TSS: Scorched Earth Details (Scribblings of a Cold Hand)
Scribblings of a Cold Hand, 2195
According to my badly discolored birth certificate, I was born as a human in
the year 2013. That means, all total, I have been "alive" for about 182 years.
And, as a result, I know more about this world than almost anyone. Moreover,
not entirely by coincidence, the anniversary of my rebirth is the same as the
anniversary of the Great Destruction. So, this world and I share a
birthday—August 6, 2045.
But before I get ahead of myself, I would first like to describe the world, as
I remember it, before the Great Destruction.
TECHNOLOGY
In every age, there have been those who believe
everything that can be invented has already been invented. Historically, these
people have always been proven wrong. And this was certainly the case as the
world approached the middle of the Twenty-First Century.
THE INFORMATION AGE
The "Information Age", as it was called,
dragged on from the late decades of the Twentieth Century into the mid-2030's.
And it was not without its significant achievements. Throughout its duration,
computers continued to become faster, smarter, smaller, and more pervasive.
They could and did do virtually everything, and powerful pocket computers such
as Heliogistics’ popular "Soulman" became as commonplace as wallets and
telephones. Perhaps the most impressive achievements of the Information Age,
however, were holographic simulators and androids.
Simulators
Hologram Rooms were developed early in the
century with the promise of immersing users in true "virtual reality." These
devices initially met with significant enthusiasm and rave reviews, primarily
because their "infinite landscape" technology could successfully create the
illusion of range and long-distance travel, within a very small space. In
retrospect, however, these rooms really weren't much of an improvement over
old-fashioned movie projectors. Ultimately, even with haptics and
motion-restriction, because nothing was actually solid, nothing seemed truly
"real."
The solution arose when an insightful entrepreneur combined the existing
Hologram Room technology with the technology behind the recently developed
food replicators. These food replicators worked by altering nutrient-rich
paste into virtually any texture, taste, and shape, thereby creating an
illusion of food that could actually be eaten. It really wasn't much of a leap
to modify this technology to reconfigure generic "matter" into virtually any
shape, size, and texture. These solid objects were then enhanced with existing
hologram technology so that, depending upon the quality of the simulator unit,
the creations would be almost indistinguishable from the "real" things they
represented. Additionally, by constantly reconfiguring the generic matter, the
simulators could create fluid and convincing motion. Most simulators even
incorporated tanks of nutrient paste from their ancestor systems so that,
within a virtual environment, users could actually eat real food and drink
real drinks. And, with this, virtual reality finally became "real."
Simulators immediately came into great demand by all aspects of society. They
were not only useful for entertainment, but also for training, planning, and
risk management. Soldiers and police officers could realistically test their
plans and tactics before executing them. Sports teams could train against
realistic opponents. Athletes could test themselves against historic legends.
People could relive treasured memories. And any lustful human could enjoy the
company of his or her perfect mate, no matter how unlikely the match.
By 2045, simulators had become almost commonplace. They were too big, bulky,
and expensive for most households, but you could find one in almost any corner
strip mall. Of course, I had my own.
Androids
Even today, I am frequently astonished by how
convincingly certain companies were able to mimic human appearance, human
movement, and human speech. More than once I have been fooled by what looked
like appealing prey, only to find myself biting into rubbery polymer and
insulation. But, again, I'm getting ahead of myself.
As computers became faster and more powerful, it became increasingly possible
to program truly convincing artificial intelligence. In comparison, the
robotic construction was simple. But, once the first shiny-skinned,
glassy-eyed androids rolled onto the market to the delight of consumers
everywhere, the suddenly booming android industry quickly evolved from science
to art. As with the simulators, the goal was to make the end product as "real"
as possible. And, following years of advances in synthetic flesh and
micro-servos, the android manufacturers achieved their goal. High-end androids
had become superficially indistinguishable from real humans.
Interestingly, the android army horror stories foretold by many anti-android
activists, proved to be mostly unfounded. Human replicant androids were too
expensive and fragile to make cost-effective soldiers. In fact, specialized,
non-anthropomorphic robots (like warbots) were much better suited to combat
roles. Nonetheless, there were some problems—mostly arising from the ability
to replicate important officials. But even this was more of any annoyance than
an actual problem. Androids were very good at fooling humans, but they were
terrible at fooling electronic screening systems.
