green and must be exposed to light for at least six hours a day
74Camel back, large sacks in your back can be filled with liquid
75Tracker, you always know the direction of one person you've touched before
76Internal Dowsing Rod, you always know the direction to the nearest body of water
77Harp Strings, thin fleshy tendrils lead from your body to your arm and can be played like a harp
78Thunder Fang, your bite carries an electric shock
79Bonesense, you can sense bones within a 60 foot radius
80Mind Meld, with time you can share your memories with another, or view theirs
81Sentry, you sleep with your eyes open and wake up when your eyes see movement
82Slippery, your body is covered in grotesque tear ducts that can make you slippery at will
83Reach, you can extend a limb up to two feet past its normal length
84Blood Leech, you can heal wounds by leeching blood
85Crab arm, one of your arms is a powerful crab-like pincer
86You can extrude webs like a spider, allowing a web spray once per day
87Fire belly, you can breathe fire like a dragon once per day
88Heartsense, you can sense heartbeats within a sixty foot radius
89False Life, you can perfectly feign death for up to an hour
90Reflective, you can turn your skin reflective for up to an hour
91Powercell, you can store electricity in your body and use it as sustenance or to power a device
92Rollerblades, your feet can extend bone rollerblades
93Hypersense, you can elevate your heart rate and predict what's about to happen, functionally allowing you to rewind time by ten seconds once per day
94Bodymolder, you can suppress any other abilities and reveal them at will
95Scytheblades, you have hidden bone scythes in your arms
96Cancerous Touch, you can implant tumors into flesh you touch that you can trigger to explosively grow at will
97Pyrokinesis, by focusing, you can set something you see on fire
98Rotfiend, by focusing on anything organic you can cause it to rot. Continuing to focus makes it rot faster
99Telepathy, if you focus you can hear surface level thoughts
100Telekinesis, you can move objects you can see as long as you could move or lift them with your own physical strength

Mutations not tied to a specific limb are granted by an organ somewhere within the body. You can attach/integrate new organs and limbs as long as the source body hasn't been dead for more than an hour. Most abilities are stressful to use and can cause harm if used too much in a short period. Integrating more of the same or similar abilities strengthen them. Each body carries a unique, identifying birthmark tied to the soul as well. Players should describe what their birthmark is. 

Being reborn can be a traumatic experience. The Angels of Phant allow an hour of acclimation before they usher people out of the wombs. There's no telling which of the four wombs you will get reborn into. The halls outside could be empty, or they could hide a group of reapers looking for easy prey with parts to harvest, a slave-hunter eager for new stock, or a hungry Madness. 

In the more civilized areas, people can pay insurance for a team to locate and rescue them when they are reborn, but for everyone else their best bets are a mad dash away from the wombs and out towards their homes- if they still remember them. 

Leaving the Womb

huleeb
The skeleton of the world is metal. There are three kinds of known metal:

  • Schipt: Dark grey and near indestructible, it makes up the skeleton of the world.
  • Wyre: A variety of different metals, anything that can conduct electricity is called Wyre.
  • Chime: The rarest kind of metal, it carries a pale pearlescent sheen. Chimeworkers can sing to this metal and change its shape to their whim, creating all varieties of special machinery, art, and weapons.

Long long ago, the world was strung with lights and splashed with color. People lived all around the wombs and everyone ate and drank freely, spending their days molding the world, studying the sciences, and creating art. Those days are long past now, and even those with the clearest of memories can barely recall it. Now the world is dangerous, and the fires of safety and civilization dwindle in fortified halls where power still sings in wyre and people are afforded dignity. 

Some halls still have working power sources that provide heat and light, and some have running water provided directly out of outlets in the surrounding schipt. Small polities dot the halls and increasingly groups keep to themselves as the threats of roving reavers and Madness grow every day. 

As common as schipt is moss, fleshy growth that creeps along the walls and ceiling of much of the world. Textured like flesh and growing almost everywhere, moss is farmed for thin, tasteless meat and bone used to create the majority of crafts for civilization.

Some major groups around the wombs:

Eduardo Pena

Soggrhal: The free city of Soggrhal is a collection of traders and adventurers that has ebbed and flowed for many decades. Now it is the last major free city and its merchant princes pay handsomely for expeditions out into the world to bring back valuables and artifacts of the lost worlds that came before. A town of legends and stories of the distant reaches of the world, Soggrhal's citizens have many wondrous artifacts.

