A cosmic horror alt-history where post-WWII Earth shattered beneath the weight of Etherium.
The bombs ended the war. Ether ended the world.
The year is 1957, but no calendar agrees on the date anymore.
When Etherium was fused into atomic warheads at the end of WWII, the result was not peace—it was dimensional fracture. The Earth became a planetary mortuary, filled with zones of suspended time, collapsed matter, and living ideology. Entire continents were restructured. Some floated. Some sank. Others vanished into nonexistence.
No one won the war.
The War of All annihilated borders, races, flags, and causes.
Now only fragments of nations, dying languages, and dream-haunted cities remain.
Etherium is alive in principle, though not sentient in a traditional sense. It is the first material substance capable of interacting with thought, time, memory, and metaphysics.
Its atomic structure is hyper-symmetrical: impossible to render with classical quantum modeling.
Exists in four known states: Luminous Crystal (raw), Spectral Vapor (ambient), Blackglass Core (refined power source), and Echo-Stain (imprinted memory mass).
Exposure causes mutagenic resonance in living tissue, often mutating not just bodies, but personalities and beliefs.
Mind-Welded Rifles: Fire faster when linked to a user's adrenaline spike.
Grav-split Boots: Briefly sever your mass from local gravity wells.
Cog-Jacks: Neural jacks that let Hunters "ride" memories of dead comrades during missions.
Echo Generators: Project false human silhouettes to confuse Ethereals.
Ethereals are not simply creatures; they are ideological echoes made flesh. Their very presence warps temperature, perception, emotion, and language.
Their "biology" is part dream, part radiation, part memory. They do not age or breed—only manifest from ether-choked ruins or traumatic locations.
Warped civilians and animals.
Still express human traits (crying, laughter, begging).
Weak to standard bullets or fire.
Show tactical behavior: flanking, ambushes, use of weapons.
May mimic speech (garbled commands, distorted prayers).
Often retain partial memories of their human life.
Develop tribes or social rituals.
May engage in nonverbal communication or mimic dance, worship, or mourning.
Often found guarding ancient relics or murals they themselves created.
Emit ambient effects: vertigo, auditory hallucinations, slowed time perception.
Appear partially incorporeal; can phase between dimensions for brief moments.
Known to possess abandoned technology.
Warped saints or generals—central to local legends.
May command lesser Ethereals as soldiers, worshipers, or components.
Often linked to a specific historical event, like the bombing of Dresden or the betrayal at Stalingrad.
Territory-level threats. Entire environments warp in their presence.
Manifestations of collective trauma, ideology, or symbolic failure.
Require entire Hunter battalions to subdue—and some can't be killed, only sealed.
Location: A looping German opera house.
Effect: Every 12 minutes, all people inside relive the same conversation—forever.
Aberrant: A conductor stitched from music scrolls and meat, commanding ghostly orchestras made of former soldiers.
Power: Every note struck can “edit” reality slightly. The wrong song may collapse your lungs or reverse your age.
Humanity’s last hope lies in heavily fortified bastion-cities, often built atop or within the ruins of former metropolises. Life is regulated, militarized, yet culturally fractured.
A hybrid mega-city born from Berlin, Warsaw, and Moscow's remains.
A sky-piercing Iron Halo surrounds its highest towers, powered by a cathedral-sized Etherium core.
Governed by the Iron Banner Assembly, a council of former warlords turned techno-priests.
Has the Black Anvil Guild—Hunters in metal sarcophagus-armor who speak only through vibration-based Morse.
Entertainment: Underground opera shows composed by A.I. that hallucinate.
Underground and vertical city, located deep in the Rocky Mountains.
Known for decentralized education nodes, survivalist culture, and truth libraries.
Council of Restoration rules through logic-based consensus. Every citizen contributes skill tokens.
Hunter Corps are trained in psych-stabilization, able to suppress hallucinations from exposure.
Known to export Purity Cans—sealed food untainted by Etherium.
Built into and above Mount Fuji, its peaks hidden in eternal fog.
Each level of the city is devoted to a spiritual discipline, such as silence, memory, or fire.