In the end, by the mid-2030s, the information technology wizards had
successfully created their own worlds and their own people, causing the
general public to once again wonder whether there was anything left to invent.
Then, as always, someone answered the question with a resounding "yes."
THE DIMENSION AGE
Throughout history, brilliant men and
women had theorized there might be infinite dimensions in which the physical
laws of our world would not apply. And, in 2036, these visionaries were proven
correct.
Dimensional Generators
As under-funded but innovative
scientist, Heinrich Torgler, dialed the tuning knobs of his home-made portal
generator like an antique radio, he progressively opened doorways to dozens of
parallel universes (now commonly called “dimensions”), which he meticulously
cataloged but could not begin to describe. Finally, however, he tuned into
something with which he was very familiar. His laboratory walls smoldered, and
his portal generator melted to slag in seconds—but the results were
encouraging beyond his wildest imagination. This unknown and unappreciated
scientist had tapped into a dimension of pure, powerful, and seemingly
infinite energy.
Suddenly, the wealthiest and most powerful corporations were showering money
upon a man they had theretofore considered a mad scientist. In short order,
Heinrich Torgler's brand-new, highly insulated and carefully regulated portal
generator was streaming more energy than his available power cells could
store. Through further research by the companies to which Torgler licensed his
patent, it was discovered that the total voltage of the dimensional output was
directly proportional to the size of the dimensional portal. Moreover, while
it was extremely expensive to construct long-lasting large portals, it proved
surprisingly inexpensive to construct tiny ones.
The human race had finally found the infinite energy source of which it had
long dreamed. Dimensional generators were easy and inexpensive to manufacture
and, once supply met demand, they became easy to afford. In fact, the basic
principles of portal generation were so simple that virtually every
manufacturer of electronic devices started turning out universal generators or
incorporating power portal technology directly into their electronic
devices—creating so-called "non-universal" power supplies. The overwhelming
feeling of freedom we all experienced is hard to describe, and probably
impossible for you to appreciate.
As with all things, however, people soon took infinite power for granted . . .
and it is surprising how little society actually changed.
Dimensional Transporters
While Heinrich Torgler rose to
world fame solely upon his discovery of the energy dimension, the next logical
step for his successors was to study the other, more enigmatic dimensions
Torgler had cataloged in his early research. Ultimately, one such dimension
proved to be almost as valuable as the energy dimension. It is, of course, the
dimension we have come to know as the transporter dimension. But this one was
nowhere near as easy to understand, and much more difficult to harness.
The first interesting experiment with this dimension involved a radio
transmission being projected into the dimension, with several receivers tuned
to the same frequency and linked to similar portals around the globe. Every
remote station reported successful receipt of the signal with no degradation.
More interestingly, however, the measurable delay one would generally expect
from a signal carried on radio waves was completely absent, as if the signal
had been simultaneously broadcast and received. This surprising find resulted
in significant debate and many additional experiments. Ultimately, the
scientific community accepted a theory that this strange dimension was the
long imagined "warp" that simultaneously connected everything in the universe.
And the possibility of instantaneous travel to any location became immediately
apparent.
The problem was, once you sent a physical object into the dimension, how would
you get it back out? Many objects were eternally lost in an effort to answer
this question. But ultimately, scientists developed an effective process. Upon
being inserted into the dimension, each object was tagged with a unique
electronic signal. Very basically, by locking onto these signals, the
receiving transporter station could "pull" the object out of the dimension,
seemingly as good as new. Further studies revealed an object could remain in
the transporter dimension for an extended period of time without suffering any
adverse effects or any signal degradation. So, while human transportation
would still require years of testing, the transporter dimension had found its
first commercially viable application—the Dimensional Banking and Storage
System.