Market: One of the most longstanding cities, Market has occupied a central position in the world since its creation. Market itself is ruled by the Dragon, an enigmatic warrior king who enforces a peace across Market with an iron fist. Anything and everything can be found at Market, from food to slaves to chimeworks and warlocks. Life for the average peasant in Market is typically brutish and short, but the promise of making it big and attaining a higher position among the merchant houses is always lingering.

Far Ocean: Clinging to the walls of the Algic Mer, Far Ocean is the main producer of algae, fish, oil, and general foodstuffs for the world. Its whaleships are the only source of oil in the world and it is always looking for those willing to brave the Algic Mer on whaling expeditions.

Divine Kingdom: The only city still built around a womb, the Divine Kingdom maintains a strict hierarchy of titles, grants, and nobility running off of labor from serfs. In exchange for safety directly after rebirth, the Divine Kingdom extracts labor for one year- guaranteeing the right of citizenship for ten years for anyone who completes a year of service. 

At the top of the food chain, houses of hedonistic nobles play a cloak and dagger game of intrigue around titles, territory, and resources. The Divine King themself rules absolute, but has fallen into a cycle of negligence and hedonism that has seen the kingdom dwindle over time.

Dreamers of the Quiet Night: A sect of religious zealots, they offer the peace of temporary death to all who come to them. In exchange for resources or time, Tenders will induce a dreaming coma for dreamers and keep them alive as far as their donation will take them.

Reavers: Any of the wild bands of raving mad men on the verge of becoming a Madness themselves, they hunt the halls for prey and take sadistic pleasure in inflicting pain.

Circlebreakers: This secretive order is reviled across much of the world for their attempts to break the circle of death and rebirth, spitting in the face of the gifts of Phant. Rumored to possess all sorts of terrible weapons and knowledge, known Circlebreakers are blacklisted from most polities. 

Further out from the wombs are stranger and stranger sights, halls long abandoned and scraps of civilization ripe for the taking. Dangerous creatures now roam these halls, ranging from mossborne insects, ancient metal angels, and Madness. 

Lautrec Attilius

A Madness is what happens when a body is filled with too much flesh and its soul is twisted, becoming a slavering hateful monster of flesh warped around a tortured soul. Unknown numbers of Madness stalk the halls of the world and each is unique in its flesh and function. Killing a Madness is usually seen as a kindness, as the soul is then freed for rebirth- but many tales tell of soul-devouring Madness that cage their victims in their flesh- torturing them endlessly. 

Play in the Coffin of Souls

Player characters are various mutants with long histories and patchwork memory. The halls of the near world around the wombs are rife with civilization, hungry and violent and the halls further out hold lost treasures, still living civilizations, and perhaps even answers. Most equipment is made of bone with the rare pieces of schipt or chime going for high prices. 

Death is cheap around the Coffin of Souls, the only bonds that matter are social ones built with the various factions and groups. Though rebirth is near instant, people still fear the act of death as, well, it's painful and risks memory loss- with memory being the one thing aside from the schipt skeleton of the world that lasts. 

Player characters are troubleshooters and explorers in this world beyond death, finding their goals and purpose out in the wide moss webbed halls of the world, exploring the dread wrecks along the Algal Ocean, the spore-ridden Violet Wastes, the Ruined City of Mirrors, the Forest of Shades, and perhaps even reaching the Edge of the World.

True death is impossible in the Coffin of Souls, capture by a band of Reavers or being eaten by a Madness is a terrible fate- but death will eventually see one reborn again and again.

Saturday, August 17, 2024

Constellation: The Setting

This is some background information for the setting I'm running for my strange mecha game. Since the players succeeded in escaping out into the wide world, it's time they finally got some backstory.

The world was going to break anyways, people at the time had just assumed it would be a slower, more gradual process. Underneath the meteor, the monsters, the war, famine, plague and all the myriad heralds of the end was the miraculous discovery that started it all. 

