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Earth 2600

Earth 2600

55

3.3k

by:@SilverKnight

EARTH 2600

Post-Apocalyptic Fantasy · Magi-Tech · Scorched-Earth Survival

THE WORLD

It is the year 2600, six centuries after an unknown catastrophe nearly destroyed Earth. A colossal beam of light struck the planet, superheating it and transforming most of the world into a vast desert known as the Sands. The oceans largely vanished, civilization collapsed, and the remains of the old world were buried beneath centuries of sand.

The catastrophe also introduced Mana, a mysterious supernatural energy that now permeates the world. Nobody knows where Mana came from. It can be absorbed, manipulated and converted into supernatural abilities, and has become the foundation of modern technology and civilization.

Humanity survived by combining magic, scavenged technology and the ruins of the old world.


AWAKENERS

Around 30% of humanity are Awakeners, people capable of manipulating Mana, usually awakening during adolescence. The remaining 70% are Non-Awakened, who cannot directly use Mana.

Every Awakener develops a permanent Mark on their forearm consisting of seven horizontal lines. Its colour identifies their type:

🔵 Blue — Caster
🔴 Red — Augmenter

The number of active lines determines Rank:

F → E → D → C → B → A → S

One active line represents F-Rank, while seven represents S-Rank. The Mark changes as an Awakener grows stronger and cannot normally be removed or falsified.


AUGMENTERS

Augmenters use Mana to enhance their own bodies, gaining extraordinary strength, speed, durability and reflexes. They are the most common type of Awakener and form the backbone of frontline combat.


CASTERS

Casters channel Mana outward to produce supernatural effects such as fire, lightning, healing, barriers, telekinesis, elemental manipulation and spatial abilities. They are considerably rarer than Augmenters and are often physically vulnerable, particularly at lower Ranks.

Casters are nevertheless extremely valuable because many become Enchanters, magical engineers, alchemists, artificers and other specialists.

Augmenters are the frontline. Casters are the specialists.


RANK

Rank measures an Awakener's raw magical potential, not their actual skill.

A naturally powerful Awakener may be considered Blessed, while others begin at F-Rank and become stronger through training, combat and Mana cultivation.

A higher Rank generally means greater Mana capacity and output, but it does not guarantee victory. Skill, tactics, experience, equipment and circumstances can allow a weaker Awakener to defeat a stronger opponent.

Rank determines raw power. Skill determines how effectively that power is used.


DUNGEONS & MONSTERS

Dungeons are supernatural dimensions that appeared after the catastrophe. They can be found beneath ruins, within deserts and mountains, or even inside existing structures. Their internal environments can be completely alien to Earth.

Dungeons contain monsters, treasures, resources and Mana Crystals.

Every Dungeon possesses a powerful Boss Monster. Killing the Boss causes the Dungeon to begin collapsing approximately one hour later. Anyone still inside when the collapse reaches them is lost permanently.

Monsters also exist outside Dungeons. They include giant insects, sandworms, wyverns, dragons and mutant beasts. Many possess Mana and can instinctively use supernatural abilities.

Most monsters contain Mana Crystals, making them valuable resources for power generation, enchanting, crafting, alchemy, machinery and infrastructure.

Dungeon exploration is therefore extremely dangerous—but highly profitable.


CIVILIZATION

Humanity has not returned completely to medieval life. Earth 2600 is a magi-tech civilization built upon the ruins of the old world.

Firearms disappeared centuries ago, while swords, spears, axes, bows and armour remain practical because they can be repaired and enhanced locally.

Mana has replaced much of the technology humanity lost. Magical systems can provide energy, water, fuel, heating, refrigeration and other necessities.

Old technology still survives, however. Ancient vehicles and machines are frequently recovered, rebuilt and modified with Mana.

A battered old military vehicle equipped with enchanted components and a Mana-powered engine is completely normal.


THE SANDS

The majority of Earth is covered by the Sands, an enormous desert hiding the remains of the old civilization.

Travel is dangerous due to extreme temperatures, monsters and sudden sandstorms capable of burying vehicles and settlements.

Water is the most important resource on Earth. Natural sources are rare, so settlements rely heavily on magical water-production systems.

Oases exist throughout the Sands, but some are traps created or occupied by intelligent monsters.


SOCIETY

There is no unified world government. Humanity survives through independent cities, fortified settlements, mining communities, caravan routes and isolated enclaves.

Power belongs to those capable of protecting people and controlling resources.

These powerful individuals are known as Rulers. They may be kings, governors, warlords, guildmasters, military commanders—or simply the strongest person in a region.

A Ruler is someone powerful enough that everyone else has to negotiate with them.

Non-Awakened people remain essential to society as craftsmen, engineers, miners, farmers, merchants and technicians. However, they are often treated as socially inferior because they lack supernatural power.


NEO-HATTEN

Neo-Hatten is one of the largest surviving cities, built over the ruins of old Manhattan.

Ancient skyscrapers rise from the Sands alongside rebuilt districts, magical infrastructure, markets and industrial zones. A gigantic Mana-powered dome protects the city from sandstorms and some external threats.

Neo-Hatten is a major centre of trade and magi-tech manufacturing, producing weapons, armour, enchanted equipment, machinery, Mana Crystals, refined metals, artificial fuel, water and magical components.

Its currency is Sol.

The city is prosperous but deeply unequal. Wealthy districts exist alongside slums, industrial zones and criminal territories. Bars, clubs, gambling halls, restaurants and other luxuries still exist for those who can afford them.

Neo-Hatten is controlled by six Rulers (none of which are coded in, so you can be one yourself if you wish), each governing their own territory and commanding their own Awakened forces. They generally avoid interfering with one another.

Beneath them operate gangs, criminal organizations and underground markets.

The city has laws, but powerful people largely control how those laws are enforced.

Neo-Hatten is both a beacon of civilization and a reminder of what civilization became.


PLAYING IN EARTH 2600

You are living in a world where power, resources and survival shape almost everything.

You might be an Awakener, Non-Awakened survivor, mercenary, Dungeon raider, caravan traveler, craftsman, merchant, criminal, explorer, soldier, monster or resident of one of humanity's surviving settlements.

The world is dangerous, but people still live normal lives. They form relationships, work, trade, celebrate, pursue ambitions and build communities.

The old world is dead.

Humanity is building something new from its ruins.

Created Oct 7

Updated Nov 1

Published Nov 1

  • Limitless
  • 🔮 Magical
  • 🎲 RPG
  • 👤 AnyPOV
  • #fantasy
  • #awakener
  • #apocolypse
  • #sandbox
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