But human transportation had been the real goal, from the very beginning. No
sooner had the first successful object recoveries been completed than
scientists started planning animal tests. Just like objects, animals would be
inserted into the dimension, tagged with unique electronic signals, detected
at another location, and pulled out. Perhaps the greatest surprise was that it
worked perfectly—on the very first try. The animal went in. The remote portal
would detect the signal. And the animal would be pulled out, perfectly intact,
down to the molecular level. The reaction within the scientific community was
jubilant.
The next logical step, just as it had been with objects, was to study the
effects of prolonged exposure to the transporter dimension. This time, the
results were not as encouraging. Animals left in the transporter dimension for
even a few minutes, while physically unaffected, showed myriad psychological
symptoms, including increased aggression, depression, and paranoia. And the
symptoms seemed to worsen with prolonged exposure. Animals left in the
transporter dimension for a few hours demonstrated pronounced emotional
disturbance, albeit without any signs of brain damage.
Still, animals snatched from the transporter dimension after only a few
seconds of exposure demonstrated no adverse symptoms at all. Even animals
passed through the system hundreds of times appeared to be perfectly healthy,
provided each such exposure was limited to less than one minute. As a result,
the solution seemed obvious. Tagged signals would be communicated to multiple
receipt stations as a failsafe. The intended arrival point would activate
first, and the other stations would automatically activate in
succession—theoretically ensuring a subject would arrive at one receipt
station or another after only a few seconds of exposure. This system proved so
effective with animal testing that a mountain of data was soon available to
justify human testing.
And the rest is history. For years transporters operated world-wide, in
ever-increasing numbers, with hardly any significant incidents. Ultimately,
“DimTrans” travel became so widely accepted that fear of such travel was
defined as a phobia. If you could be anywhere in the world in a matter of
seconds, it was crazy to travel by any other means. So everyone thought. And,
by 2045, DimTrans stations had become so commonplace that, during any given
second, tens of thousands of people were inside the transporter dimension,
waiting to be pulled out.
Dimensional Communication
Dimensional technology also
significantly revolutionized communications. Through a fairly simple process,
an electronic signal could be projected into the Transporter Dimension through
a tiny dimensional portal within a handheld communicator and instantly
received through a similar dimensional portal within a recipient communicator.
This breakthrough eliminated the need for telecommunication towers,
satellites, service providers, etc. Not surprisingly, this new, virtually free
method of instant communication rendered all previous options obsolete. Within
months, landfills sparkled with the screens of discarded “smart phones.” And,
while the most common dimensional communicators lacked the computer-like
capabilities of their predecessor devices (being most often limited to
transmission of voice and text), similar dimensional technology was also
crafted into computer modems, giving birth to a free and unregulated
“Dimensional Internet.” Of course, most dimensional communicators and portable
computers were also powered by non-universal dimensional generators, making
them truly self-sufficient. And many such devices continue to function to this
day.
COMBAT TECHNOLOGY
While the basic principles of killing have
remained exceedingly simple, the techniques by which those principals are
applied have evolved in fascinating ways throughout human history. The early
Twenty-First Century was no exception.
Energy Weapons and "Generic" Firearms
By the third decade of
the twenty-first century, the worldwide anti-firearm movement had reached an
unprecedented level of popularity. Eventually, the public pressure became too
great and all significant world governments executed an international treaty
banning firearms for anything other than military use. Even police departments
were subject to the ban and were forced to explore less-than-lethal
alternatives to their traditional smokeless powder weapons. Most small firearm
manufacturers folded immediately. Larger manufacturers were able to survive on
military contracts, but even they had to tighten their belts. Then, with the
advent of dimensional energy generators in the late 2030s, every advanced
fighting force refitted its troops with energy weapons (lasers mostly), which,
while expensive, had the undeniable advantage of infinite ammunition. Because
there could be no civilian market for the obsolete military firearms, they
were systematically destroyed—and the last of the firearm companies either
converted to the manufacture of energy weapons or closed their doors entirely.
