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===About the World=== Savage Worlds Adventure Edition (SWADE) Play by Post Forums of RPGnet Post ecological calamity earth, large swaths of desert separate towns/cities. When the cataclysm that made much of the world into an endless desert struck, magic entered the world and changed some percentage of the population into different races. This continues today, with some humans spontaneously shifting when they hit puberty and others in utero. There is tension between the different races, but intermingling and mixed-race families are common. The loss of so much life resulted in a sharp decline and altered technological base. Guns are commonplace but are often prone to misfire/jamming/calamitous mishaps if not properly maintained (sand gets everywhere!). Industry is almost nonexistent, bullets are hand-loaded, running water is a dream for all but the obscenely wealthy, and electricity is limited to those with specialized knowledge. Magic in its many forms exists but is uncommon. Those born with the gift are rare. Vehicles (ala mad max) exist but are the exclusive preview of those that practice weird science. Most who do not wish to rely on their own feet primarily rely on the occasional land sailing vessel or beasts of burden. The world has been warped by magic, so this is not limited to those that exist on present-day earth. Your (anti?)heroes have some reason to travel the wastes between bastions of civilization. Maybe they're mercenaries, collecting on the ever-present bounties on monsters born of the magic-rich storms that rage through the nigh-endless deserts or providing escort to wealthy merchant caravans. Maybe they're adventure seekers, not content to live behind the prison-like high walls of their childhood home or after the plunder of undiscovered marvels from eons past. Maybe they, like many of the dwarves, seek to understand and perhaps reverse the ecological damage that has rocked the world over. '''Magic Storms''' Great and terrible storms periodically wrack the lands. These propel dust at speeds that can kill but are also home to wildly colorful bolts of energy coursing through the sky. Contrary to those who still remember the mysteries of old-world science, these are not merely electrical discharges, they are literal wild magic spearing through the sky. Unprotected exposure can further mutate individuals. Some degree of conscious thought seems to worsen the effect, but wildlife can also be mutated when exposed. Mutations tend to bring power at the price of sanity. This leads some to distrust magic, but (meta)humanity is largely dependent on magic for otherwise inaccessible sundries or lifesaving care. '''Cores''' The economy runs on cores. They can be found buried in the ground, in a twisted simulacrum of a desert plant, or in the hearts of magic-touched monsters. Present-day science uses them in various ways; they have been adapted to generate heat, light, and ground up to replicate gunpowder of days past, to name a few. They are both scarce and, due to the savage storms that pass through regularly, always being generated. Mercenaries, hunters, and the wildly desperate go out into the desert after a storm in search of them. Only those truly skilled, lucky, or both make it back.
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