A Survivor's Introduction to the Wastes
Generations have passed. The old world is barely a memory. What remains is something different.
The Infection
The Infection is not a disease to be cured. It is the fundamental biological reality of the post-Fall world. A fungal force threaded through the mycelium of the earth itself, it exists inside every living person. It is what raises the dead. It is also what brings survivors back: when you die, the Infection pulls you through the Mortis Amaranthine, a liminal space woven through the fungal network, and deposits you back among the living. Everyone who dies returns. Until the Infection inside them is spent; then, finally, the death is permanent.
This is not magic. Necrology, the post-apocalyptic science of studying and manipulating the Infection, is the one technological advancement that has pushed civilization beyond the early industrial revolution baseline. Necrologists enter the Mortis to perform procedures, harvest materials, and craft grotesque but functional technology that blends biomatter with crude machinery.
The Merican Wastes
The continent once called North America is the Merican Wastes: irradiated deserts, mutant jungles, fortified settlements, and hundreds of miles of nothing between them. The old nations are gone. Dozens of independent settlements govern themselves, trade when they can, and fight when they must.
Some regions built something that lasted. Dominus Columbia, a buried ring city beneath the ruins of the old capital, unified the eastern settlements through the Unification War and became a seat of governance, research, and necrology. Then the Omni Plague breached containment from its deepest vaults. The city fell in sequence, layer by layer, and is now an active hazard zone that no faction claims.
The Ironworks forged a manufacturing empire across the rust belt, feeding its furnaces with the labor and resources of vassal settlements. Its Fall left a power vacuum that the region is still filling. The Rum Coast thrives on sea trade, salvage, and the kind of opportunism that keeps port cities alive. The Overgrowth swallowed entire cities in mutant vegetation so dense that the canopy blocks the sky; inside it, something called the Forest of the Unmaker consumes everything it touches.
The People
The survivors of the Fall are not one species anymore. Generations of exposure to the Infection, radiation, and the pressures of survival produced distinct lineages: Homo symbioticus, humanity adapted through the Infection's influence. Some, like the Natural Ones, show no visible mutation and pass for pre-Fall human. Others are unmistakable. The Lascarians carry luminescent fungal growths beneath their skin. The Semper Mort are visibly dead: grey-skinned, slow-healing, already partway through the Mortis at all times.
Every lineage carries the Infection. Every lineage returns from death. The differences are in how the Infection shaped them and what they lost along the way.
The Faiths
Religion did not die with civilization. It mutated. Nine major faiths compete for the souls of the living, each with sub-sects that push their theology toward different ends:
The Threats
Three categories of threat define life in the Wastes, and none of them sleep.
The Dead
Everyone who dies comes back. Most come back wrong. Shamblers are the most common: slow, mindless corpses that overwhelm through numbers. But the dead diversify. Hook Corpses lie prone along roadways, clinging to anything that passes. Iron Corpses lumber at three times the size of a person, using their bulk as a weapon. The dead are not rare encounters; they are the permanent background noise of the Wastes.The Raiders
Raiders are not simply bandits. They are Homo insurrectus: a divergent evolutionary branch that rejected the Infection symbiosis embraced by the lineages. Raiders are biologically hardwired to hate and destroy anything carrying the Infection. The Naturally Born wear war masks descended from respiratory protection during the Fall, now wielded as instruments of psychological terror. The Aberrant types are worse: Berserker Raiders are unrestrained savages. Haze Raiders weaponize the air itself, producing clouds of radioactive vapor from internal glands. Dread Surgeons harvest body parts from living victims with cold, clinical precision.Most Raiders die permanently. Unlike the lineages, they cannot pass through the Mortis. They are not misunderstood. They are an existential threat.
The Organizations
Murder Inc is the largest criminal empire in the Wastes, with tendrils in every major settlement. They do not conquer. They insert themselves: running protection, controlling vice, arbitrating disputes that no one else will touch. Other cross-regional powers rise and collapse; Murder Inc persists because it makes itself necessary.Notable Settlements
This guide is assembled from the accounts of travelers, traders, and the occasional scholar brave or foolish enough to document what they found. Accuracy is not guaranteed. Survival is not guaranteed either. Welcome to the Wastes.
Author's Notes
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