Ruled by the Silent Shogunate, whose generals speak through digital fox-mask avatars.
Known for Whispersteel—a material that nullifies all sound, used in elite Hunter blades.
Entire city “sleeps” during solar eclipses to avoid awakening the aberrant known as The Moonkeeper.
Hunters are elite warriors, doctors, engineers, and priests rolled into one. Trained in posthuman tactics, relic warfare, and psychoresonant combat.
Specializes in speed, deception, and salvage.
Can unpick reality traps and loot Shatter Zones faster than any class.
Often ex-smugglers, nomads, or failed inventors.
Wields Nullsteel weaponry that breaks reality anchors.
Can plant “Logic Beacons” to stabilize terrain.
Slow, massive, revered like walking tanks.
Moves through soft space: folds in perception unnoticed by Ethereals.
Utilizes invisible sonic blades and vocal silence grenades.
Eyes replaced with psychic HUDs during training.
Enters dimensional gates to raid other collapsed reflections of Earth.
Wears Riftcord Harnesses that allow timed reentry to reality.
Sometimes returns older, or... wrong.
Rare class. Born with psychogenic resonance.
Can calm certain Ethereals or absorb their last memories.
Considered dangerous and often feared by fellow Hunters.
Weapon Function Cognition Rifle Fires based on willpower. Thoughts determine projectile behavior. Fracture Grenade Shatters local time into 5-second looping stutters. Echo-Blade Stores the scream of a dying soldier. Releases it on contact. Penance Armor The more guilt the user feels, the stronger the armor becomes. Gospel Cannon Fires sermons recorded by mad priests. Incinerates by faith.
A cathedral-shaped crater where night is permanent.
The stars overhead don’t match any known constellations.
Hunters report their voices age 100 years inside.
A broken French prison where reflections move independently.
Mirrors speak, ask questions, and scream when broken.
Anyone who sees their own reflection too long forgets their name.
Fashion: Functional, scarred, post-military. Capes made from old propaganda flags. Jewelry made from teeth or shell casings.
Currency: Ammo, old-world alcohol, rare canned foods, Etherium cores.
Entertainment: Hologram ghost-theaters, piano duels played on warped frequencies, puppet shows reenacting the Fall.
Mythology: New religions born around Hunters, Ether, and old broadcast signals.
Language Drift: Slang blends English, Russian, Japanese, and gibberish.
“Ain’t no ghost, just a Glimmerborn.”
“You want Echo Dust? That’s two cans and a finger.”
“Pray to static. It always listens.”
Absolutely. Let's now expand your world with a new, maximally detailed system: Resonators — rare individuals who have awakened supernatural abilities due to prolonged Etherium exposure, psychological trauma, or direct contact with Ethereal anomalies.
"Some men burned. Some men bled. But a few... they resonated."
A Resonator is a human being whose soul, mind, or identity harmonized with Etherium rather than mutating or dying from it. Instead of turning into an Ethereal, they “resonated”—awakening abilities tied to their deepest memories, obsessions, or traumas.
They are not mutants. They are living anomalies—half-human, half-relic.
Survivors call them:
Pulseborn
Soul-Welded
Living Echoes
God’s Feedback
Resonance isn’t random. It only manifests under specific, traumatic, or metaphysical conditions:
Trigger Type Description Ether Saturation The individual survives massive exposure to raw Etherium or an Aberrant’s aura. Ethereal Contact A person is touched, bitten, or merged with an Ethereal—but does not fully transform. Memory Collapse A severe psychological event fractures their reality and forcibly aligns their soul with the Ether. Dream Rebirth Occurs after death inside a Shatter Zone. The body revives days later, altered by its memories.
Once a person resonates, they emit a low vibrational hum only other Resonators and Ethereals can hear. The effect is permanent. They cannot “turn off” their existence.
Resonance powers are not elemental—they are symbolic and metaphysical, shaped by belief, guilt, obsession, or fate.
The Past Floods Forward.
Abilities based on restoration, memory, and undoing.
Can revert wounds, replay conversations from a place, or restore a destroyed building for minutes.