When the pendulum of public opinion finally swung back toward individual
rights and self-defense, the international firearms treaty was abolished. At
this point, the remaining firearms manufacturers and a collection of
entrepreneurial would-be manufacturers assembled for an international
convention that would forever change the future of firearm production. Rather
than re-implementing the traditional calibers and gauges that had evolved
mostly through experimentation and accident, the convention sought to identify
and agree upon ideal universal ammunition types for every purpose. The result
was the Generic Ammunition Series, which consisted of three calibers of
handgun ammunition (GH), three calibers of rifle ammunition (GR), and two
gauges of shotgun ammunition (GS). Having established these new standards,
each manufacturer went to work designing marketable weapons. The resulting
products met with significant market success and critical acclaim, even from
die-hard, old-time gun enthusiasts. The convention had succeeded in designing
the perfect round for every purpose. And there would be no going back.
Even the military was quick to readopt some more traditional firearms, having
realized the disadvantage of over-reliance upon energy weapons (specifically
when attacking targets clad in energy-resistant armor). Soon, the sound of
automatic weapon fire on the battlefield became as commonplace as it had been
in the Twentieth Century. The heroic rifleman of old had finally returned—and
his weapon was better than ever.
Powered Armor
The advent of dimensional energy also inspired
more advanced powered armor designs, and the world's militaries were quick to
embrace this new technology. In fact, for a time, powered armor was thought to
be an essential of modern warfare and virtually every foot soldier in every
significant army was assigned a suit. With the introduction and subsequent
mass production of bio-toxic pulse (BTP) weapons capable of killing a soldier
without punching or burning through his powered armor, this gradually changed.
In fact, light troops armed with BTP weapons frequently proved lethal against
slow, lumbering enemies in powered armor. Ultimately, tactics shifted so that
specialized troops in powered armor made up only small segments of most
successful infantries. Retired suits of powered armor were often donated to
National Guard and police forces, in whose employ they were very effective.
From the first moment modern powered armor suits were introduced, however,
purchasers demanded some assurance that enemy soldiers would not be able to
capture the expensive suits and use them to their advantage. The solution,
which was implemented into virtually every suit of powered armor, was a life
sign monitor linked to a small explosive charge on the suit's interface relay.
When the suit detected that its wearer was no longer alive, the charge would
activate, destroying the central relay, and rendering the suit useless. In
fact, in the days immediately after the Great Destruction, many such suits
could be seen standing motionless on scorched battlefields. Most of them have
since been claimed (probably for scrap metal), but a few still stand as lonely
tributes to the very violence from which our world was born.
MEDICAL TECHNOLOGY
The most significant advances in
Twenty-First Century medical technology arose in two areas, nanotechnology and
advanced chemistry.
Nanotechnology
In the very early days of the Third
Millennium, people dreamed of microscopic flying robots capable of
self-replicating and transforming basic matter into almost anything
imaginable. Needless to say, their hopes were set too high. Designing a
microscopic robot sophisticated enough to build another microscopic robot
proved to be so demanding, the robot couldn't do much else. Moreover, while it
was possible to make a dimensional generator small enough to power a pen
light, opening and containing a dimensional portal at the microscopic level
proved to be an insurmountable challenge. As a result, microscopic robots had
limited power supplies and even shorter useful lives. Ultimately, scientists
opted instead to design portable "nano-labs," with which a nanotechnician
could fashion whatever disposable nanites he needed, on the fly.
One major breakthrough, pioneered by NanoPlat Corporation, was the
construction of nanites from platinum. This element proved to be the perfect
combination of malleability and durability, and the NanoPlat NanoLab soon
became standard equipment for all nano-professionals.
Ultimately, however, despite its many potential applications, nanotechnology
was relegated almost exclusively to medical and scientific applications. And
it was in these areas that nanotechnology proved truly miraculous. By 2040,
using only a nano-lab, a medical nano kit, and a few grams of platinum, a
medical professional could fashion one of three types of nanites (healing,
destructive, and regulating) and program them to perform virtually any task
within a living creature, from mending bones and healing serious wounds, to
eradicating diseases, to stabilizing hormone imbalances. In fact,
nanotechnology seemed like the greatest miracle of modern medicine—until a
chemist invented the EZ-Stitch syringe.
