PF Post Apocalypse (Occult and Technology)

Game Master BinkyBo

Pathfinder in a homebrew world called Earth


>Area Map<

>Okorn Spring map<

Outlander Areas
Okorn Spring (Trading Center for Outlanders)
>Transient Camps - Made up of 20' by 20' lots - lined with 3' high stone walls.
>Tannery
>Stables
>Settlers' Ring - Where disputes are handled.
>Wugthort's Meals and Deals - Rations, survival gear, common weapons and ammo.
>Vasily Ironworks and Arms - Smelting and cast, steamtech, and gunsmith.

>The Trickle Charge Bar - while you wait charging, tech trade, good
chance to happen upon knowledgeable clientele.
>Hormel's Goods - General Goods and Clothier
>Mill and Silo
>Blacksmith - melee weapons and armor, custom mundane upon request.

>The Slab - Most of the ruins lies underwater in the spring. The Slab
remains. With its alley-like passages at ground level, it serves as
home to most of the permanent residents. Stairs to the flat-topped
surface have been added... this upper level houses the inn and militia.
>Rusty Palomino Inn - Run by town councilwoman Enid Burr, a third
generation noble metal prospector.
>Doctor and Apothecary - Dr Frominger is a lush with a cheap yet
effective hangover cure. Nice guy. Limited supplies.

Hills of Old Anod
Vast lands with a haunted past. Where those least prepared for
the upheaval of society faced the worst atrocities in the first
decades of the decline. Their spirits still linger. In addition to
zombies, wraiths, and haunts, it is populated by Scavengers, Psychic
Outcasts, and NCAs "Non-Compliant Androids".

Fort Windscar (Militaristic Human Supremacists) Identifiable by
their red leather "tech vests", and buzzcuts. They blame the other
races for bringing the global upheaval. The only thing that keeps them
from shooting Orcs and Lizardfolk on sight are concerns about the cost
of casualties.
They are well-funded and armed by Anodos in return for the protecting
the vital mining settlement of Drossberg.
Nulgrad (Half Orc Horsemen) (unfriendly to indifferent tribes)
Throk'ig (Orcs, Goblins, and Blues) (hostile to indifferent tribes)
Wield and deal Timeworn tech, Gremlinwire, and Gremwire guns.
Dov Drunnarn (Dwarven inbred xenophobes) (unfriendly)
Ancient traditionalists who never go to ground.

Nephyx (City of a Hundred Gods)
People of many cultures (similar to that of Katapesh and Qadira) used
to live in the lands which are now the Blisterskin Sands. Those unable
to adapt, have been forced to move north - living as one fractured
community.

Environments

Rag Grass Fields:
Rag Grass (Ninanak Sprouts - eight broad leaves radiating around a
lime-sized cabbage) was considered an invasive species, but has become
a staple to the region's diet. It thrives in the current conditions of
this area. It is mildly toxic to humanoids when eaten raw, but most
herbivores digest it with no problems. The familiar name comes from the
sensation of walking on knotted rags when treading over fields of the
plant.

The Yoggs (Yoggskoati) nomadic band of shepherds, Half-orc horsemen,
and wild animals (herbivores and those who make them prey) are often
encountered here.

Blisterskin Sands:

The further south one goes, the more the skin burns - from something
more than daytime heat.

Primitive tribes who value mutation as a boon from pagan gods,
monstrous desert creatures, and Lichlings (members of a death cult) are
found here.

The Drylands (Eastern Wasteland):

>Northwest Ridge - Cactus Farmers, Graveyard of downed spacecraft,
and Drylands Dogmen (breed, and hunt/scavenge timeworn tech with
rad-resistant thylacine) Their main settlement, Grotl, is a massive
swap meet built upon a chasm to a series of limestone caves and
underwater lake.
>The Basin - Ruins of an advanced metropolis. The Scaled Many (desert
lizardfolk tribes/slavers) rule the lion's share. There are resistance
fighters, and small groups in hiding, as well as a Ikatowi stronghold
(Asian humans who have culturally "regressed" to a sort of feudal
lifestyle). There are also Data Divers who comb the ruins for lost tech
and schematics to sell to contacts in New Anodos.
Egaltur Mountains:
Mountain range running along the Northern edge of the Blisterskin Sands.