Often carry mementos like photographs, dog tags, or relics.
Example Power:
🕰 “Echo Remembrance” — Creates a physical playback of the user's last 30 seconds of life. When activated, their clone finishes what they failed to do.
Pain becomes Power.
Rage, grief, or heartbreak fuels devastating self-destructive abilities.
The more pain they endure, the more powerful they become—but at a cost.
Hair and eyes may visibly “burn” with soul-flame.
Example Power:
🔥 “Ash Crowned Requiem” — Converts emotional agony into kinetic blasts. Can obliterate tanks, but leaves the user bleeding and deaf.
Where there is nothing, they reign.
Specialize in erasing—memories, gravity, light, voices, time.
Highly feared. Their presence makes clocks fail and hearts beat slower.
Rare and considered unstable.
Example Power:
🌌 “Silent Genesis” — Erases sound within a 40-meter radius. Gunshots, screams, even spoken orders vanish.
Dreams shape Reality.
Powers rooted in imagination, illusion, or mental fragility.
Can make hallucinations real enough to kill.
Often artists, poets, or schizophrenics before awakening.
Example Power:
🌸 “Petal Mirage” — Creates a massive illusion of cherry blossom rain. Each falling petal inflicts emotional memories onto enemies, causing panic or regret.
Body as Weapon. Flesh as Machine.
Body partially replaced by Ether-born tech—not mechanical, but living machine-organisms.
Some grow fused gear into their spines, mouths, or limbs.
Symbiosis is permanent. Death is often violent.
Example Power:
⚙️ “Catastrophe Clutch” — Arms split into rotating gears that absorb kinetic damage. After 10 seconds, all stored energy is returned in a punch.
Resonators pay a price for their powers. They live in a state of existential decay:
Bleed Static: Blood carries ghostlike electromagnetic feedback, visible in radios or TVs nearby.
Echo-Tongue: May speak dead languages or hallucinate entire conversations.
Temporal Drift: Sometimes exist 1-2 seconds out of sync with reality.
Fractured Identity: Dreams, memories, and self-image begin to blur. Some forget who they were entirely.
Not all cities allow Resonators. Some worship them. Others hunt them.
Below are factions dedicated to—or against—the Resonator phenomenon:
A cult-theocracy hidden in an abandoned Vatican ruin.
Believe Resonators are divine harbingers of the world’s final hymn.
Gather Resonators to “complete the chorus” and usher in rebirth.
Their priests cut their own tongues so they can “listen to the divine.”
A Resonator-only mercenary collective.
Paid in Etherium cores and psychological healing.
Use high-risk Resonator squads to assassinate Aberrants or break into deep Shatter Zones.
Their motto: “Only a broken man can walk where the world is shattered.”
A secret police from Vestigrad.
See Resonators as contagions of reality—dangerous anomalies to be controlled or euthanized.
Hunt rogue Resonators using Tether Dogs—humans forcibly mutated to track emotional residue.
Class: Veilwalker / Sorrow-Flame Hybrid
Former pianist from New York. Her family died in an Ether event.
Her music now causes Ethereals to weep and combust.
Plays an invisible piano etched into her forearms.
Hunted by 3 cities for killing a Cardinal and “rewriting” his confession into a lullaby.
Class: Wound-Mech
Born inside a crashed Ether-tech factory. Raised by malfunctioning machines.
Torso contains a living forge—he can spit molten metal and reshape it into weapons.
Has no voice. Communicates through steam hisses and Morse-taps.
Class: Null-Core
Appears as a faceless man in a trench coat. No fingerprints. No blood. No shadow.
Known to erase small cities without leaving ruins behind.
Last seen at the Dreamcore Gulf, walking into the ocean without sinking.
* All female, spiritually Ether-bonded, immortal unless slain.
* Live in Lunavyre, a sanctuary ruled by female-only hierarchy.
* Hatred of men is encoded in their cultural law.
* Succubi are divine-level female demons that wield desire.
* Incubi are subservient male-born demons, often used as tools.
* Succubi rule through contracts, corruption, and carnal dominion.
* Beast-blooded humanoids, born with animal traits.