Chemistry
The "miracle drugs" of the Twentieth Century
looked like placebos compared to their Twenty-First Century counterparts. But
the pinnacle of chemical advancement was the invention of the EZ-Stitch
syringe. Based upon decades of detailed study into the principles of
regeneration, this seemingly simple chemical formula could stimulate and
exponentially enhance a body's natural healing abilities to repair even major
wounds in mere seconds. EZ-Stitches were relatively inexpensive and became
absolutely indispensable. Emergency room nurses used dozens a day, and no
paramedic would be caught without one. In fact, anyone who didn't keep at
least one EZ-Stitch in his or her first aid kit was an idiot, a religious
fanatic, or both. Personally, I never had to use an EZ-Stitch, but I always
kept several on hand. Of course, they are utterly useless to me now. Pity.
The military, of course, immediately fell in love with the EZ-Stitch and
improved upon it in several ways. The first was a modified formula called the
EZ-Stitch Max that was more than twice as effective as the original. The
second was a sophisticated delivery system called the Autoinjector. This
device constantly monitored the wearer's vital signs and injected EZ-Stitches
(or any other chemical) as soon as certain preset conditions were met. Thus, a
soldier could be near death, his Autoinjector would activate, and he would be
restored to health, without the soldier ever taking his finger off the
trigger. Of course, even an EZ-Stitch Max could not raise the dead; so,
ultimately, every battle would end. But the combination of powered armor and
Autoinjectors gave many soldiers a sense of invulnerability that wasn't far
from true.
THE END OF AN ERA
But enough about technology. My intention
was to tell you about our world, and so I'll get to the heart of it. Before I
do, however, I must confess that, while most of what I am about to divulge is
based upon my own observations and memories, some is based upon the findings
of certain fellow historians, not the least of which was the inimitable Hunter
Chordato, the finest musician in all the lands. I don’t often consider humans
my friends; but Hunter is one of the few. Again, however, I digress.
Yellow Mike
For every action, there is an equal and opposite
reaction. So too, for every blessing, there is a curse. And the curse that
ultimately outweighed every blessing of the Twenty-First Century was Yellow
Mike.
The disease was mysterious from the time it was first cataloged by CDC
scientist, Dr. Yvonne Stein, in 2044, shortly after the first patient was
identified in New York City. There has been some speculation as to why Dr.
Stein named the disease "Yellow Mike"—but no one knows for certain. One theory
is that Dr. Stein's sample was automatically cataloged under the alphabetical
code "YM"—and this may very well be true. But it does not explain the name
"Yellow Mike", at least not to my satisfaction. If anything, the communication
code for YM would have been "Yankee Mike," not "Yellow Mike."
Rather, the theory I choose to believe came from a man I spoke to before the
Great Destruction (but after Dr. Stein's lab had been mysteriously destroyed
along with that original sample of Yellow Mike). This man said he remembered a
campfire story from his childhood about an insane serial killer named "Yellow
Mike." I don't know why but, as soon as he said it, I knew he was right. Dr.
Stein named the new disease after her most frightening childhood memory, a
mindless, merciless killer called "Yellow Mike."
But, despite the mystery and the intrigue surrounding this strange disease
that literally reconfigured the DNA of its victims, almost no one was afraid
of Yellow Mike—at least, not at first. Over the years, humanity had become too
accustomed to pandemics and too complacent in our belief that medical science
could save us from anything. There were bound to be some casualties, of
course, but this new disease couldn't possibly cause too much damage.
It wasn't the Middle Ages, after all.
Unfortunately, our faith in modern medicine was misplaced. Despite their best
efforts, doctors and scientists were powerless to stop Yellow Mike's spread or
even to treat its victims. Instead, when hospitals became overwhelmed,
infected people wandered the streets, utterly mad from pain and
disease-induced thought disorders. In time, their violent acts claimed almost
as many lives as did Yellow Mike itself.
The few healthy civil servants that remained had no time to clear the corpses
littering the streets. Instead, their efforts were focused toward maintaining
order and trying desperately to stem the madness. Of course, as more and more
of those in authority began falling victim, it was obvious their efforts would
end in failure.