Fishing deep sea meteorites

Before the Rain

While the first case was never publicly identified, sometime after the turn into the 21st century discoveries were being made around the planet about rare, sudden cases of people displaying what would eventually be classified as an anomalous congenital malady: Spontaneous Instant Matter Synthesis, or SIMS. The affliction seemed to suddenly affect people regardless of age, gender, race, or other circumstance of birth around the world at rates of around one in one million people. 

Those affected by SIMS had the limited capacity to create objects directly from thought. As this was researched, it became clear that most people affected by SIMS lacked the finite control necessary for large scale or long duration creations, colloquially referred to as "manifestations", but the possibilities that this provided for production and research were well understood at the time, and a gold rush of unbelievable economic and technological growth was quickly driven by SIMS users. 

The Cyber Demon
 Of course, there were some problems along the way. SIMS users were notoriously difficult to control, and some of them were unable to keep their abilities in check- leading to several well publicized disasters. SIMS users who became too lost in their creations risked severe brain damage, psychosis, and in rare cases would lose their identity and sanity, devolving into roiling masses of everchanging flesh and matter- twisting everything they touch and leaving swathes of destruction in their waste. These cases, though rare and well covered up, began the demonization of those affected by SIMS, with some in the public calling them witches- leading to spurts of violent hunts through small communities worldwide.

Still, the progress that their powers brought was undeniable. While being unable to cause their manifestations to last very long, they were able to use them to manipulate extant matter, and with the proper priming and imaging techniques a SIMS user could manipulate matter all the way down to the subatomic level. Miracle materials began to be synthesized, medical cures beyond possibility, stable cold fusion, self-replicating nanomachines, and more were all within humanity's grasp. 

Around the same time as SIMS was discovered, however, incidents began to spring up around the world of unknown creatures appearing. Small, at first, some were just half-baked meat and matter that fell apart nearly instantly- but others were fast, smart, and deadly- fueling panic in small towns and tightening communities to defend against these threats. 

For the first few years, these creatures were more of an occasional nuisance- strange beasts ranging up to the size of a bear that would occasionally ransack a campground or attack cattle. These were bogeymen, rarely caught on camera and shared online with shaky early internet footage or blurry photos. This all changed with TERMINAL VAGRANT in 2011. 

 

95 feet tall, bipedal, no recognizable biology, covered in absorbent steel-like bone plating and with no regard for human life, TERMINAL VAGRANT left a trail of destruction through Ontario until the RCAF was able to bring enough AGM-65s and GBU-12s into play to put a stop to it. After TERMINAL VAGRANT, things moved quickly. 

Nations pointed fingers at one another, blaming each other for releasing bio-weapons to attack. The world's militaries were mobilized as monster after monster attacked around the planet. Speculation ran rampant about the source of the creatures, with most now calling them monsters or demons. The alien attack theory was very popular in the early days, and with good cause. Small meteorites were raking the through the sky with abnormal frequency and no recognizable source, sending the world's space agencies scrambling- leading many to believe they were seeing the start of an attack from as of yet unidentified aliens.

Constellation logo circa 2011

To defuse worldwide tensions and combine their efforts, 21 nations and corporate conglomerations created Constellation, an international organization dedicated to researching the ongoing monster phenomena and combating their activities. With researchers and militaries from around the world contributing their resources into Constellation, rapid response bases and research teams were quickly set up around the planet to analyze samples of recovered creatures and to respond to any large scale attacks.

Worldwide opinion was still undetermined on the new organization, which was unable to reduce the number of attacks but was able to respond to them quickly. Religious movements caught fire once more, linking those affected by SIMS with the monster attacks and holding them responsible. Witch hunts began with a new fervor, leading to Constellation offering asylum to SIMS users. Taking in these new personnel led to quick development of new techniques and materials to combat the evolving threat. 

Testbed

The first of the mechanized human frames (commonly called frames) were deployed to combat UNDOLANT JESTER, a dangerous monster that emerged in the foothills of the Alps near Liechtenstein. These frames proved to be more reliable and able to adapt to varied terrain than traditional light and heavy vehicles- taking advantage of SIMS-derived materials and technologies they proved to be critical in the future battles- especially as the evolving threat began to defeat more and more traditional weaponry. This period of time, lasting until 2033, is now known as the Onslaught.