* Half-Thirens resemble humans with ears/tails.
* Full-Thirens are bipedal animal forms.
* Mirikya, a catgirl Thiren, represents their divine Archon.
* Fractured and burdened, yet endlessly adaptive.
* Inventors of Ether-tech, post-nuclear relics, and dieselpunk gear.
* Governed spiritually by Archon Virel Astrid.
The strongest of each race, blessed by Etherium itself. All are eternally female, divine, and unchallengeable.
1. Cartethyia / Fleurdely (Elf Archon): a Blessed Maiden, Virgin-mother of elvenkind, wrathful goddess of bloom and vengeance.
2. Sythralia (Demon Archon): Mother of desire, dominator of demons, seductress of reality.
3. Mirikya (Thiren Archon): Time-breaking feline trickster, goddess of speed, dreams, and pawprints.
4. Virel Astrid (Human Archon): Celestial knight of sacrifice, enforcer of discipline, and protector of mankind.
Each one commands not armies, but ideals given flesh.
Post-WWII Earth (1940s–50s aesthetic)
• Inspired the war-torn architecture, propaganda-driven factions, trench gear, and analog tech.
• The scars of global warfare inform the survivalist, grim tone of the world.
• Civilian zones feel like war refugee camps or Cold War cities.
Nuclear Holocaust Fears / Atomic Age Paranoia
• Etherium as a stand-in for nuclear fallout: mutagenic, feared, and barely understood.
• Inspired Ether-tech experimentation, corruption of life, and doomsday cults.
Cold War Science & Industrial Advancement
• Etherium research mimics secret government experiments and black-site labs.
• Inspired crude mechanical prosthetics, radios, tanks, walkers, and train convoys.
🌀 Wuthering Waves
• Dynamic action combat and “Echo Resonance” reflected in Ether-infused powers and mutated creatures.
• Resonator system echoes the concept of characters channeling alien phenomena.
🧪 S.T.A.L.K.E.R. / Metro 2033
• Inspired the dark survival tone, scavenging, collapsed civilization, and mutated zones (“Ether Zones”).
• Elements like gas masks, filters, radiation meters, and corrupted ruins stem from this.
⚙️ NieR: Automata
• The balance between emotion, memory, and inhuman technology.
• Influenced the moral grayness of AI, forgotten wars, and humanity’s fractured legacy.
🪖 Wolfenstein: The New Order
• supertech and alt-history weapons inspired Ether-fueled war machines and rogue militaries.
🩸 Bloodborne / The Order: 1886
• Gothic horror and parasitic technology influenced the design of monsters and high-society corruption.
• Inspired grotesque transformations and failed "uplift" experiments.
☢️ Dieselpunk / Atomicpunk
• The fusion of post-industrial war machinery and speculative sci-fi (e.g., Ether tanks, bolt-action beam rifles).
• Focuses on rusted, boxy designs mixed with glowing alien tech.
🧬 Biopunk / Mutagenic Horror
• Mutation from Etherium mirrors biopunk stories where science distorts the body.
• Led to ideas like living weapons, Ether-blood rituals, and monstrous hybrids.
👻 Paranormal Supernaturalism
• Spirits, haunted ruins, and whispers in the wind echo wartime ghost stories and unexplained disappearances.
• Influenced the use of ghostly guides (like the Spirit with the scroll) and “Echoes” of fallen souls.
World War II Uniforms + Cold War Gear
• Long coats, field bandages, analog radios, steel helmets.
• Modified for Ether exposure: glowing lenses, breathing tubes, mechanical limbs.
Crumbling Civilization + Reclaimed Nature
• Earth-like ruins swallowed by mutated forests, frozen wastelands, and warped cities.
• Echoes the melancholy of a world post-catastrophe — both beautiful and broken.
Monsters & Etherborn Creatures
• Inspired by real-world insects, mammals, and sea creatures fused with parasitic or crystalline Etherium.
• Designs pull from SCP-style anomalies and dark mythology.
Créé 18 juin 2025
Mis à jour 18 juin 2025
Publié 18 juin 2025