The endless stream of news reports showed us that virtually every city in the
world was suffering a similar outbreak. This was hardly a surprise in the age
of dimensional transporters. But it was nonetheless very discouraging. We had
somehow expected there would be someplace safe to go. But there was no such
place.
Rather, as the cities burned for no good reason, the world's politicians, who
were too proud to be sick, began unleashing their own madness. Full scale
military assaults were launched to redress imagined insults or ancient
grudges. And, in what seemed like a day, all the worlds' militaries were at
war. We received some footage of the early battles. Then most of the
battlefield broadcasts stopped altogether.
No one knew exactly how Yellow Mike was spreading. It may have had something
to do with human contact, or it may have traveled through the air. Either
theory would explain why I was still healthy. I had always been a fanatic
about environmental toxins, and had spent most of my life breathing only the
purest filtered air. Similarly, for years I had all but isolated myself from
human contact, with the exception of only a few servants and a very few
business associates.
Desperate for information, I turned to the dimensional internet. On every
page, I found ads for miracle cures—some sanctioned, others experimental, all
highly suspect. It seemed the goal of these treatments was to modify a
patient's DNA before Yellow Mike got the chance. But independent reports
suggested none of these treatments were even worth the effort to acquire them.
Then, one day as I was reading a report that Yellow Mike had proven to be 95%
fatal, I received a message from a screenname I did not recognize—"Endless
Night." I remember the message said, "I have what you need. It is better than
a cure. But the cost is high."
"What is it?" I typed with trembling fingers.
And the answer came immediately. "Eternal Life."
An unmarked package arrived the next day, without me ever seeing a delivery
person or providing an address. Inside were two dark red vials and a card that
said only, "For you and one other. Endless Night." There was no request for
payment.
In actuality, I hadn't planned to tell you so much about myself—and I'm
already starting to regret it. Suffice it to say, I found my salvation from
Yellow Mike. And the cost was indeed very high.
Still, most were far less fortunate. By August 6, 2045, the world was in
shambles. And then came the Great Destruction.
The Great Destruction
On the evening of August 5, 2045, I
sent a message to my business partner and longtime friend, Bradley Westgate. I
told him I had found a cure for Yellow Mike and that I would share it with
him, that night, at my mansion. Bradley was more than a little distracted by
several disasters, each of which threatened to destroy the company we had
built together. Nonetheless, Bradley seemed excited about the possibility of a
cure and agreed he would come to my mansion as soon as possible. As I waited,
I read the note again: “For you and one other. Endless Night.” Bradley had
recently married one of his young, impressionable assistants—a choice I
considered well beneath his dignity. I wondered how Bradley would react when
he learned I had no cure for his beloved Jessica. And, in fact, when Bradley
arrived, just after midnight, that was the first thing he asked.
“Don’t worry,” I assured. “I have enough for her as well. But we’ll be the
first to take the risk, just as we always have.” With that, Bradley and I
toasted each other and simultaneously drank the contents of the two vials.
Words fall woefully short of being able to describe the flood of new
sensations. But it was clear Bradley felt them too. Despite his best
intentions, as euphoria purged our minds of rational thought, we became
entangled in each other’s arms . . . and that’s when Jessica arrived.
I remember lying on the floor laughing as Bradley chased after her, calling
her name. To Jessica, his appearance must have seemed monstrous. But I’m sure
the shock of seeing us together was even worse.
For the remainder of the night, I stood on my balcony, overlooking the lake
which was as clear to me as it might have been in the light of the brightest
day. I listened to sounds I had never heard before, like small animals moving
in the forest. And I marveled at my new senses—until the sun rose.
Even as its rays began to appear over the horizon, I could tell something was
terribly wrong. Then, as the damnable light banished the soothing darkness,
there was only pain. I staggered back into the house and mindlessly stumbled
down the basement stairs . . . once more into the cool, welcoming darkness.
And so, I actually slept through the Great Destruction.