Goat herders (commonly use a sling staff designed to aid in climbing)
Brindleback Vultures (known to make their own carrion, and large as a
mastiff. They hunt in the Sands, and roost in the mountains.)
>Enclave of Jarakur Peak - Monastery of Psychics seeking enlightenment.


Corp protected lands
New Anodos Corporate city-state. All who live here are employees.
They all serve New Anodos. Technology grows in leaps and bounds, and
is said to rival the arcane miracles of wizardry. No outsiders are
permitted access... applicants wait years for entry. Residents' offspring
who fail application upon maturity are most often sent to the farms or Drossberg.
Elkemper Spillway:
Exciting nightlife choice for executive GOHTRIPs (Government Ordered
Holiday to Reward Increased Productivity)
>Warehouse District
>Scrapyard
>"Compliant Android" Dorms
>Black Market
>The Underpass - A network of people who smuggle people and things in and out of the city.

Lachlan Farmlands and Grange
Puritanical farmers. Steam-tech is ubiquitous. Witch-hunters protect
them from malevolent abominations which seep out of the wilds to the east.
Drossberg (Corporate Security Training and Prison)
>Quarry and Mines (Labor Camps - Prisoners and Citizenry Applicants)
Hirogdin Bunker Was a humanitarian aid dispersal complex. Still well-
guarded.. unknown use.
Niobium Cache Facility (now sealed and abandoned)
Massive alien supply drop. Its initial impact drove it underground. It
has since suffered an implosion and collapse.
The entrance is surrounded by mutated beasts, ratfolk, and undead
lizardmen in fields of rusted scrap.

the past 125 years:

125 years ago: Earth (at the time in a 1900-1920 equivalent industrial age) was bombarded by a meteor shower. The destruction, and resulting effect on the climate was devastating, and nearly "broke" civilization back to a dark age.

120 years ago: People began manifesting Psychic abilities.

100 years ago: Alien ships attacked. Earth was unprepared, and again the landscape battered. Then suddenly the ships came crashing down to Earth. The alien attack lasted one day, and there has been no sign since.

95 years ago: Most governments have collapsed. The fractured military looks to corporations for guidance. They surely would know best how rebuild with efficiency.

90 years ago: Each city becomes ruled by a corporation or conglomerate as a monarchy. Citizens are employees or exiled.

The past 90 years:
The isolationist maneuver was "sold" to the people by pledges of humanitarian efforts toward those who had decided to not conform to this new way of life. The civic leaders of settlements - built upon ruined cities - received vitamin rich rations to supplement their citizen's diets. They also would at times receive discarded self-defense weaponry from the rapidly upgrading city watch. This went on for a while, until the inevitable conflict came - brought by wealth surrounded by destitution.

Rebellion came in the form of guerilla attacks.. supply caravan ambushes.
There were enough reportable incidents to sanction entire settlements. One by one these communities were cut off from civilization. They were left to fend for themselves, and defend what resources they had left from desperate plunderers and murderous gangs liberated by the decline of civilization.

Okorn Spring is the only settlement still receiving rations and medicine from the nearest city kingdom of New Anodos (Anotheurge Multi-Corps). Most assume this is due to Okorn Spring's leader, Bergen Lachlan, being a brother to Kandur... the "Farm Lord" of New Anodos.

Nature has begun to recover, and the denizens of the world outside the walls have adapted in the generations since. Most who still survive no longer have need of assistance. But there are those that band together for a common good. While certainly... not everyone has the same motivations, there is a focus to these well-armed and fairly well-intentioned groups based on a hope. There must some way or somewhere they can live their last days believing their kin will have a better life.

Prevalence of Firearms:
Early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 20% of the amounts listed in this book (and half that for one with gunsmithing to craft), but advanced firearms and their ammunition are uncommon and cost 50% of the amount listed to purchase (and half that for one with gunsmithing to craft)

For example, buying a flintlock pistol is 200gp instead of 1000gp.
Crafting a Flintlock would cost 100gp.
A Revolver is 2000gp to purchase instead of 4000gp, and 1000gp for a gunsmith to craft.

Heavy Weaponry requires Exotic Weapon Proficiency(Heavy Weaponry)

Gunslingers keep gunsmithing, and receive the gun training class feature at 2nd level


Gremlinwire and Timeworn Tech:

Gremlinwire tech glitches as timeworn, but rechargeable. Its worth is half of normal listed price.
Timeworn technology is worth ten percent normal listed price.