As the attacks continued, the monsters that appeared evolved in their capabilities. Most frustratingly to the militaries at the time was their ability to dazzle and jam guided munitions, leading to warehouses of the most advanced weaponry being nearly unusable in combating the attacks- instead relying on dumb-fire rocketry and artillery where possible. The most significant ability of the monsters was their capability at not only defeating nuclear weaponry but being strengthened by it. RADIANT DAWN in Shanghai was the earliest demonstration of this phenomenon, and its transition post-nuclear strike into RADIANT DEVOURER put a moratorium on nuclear weapons usage for all but the most desperate nations. More and more, the monsters displayed unheard of abilities that could mold terrain, change the environment, affect electronics, and even alter people's minds.

Machina
 

Constellation efforts to pinpoint the source of the attacks drove a space race. While the planet below was becoming wreathed in unpredictable and previously unknown weather phenomena, Constellation established monitoring stations in orbit and even the first moon colony. Despite all these efforts, millions were dying every month from attacks and the natural consequences of war: plague and famine. Nations began to shift, populations moved, entire cities were uprooted and as borders began to waiver small conflicts sparked into full blown wars. While their most advanced munitions may not have been effective on the monsters that laid waste to towns and cities, they certainly were effective against their neighbors. Constellation began to supersede its national components, operating on its own without international approval- and sometimes even intervening in conflicts that proved especially jeopardizing. 

The Great Wyrm
 

RADIANT DEVOURER was the first of the monsters that "settled" in one area, leading to a warping phenomenon that changed the area it inhabited and spread- creating the Shanghai Exclusionary Zone. Soon, a number of other zones were established as Constellation proved unable to defeat their occupants, including several zones that exist today:

  • HARBINGER WHITE: Ohio Exclusionary Zone
  • PANTHER DYNAMIC: Sydney Exclusionary Zone
  • FANATIC PYRE: Amazon Exclusionary Zone
  • DEVIANT THUNDER: Norwegian Exclusionary Zone
  • ABSOLUTE EMPEROR: North Pole Exclusionary Zone 
  • WICKED EATER: Babylon Exclusionary Zone

MD NAD
 

These zones each displayed their own warping of established biomes and weather patterns, spreading even further chaos through world as their effects were felt by their neighboring regions. From within these zones, offspring of the "settling" monster would pour forth- leading to even more attacks. As the world began to fall apart and populations began attempting to fortify in defensible areas, Constellation announced they had actually discovered an extraterrestrial threat- though not an alien one. Twenty-five miles in diameter, nearly six times the size of the asteroid that killed the dinosaurs, and on approach to Earth, an asteroid dubbed Coyolxāuhqui, though commonly referred to by its more popular name as "The Hammer of God", would strike somewhere in South Africa on May 5th, 2033- just two months after the announcement. 

Efforts were scrambled to stop it, attacks were launched using primitive space-borne weaponry and the remainder of what could be found from the world's nuclear weapons supply- but the asteroid proved to be made of an extremely dense material and barely took a scratch from any attempts. Just before it broke into the atmosphere, Constellation undertook an undergoing shrouded in mystery: Operation Swordbreaker. Apparently successful- to some degree- Coyolxāuhqui's shell was brought into orbit around Earth- however its hyper-dense core was unaffected and impacted in South Africa, 25 miles northeast of Cape Town. Fractured chunks of the asteroid's shell would continue to rain down over the Earth for the next fifty-eight years, ushering in the era known as the Downpour.

The Hammer of God

Thunder and Lightning

The Hammer of God not only broke the camel's back- it rendered the camel into an unrecognizable gelatin and rained down camel for decades. Rock and ash was spewn from the impact crater across the hemisphere. The Hammer had already started tipping the dominoes, but its impact ensured a runaway Kessler Syndrome developing in low to high Earth orbit. The shards of the Hammer were highly reflective as well, creating a night's sky of thousands of shards of light in constant chaotic movement. Satellites were destroyed one by one and the era of global communication came to an end. The ash that filled the atmosphere from the impact crater and from the volcanic eruptions it triggered clouded the sky and temperatures around the planet plummeted. 

Fortifications around the planet that were under construction as sanctuaries from monster attacks were overwhelmed with refugees. During the Onslaught, the teetering world population had dropped from 9 to 8 billion. Over the course of the Downpour estimates hold that the world population receded to as low as 1.2 billion as a result of widespread famine. The already fragile ecosystem under strain from an assault of foreign biomes entirely collapsed. 

