Shattered Earth

Shattered Earth By the mid-25th century, Earth is no longer the world the Ancients knew. More than a century ago, civilization ended in a final chain of wars, runaway machines, experimental weapons, and reality-breaking disasters. Cities burned, coastlines cracked, governments vanished, and the surviving people forgot almost everything about the old world. Now the planet is called Gamma World: a wild, unstable Earth of mutant forests, radioactive deserts, robot-haunted ruins, and tiny fortified settlements. The first campaign begins in the ruins of the former United States, but this is only one broken region of a much larger world. Most communities are village-sized and isolated. A town might be ruled by a human mayor, a psychic raccoon council, a plant prophet, or an ancient traffic-control AI that still believes it manages a living city. Technology is uneven: one tribe fights with spears and crossbows while another guards a working laser cannon they barely understand. Ancient artifacts—power armor, med-bays, hover vehicles, smart rifles, food printers—are priceless, dangerous, and often misunderstood. The old world survives only as myth. Washington, D.C. is a sealed ruin of marble, vines, automated defense drones, and patriotic robots still waiting for orders. New York is a vertical jungle of collapsed towers, mutant pigeons, underground machine cults, and glowing subway kingdoms. The Great Plains are ruled by nomad clans, giant insects, and weather-control towers that still create impossible storms. The Mississippi is a toxic trade river full of floating towns, crocodile kings, and half-sunken Ancient factories. The West Coast is broken into islands and flooded arcologies, where androids, sea mutants, and scavenger fleets battle over pre-war databanks. The Southwest is a glassy desert of radiation, buried bunkers, and psychic mirages. Life is strange, funny, and deadly. Humans, mutants, androids, and stranger beings all compete for food, safety, knowledge, and identity. Some dream of rebuilding the Ancient world. Others want to erase it forever. The Restorationists seek lost technology and old records. The Knights of Genetic Purity believe only unmutated humans should inherit Earth. The Iron Society fights for mutant dominance. The Seekers destroy dangerous Ancient devices before they can doom the world again. Player characters are hard-edged survivors and rising legends: Pure Strain Humans, mutated warriors, sentient beasts, awakened plants, psionic anomalies, and ancient androids with half-buried memories. They raid dead cities, tear weapons from forgotten bunkers, battle mutant warlords, outsmart broken machines, and carve their names into a world that wants them dead. In Gamma World, survival is not enough. The heroes must seize the relics of the Ancients, crush the horrors of the wasteland, and decide what kind of future is worth bleeding for.

Cover art for Shattered Earth, a post-apocalyptic world on Voyage