After The Fall: EarthFall
Before the Fall
“Mankind always goes too far.”
Inscribed on the rock of Gilder
300 years ago mankind, in his technological desire to stretch forth his hand and touch other dimensions, brought on a disaster that very nearly destroyed the entire world. Other dimensions overlapped our own collapsing realities into one another with endless waves of cosmic force. Millions died as creatures once thought only fantasy, diseases from other planes, and plagues from the reaches of darkest space, fell upon the might of man. Mistaking the disaster for clandestine attacks, leaders in power of the strongest nations ruined the world as they retaliated with their own weapons of mass destruction. First against each other and than against the new-found threats that tore out of the dimensional rifts, changing the very face of the world and tilting the earth on its axis spelling the final death blow for the civilization that once was.
Those courageous and somewhat unlucky few that remained to crawl from the debris and devastation of the Fall, passed down what knowledge they could in the form of oral trade craft, rough technical grimoire, and storytelling. From this knowledge humans began to adapt to the changed world. The other races,, now marooned on earth, brought their own beliefs, abilities, and dangers to earth hopelessly throwing the world into further chaos. Now humans must struggle to survive alongside and against races of legend such as Dark Dwarves, Elves, robots, and an uncountable array of other alien races to live to fight and fight to live and ultimately survive After Earth.
A few of the archetypes that roam the Wild-lands, the East-world, and the City States.
Armatists are the machine makers. Those with a instinctual drive to fix machinery and work the world with their hands and their tools. Their tools are their life and without them, they are nothing but a scavenger with skills. Men and women that desire to bring the world out of the darkness they also are its largest threat returning weapons of ancient destruction to those with no respect for them.
Bounty Hunters are the scum that hunt the scum. Selling out to whomever has the most salvage, Bounty Hunters are skilled trackers and have the lifespan of a desert wind. Skilled in weapons and tracking, their work for the Energy Cannibals have stained their occupation and now the shadow of a Bounty Hunter is an ill omen indeed.
Ex Civilian’s are those who somehow escaped the City States with their lives. Unaccustomed to the Wild Lands most die in short time, however many can ply trades and secrets they learned from their time within the slave supported cities that blot the earth like pockmarks. Sadly, many are seen as spies, and some certainty are. As a group they are tolerated for their knowledge, but many are the Ex Civilian’s that have disappeared in the night to a posse rope.
Music Men are a tough breed. Pre-fall musicians sang songs of love and tragedy but lived lives of excesses and vice. Now Music Men travel the world fighting and loving, living and dying, and their stories are sung from the heart of their experiences. A Music Man sings truth and lying can get them killed. As eager to strum a guitar as to save a child they are bards with teeth.
Salvager’s are those that bring back the items from before the Fall. All currency after the Fall is in the terms of salvage and a though metal itself is common, the rare materials, and even the rubber from old car tires can bring a Salvager enough wealth to own his own home and pay others to do the work for him. Sadly, too many dead Salvagers lay in the wastes, their salvage stolen by others, a bullet hole in their back.
Reever are the men and woman of the world that have taken up medical practices in the world. Sew Nurses, Bone Menders, Reever’s, whatever the name the skills are the same. To sew and mend wounds, to reform bone, and to keep those around them alive.