Synthesis

Some fared better than others. Constellation had prepared shelters which they retreated their staff and equipment to, holing up deep underground and effectively separating themselves from the rest of humanity that suffered above. Their activities during the Downpour aren't well understood, but it's believed that they continued research with SIMS users and their experimentation on the monsters, now called demons by most people. Data from this time is especially difficult to recover, but there are reports of Constellation operations throughout the Downpour to recover samples, acquire resources, and to recover personnel. 

 The rest of the world had to fare for itself. Some sanctuaries fell to infighting, unable to bear internal strife. Others would succumb to the environment, lack of food, lack of resources, and disappear with not even a whisper. Yet more were destroyed by demons, their onslaughts unimpeded by collapse of the world and climate around them. Eventually, some sanctuaries would suffer yet another burden- the threat from their neighbors, just as desperate as they were.

Throughout the first half of the Downpour, humanity floundered. But by the second half, recovery was underway. The nascent nations of humanity's Rebirth was fueled by the dreams of those born into the underground shelters. A small number of leaders and adventurers, known now to us as the Phoenixes, sought to find a way to bring humanity back from the brink. The sanctuaries would slowly make contact with one another, if only briefly- relying on high speed scouts to pass messages on the surface or through deep tunnels running between the closer sanctuaries. Plans were made, and the sanctuaries banded together into a loose organization that called itself Starfall- which included several breakaway elements of Constellation. 

Afterworld
Times were still dire, but shared resources and information allowed the constituent nations of Starfall to achieve huge leaps in a short few years. Recovered technology from the early days of Onslaught allowed the creation of frames once again- and of even more advanced technology. The stigma against SIMS was still high in the nations of Starfall, the majority of whom believe it was SIMS that brought the end of the world. Still, some of the remaining nanofabrication mills were able to replicate themselves, and advanced technology spread without the use of SIMS. 

Incidence of SIMS was on the rise in the background of the preceding decades. While originally just one in a million, the numbers had risen at this point to one in seventy-five thousand. Most nations in Starfall treated those with SIMS as monsters- but eventually the Staple was developed. A miraculous bundle of nanomaterial and living fibers, a Staple could be used on anyone afflicted with SIMS to completely suppress their abilities. Widespread adaptation of the technology diminished the stigma against SIMS sufferers, but secretive research continued with SIMS by Starfall in well shielded laboratories during this period. 

Nations boomed and pressed up on to the surface as the Downpour lessened. By 2070 there were over a hundred surface cities using frames as their security and slowly reclaiming the lands above. The effects of the global winter were diminishing fast- too fast. Ash and carbon dioxide were being absorbed and sealed away at an astonishing rate, with the source identified as unknown processes undertaken in the Exclusionary Zones across the planet. Cities and food production boomed once more as technology adapted, and Starfall made contact once more with Constellation in 2065. 

Boris Turano

Constellation had been developing in secret during the Downpour. What had started as an icy greeting became open hostilities as most Starfall nations directly blamed Constellation for sheltering SIMS users and for not aiding the rest of humanity during the Downpour. The conflict proved to be nearly one sided at first- as the Constellation fielded a new model of frames they called the Eidolons, heavily modified frames piloted by SIMS users whose abilities were augmented within their mechanized suits. Though few in numbers, the Eidolons were overwhelming on the battlefield. Starfall countered the Eidolons with a swarm of firepower, identifying that enough could be brought to bare to create an opening then the Eidolons were still as vulnerable as frames. 

This conflict, sometimes now called the War of Retribution, brought to light many discoveries about just what Constellation had been up to over the years. Advanced research had yielded an understanding of a method to induce SIMS in newborns, and Constellation created a number of SIMS incubators in secret across the planet where they raised legions of SIMS users called Academies. Treatment in these Academies and the methodologies employed in child rearing were viewed as vile by most of the Starfall nations, which emboldened their efforts in the war.

