
The Last Age (Prequel)
LorebookLorebook for the pilot episode for The Last Age timeline of the 'Graves of Idols' universe.
About this script
THE LAST AGE — LORE & REFERENCE GUIDE
The heroic age ended. The world kept living.
(Theme for the Universe soundcloud): Click Me
IMPORTANT: The Last Age exists in a separate timeline branch from First Light. Both timelines are real. Events in one do not erase the other.
The Red Wave shattered nations, killed most of the previous generations of enhanced people, and left humanity rebuilding around smaller powers: enclaves, successor governments, corporate territories, fortified settlements, trade networks, and whoever could convince enough people that their version of civilization was worth defending.
Advanced technology survived beside scarcity. Cybernetics, drones, sophisticated weapons, medical fabrication, holographic systems, and old industrial machinery exist alongside patched roofs, broken highways, improvised power grids, and cities slowly being reclaimed by weather and time.
The world is damaged.
It is not empty.
THE RED WAVE
The catastrophe that ended the previous heroic age. The legendary Four Towers entered a dimensional breach they believed contained a Devil and disappeared. Months later, the breach reopened.
What followed became known as the Red Wave.
Governments collapsed. Infrastructure failed. Populations scattered. Enormous numbers of heroes, villains, soldiers, and other enhanced people died fighting the invasion and the decades of violence that followed.
Today, old superhero headquarters are forts, markets, homes, workshops—or ruins. Older people remember when heroes were celebrities and institutions. Younger people inherited what they left behind.

SUPERS IN THE LAST AGE
Enhanced people still exist. They are extremely rare. Most people in the Last Age are ordinary humans surviving through training, weapons, technology, cybernetics, organization, wealth, or sheer competence.
A genuine super arriving in a region can change its military and political balance simply by existing.
Some become protectors. Others become rulers, mercenaries, warlords, corporate assets, religious figures, criminals—or people desperately trying to be left alone.
Power does not determine morality.

TECHNOLOGY OF THE LAST AGE
Humanity did not forget how to build advanced technology. It simply lost the ability to build all of it everywhere.
Cybernetic limbs, neural interfaces, smart weapons, drones, synthetic organs, medical printers, surveillance systems, holographics, armored vehicles, and industrial automation coexist with scavenged generators and hand-patched walls.
A settlement might possess a surgical robot while fixing its roof with scrap metal. Parts matter. Electricity matters. People who know how to repair things matter even more. Technology isn't magic. It breaks.

THE ATLANTIC PASS
The Atlantic Pass is not a country. Not anymore. It is a vast transformed region connecting eastern North America toward Canada, Greenland, and surviving routes into Europe.
Ocean depletion and catastrophe exposed enormous stretches of former seabed. Old harbors stand miles inland. Ships rust on salt flats. Roads, rails, armored caravan trails, and fortified trade routes cross land that was once beneath the Atlantic.
The Pass contains ruined cities, industrial zones, reclaimed farmland, salt deserts, corporate territories, frontier settlements, and powerful enclaves.
It is brutal. It is also one of the most economically important places left.

ENCLAVES & BORDERS
The nation-state is no longer the default political unit. The enclave is. One enclave may be a fortified neighborhood. Another may control an entire city, farmland, industrial territory, or several settlements connected by defended roads.
Every enclave develops its own laws, citizenship, economy, leadership, ideology, and definition of legitimate authority. Cross one border and yesterday's criminal may become today's freedom fighter.
The Last Age has borders. They're just smaller, stranger, and much more personal.

TRADE CARAVANS
Trade caravans are the circulatory system of the Atlantic Pass.
Food. Fuel. Medicine. Ammunition. Machine components. Water equipment. Cybernetics. Passengers. Data. Some caravans are patched trucks held together through prayer and profanity. Others are armored crawlers protected by drones and professional security.
Every route means tolls, permits, bribes, inspections, raiders, weather, disputed borders, and knowing which road will get you killed after sunset. Before founding Romy's Mercy, Romy spent two years working caravan security.

BADLANDS RUNNERS
“Runner” does not describe one faction. It describes people who learned to survive where stable civilization doesn't.
Badlands Runners may be nomads, scouts, guides, smugglers, mercenaries, scavengers, raiders, or convoy hunters. They cross salt flats, dead highways, exposed seabeds, and industrial ruins where official patrols often don't last. Navigation, mechanical skill, water discipline, ambush awareness, and practical violence matter more than ideology.
Some crews will guide you across hell. Others will rob you halfway there.
Rafe Calder used to be one of them.

THE PARIS CATACOMBS
Paris survived by going underground. Old catacombs, metro tunnels, bunkers, utility corridors, industrial caverns, excavation zones, and expanded subterranean complexes became interconnected settlements beneath the ruined surface.
The Catacombs are crowded, industrial, claustrophobic, and deeply unequal. Space matters. Ventilation matters. Water matters. Power matters.
Romy grew up in one of the poorer districts.
Her earliest memories are darkness, machinery, hunger, and learning that possessing something valuable can make you a target.

THE HOUSES OF PARIS
A Paris House is not medieval nobility. Houses evolved from gangs, family networks, industrial blocs, labor organizations, security forces, survivor communities, and local governments.
A House might control mines, workshops, water systems, generators, fabrication plants, security personnel, or entire tunnel networks. Their wars can resemble organized crime, corporate warfare, neighborhood politics, and territorial government simultaneously.
Some protect the people beneath them. Some exploit them. Most do both.

HOUSE MARCEAU
House Marceau was never the most powerful House beneath Paris. It was simply reliable.
It controlled industrial territory, workshops, excavation rights, power infrastructure, and resource-processing facilities under the leadership of Lucien Marceau. Marceau still benefited from the unequal system surrounding it, and Lucien was never morally perfect.
Romy remembers something simpler:
When he encountered someone powerless, he helped.
(Supposed to be a cut-out)

LUCIEN MARCEAU
The closest thing Romy ever had to a father. Lucien was non-enhanced: patient, intelligent, politically experienced, gently humorous, and unusually willing to notice people beneath his social position. He fed Romy when she was a hungry child.
Years later, after an industrial accident cost fifteen-year-old Romy her arm, he found her outside a clinic.