A Degenesis Campaign

Eschaton. The End. Yesterday, high culture; today, the stone age. Fire rained from the sky, burning the land and the people. The Earth trembled, breaking apart in anguish, steaming with fever. But the planet did not perish. It changed. History vanished, taking with it ten thousand years of culture and wisdom. Scattered survivors fought like rabid animals for food and clean water. With empty eyes, they wandered aimlessly through the crumbling edifices of their ancestors. The ruins of a once mighty civilization were stripped completely away with time, like a snake slipping from its dead skin. Freed from morality and ethics, and naïve as children, the survivors gazed upon destroyed Europe — lands tormented by the forces of nature, poisonous forbidden zones — and knew only that they must assert themselves against this environment or perish with it. Time went on. The smoke over the large craters subsided, and the people built a new culture around their lives. Yet it was shaky, with few nails to hold it together. Now and then a community collapsed in the din — but its raw materials found use in other places. Civilization was a patchwork of scavenged detritus, but nonetheless new life emerged after years of descent. Degenesis is the story of mankind’s struggle in the wake of Earth’s greatest catastrophe: a rain of massive asteroids. Europe and Africa have been cut off from the other continents and battle against each other for control of the known world. In Europe, the people are finally emerging from a dark age that spanned half a millennium, whereas Africa has become complacent and corrupt after centuries of wealth and splendor. Meanwhile, a new threat to mankind has emerged. With the asteroids came a new and sinister life form that poisons the Earth and its creatures. The year is now 3012. Europe is splintered into multiple, competing cultures. The people of Borca cling to the rusted relics of the ancients; the Franks cull the lulling words of the Pheromancers; Purgare is a charred land on one side, a fertile plain embroiled in a border war with Balkhan on the other; the Pollener wander in large caravans from oasis to oasis, before these spots of green are devoured by rot; Hybrispania is burdened with a decades-old fight for freedom. Across the Mediterranean lies the biggest danger for this decaying Europe: an awakened Africa with an extremely powerful merchant cult, the Neolibyans, that prepares for war. Outlaws, explorers, adventurers, and idealists are drawn to the wilderness in search of the remains of a mysterious past or the promise of an unimaginable future. Others — Chroniclers, Spitalians, Anabaptists, and other adherents to organizations, gangs, and cults — traverse the aching land, searching for knowledge or crusading against the demons of the past. Seven cultures, thirteen cults. Who will triumph in this age of savagery and forge the future into their own image? Will it be those who conjure the glory of the past? Or those who yearn to construct a new world atop the rubble of human arrogance? Degenesis deals with hope and despair, with people entangled in the battle between the civilized and the barbaric, questioning how far our species has truly evolved. The world of Degenesis mirrors a destroyed Garden of Eden and hints at how life carries within it the mysteries of good and evil, ignorance and enlightenment, culture and barbarism. Degenesis showcases the events of this world. Players channel the post-apocalyptic citizens of Earth by creating player characters. These characters strive against the evils of a world gone mad to attain glory, riches, or the death of their enemies. The world of Degenesis is shaped by the actions of the bold — whether for good or for evil remains to be seen.

The Song of Amergin

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