As the world above became more and more available, the scramble for resources began again and despite the ongoing war tensions developed amongst the nations of Starfall. One of the most controversial issues in Starfall is the utilization of exowombs to grow new citizens. With so much work to be done to recover the world and to combat not only Starfall but the demons that continued to plague their efforts, some nations in Starfall began to grow their own citizens using technology recovered and reverse engineered from the Academies. As they each grew to flex their own power, the Phoenix Nations of Starfall- those helmed either officially or unofficially by those who brought humanity back out of the rain- began to push at the boundaries of the tenuous agreement that binds them.

After the Storm

The Peripheral

The Downpour was declared ended in 2091. Small meteorites would still impact here and there, but they were well within acceptable limits. Throughout the years after the Downpour, the nations of Starfall consolidated power- absorbing through diplomacy or force their smaller neighbors. They expanded their borders- as far as the demonic presence would allow- and flexed their wings in the wider world. Communications- though still a challenge with satellite being unavailable- were typically rigged through a redundant balloon network with mounted line of sight transmitters. Radio itself was used in small, localized areas but interference from demons proved to rule long distance communication over more than 10 miles to be unfeasible. 

Conflict with Constellation is ongoing across the globe, but only in small theaters. Their forces rarely directly assault Starfall cities or fortifications, instead usually seen defending held territory fiercely. Starfall has been diligently building an information network to identify key Constellation strongholds and has gotten lucky with concentrated strikes and the occasional Constellation turncoats, including escaped "Academy Graduates", striking at several central laboratories and Academies, most recently liberating Academy 18.

Zygmunt and Zoska

Although life is improving for most people across the planet, demons continue to attack in spurts of violence. Their attacks diminished significantly during the Downpour, but tracking of their appearances since then have seen an increase in their assaults- leading some to believe there may be a Second Onslaught on the horizon. Reclamation of the Earth is a frequent discussion amongst Starfall nations, as the spread of Exclusionary Zones have cut off vital resources and land. Some zones have been cleared for habitation, however the small list of Exclusionary Zones from before the Downpour ballooned after the Downpour, leading to nearly half the planet being uninhabitable by humans. 

The year is now 2123. The War of Retribution is ongoing, but internal factors are increasingly affecting the nations of Starfall. Demon attacks are increasing, but Starfall is much better equipped and mobilized than the Constellation of the Onslaught.

Factions

Constellation: The secretive research organization continues to operate advanced frames and technology out of the grasp of Starfall. Recent operations have put Starfall on the upper hand, however the motives and means of the modern Constellation remain shrouded in mystery.

Starfall: Once the great military and research arm of the remains of humanity, now a cash and resource strapped military defense pact struggling to continue its mission.

Germania: Thriving from a theological revival, Germania holds that demons are in fact actual demons sent to test humanity, and therefore their destruction is a divine mission.

Antarctic League of Republics (ALR): One of the more neutral Starfall nations, the ALR sprouted with heavy exowomb usage during the Downpour to create thriving fortress cities in a very warm and climate changed Antarctica.

Bharin Empire: Merging the remains of Onslaught China, India, and several neighboring nations, the Bharin Empire is one of the largest nations in Starfall.

New Alexandria: The notional capital of Starfall, New Alexandria controls territory as far south as the Hammer Crater and as far east as the Kavir Exclusionary Zone. New Alexandria is a meritocratic dictatorship driven by expansion and consolidation of "lost" sanctuaries.

United American Defense Pact (UADP): The beaten and battered Americas consolidated into one power- loosely connecting their disparate nations. Filled with their own infighting, the UADP still sports a powerful military arm of Starfall.

Minor Factions:

The Nomad States: Some seaborne, some landborne, and even some traveling through the air, thousands of nomadic families sport advanced equipment and weaponry to survive the savage world and make their living wherever they find suitable. Nomads are fiercely independent and tend to look down on the technointroversion of the Starfall nations.

Midnight Sun: A terror collective notorious for several deadly attacks throughout Starfall. They hold that demons are the natural response to human overextension- the Midnight Sun is a radical nihilist collective that seeks the end of all humanity.

Volkharev Initiative: Another radical group, the Volkharev Initiative holds that demons are intelligent and can be communicated with- and eventually can cohabitate the planet alongside humanity

Alkahest: Starfall's second favorite bogeymen, Alkahest is a group of SIMS users branded as witches seeking to hold humanity under their thrall with their unholy power. Especially reviled in Germania.