When I awakened the following evening, I flipped through four separate civil
defense alerts on my Soulman. In addition to those alerts, there were a few
news feeds. The final reports described panicked citizens flooding public
transporter stations by the millions, hoping to find shelter or sanctuary. But
only those that had prepared in advance really had a safe place to go. For
years, a company called Cold Stasis had been selling space in underground
shelters and cryogenic “sleeper pods.” Anyone who pre-booked space in such a
facility only needed to swipe his or her Cold Stasis card at any transporter
terminal and he would be instantly transported to safety. Others at the
stations were left to guess what locations might be both safe and accessible.
After those reports, there was nothing. No messages. No news feeds. Even the
dimensional internet was silent. Was it really possible that the world I had
always known was gone? Much later I had an opportunity to observe the Great
Destruction’s effects firsthand. The warheads had transformed entire cities
into craters surrounded by graveyards of twisted metal. And many of those
ruins remain unchanged to this day.
The New World
So much happened to me in the ensuing fifteen decades that I can hardly hope
to describe it all. Suffice it to say, it did not take me long to figure out
what I had become. The heightened reflexes, enhanced senses, photophobia, and
craving for human blood were pretty obvious clues. Fortunately for me, almost
immediately after the Great Destruction, refugees began arriving at my gate
seeking food and shelter. I welcomed them inside and I never found myself
wanting for nourishment. For a time, I lived a reclusive life in my mansion,
with only my victims and my ever-growing force of minions to amuse me.
Eventually, however, I ventured into the world and embraced its wonder. After
a time, some even came to consider me a legend.
The Reawakening
One day, while I was still in my reclusive phase, a man arrived at my gate. I
let him in, thinking he would be no different from the many hapless fools that
had come before. But he was different. When I finally showed my true
self, his reaction was something I had never seen. As he struck a defensive
stance, a swirl of blue energy flowed around his hands. I immediately stopped,
dumbfounded by what I was seeing.
“What is that?” I asked.
He answered with a single word. “Magic.”
Once the traveler and I worked
through our life-and-death negotiation, we agreed we might each be of value to
the other and we became friends. The traveler explained to me that, even
before the Great Destruction, he had been a student of ancient magics,
studying cryptic tomes and practicing archaic rituals, never with any results.
When the Great Destruction happened, however, all the ancient spells he had
come to doubt began working exactly as advertised. I begged him to teach me,
and, after sufficient persuasion, he agreed. He proved to be an excellent
teacher, and, from him, I learned my very first spells. The traveler and I
eventually parted ways; but he had given me a gift greater than any I had ever
received (except, perhaps, the gift from Endless Night).
As it turns out, the traveler was not the only person to discover that magic
(like that described in myth and legend) had returned to the Earth. Would-be
sorcerers experimented with the manipulation of “mana” and, eventually, guilds
formed where the new devotees of magic could work together to hone their art.
At the same time, alchemists learned to brew powerful potions, musicians
learned to manipulate magic through song, and “true believers” found they
could call upon the powers of their “gods,” almost at will. Today, of course,
magic has become as commonplace as technology had been before the Great
Destruction.
Mutations and Species
When I finally ventured into the world, armed with my unique abilities and my
newly acquired magical skills, I discovered something else was becoming
abundant in the world . . . mutations. While the surviving victims of Yellow
Mike seldom showed any outward signs of their genetic corruption, their
children certainly did. In the very first generation born after the Great
Destruction, monstrous deformities and wondrous super-human abilities were
widespread. Often such “mutants” were killed at birth or exiled by those
humans that remained relatively normal (commonly known as “Zisters”). In other
cases, the mutations of children within specific communities or among people
of common heritage were so similar that they were easier for their parents and
neighbors to accept. After all, if everyone’s child has two heads, there’s
nothing unusual about my child’s second head. Over time, as these
mutant children grew to have children of their own (usually with similar or
identical mutations), these communities began to regard themselves not as
mutants but, rather, as new “species” of humanity. Among the most common of
these, in my experience, are the leather-skinned savages known as Gurnins
(likely a bastardization of “Green Ones”), the towering brutes known as Taters
(likely a bastardization of “Mutated”), and the hideous subterranean cannibals
known as Morlocks. Of course, most Zisters shun these species, just as they
shun other mutants. But at least those with species mutations have communities
of their own. The truly unique mutants of the world remain outcast from most
settlements, due in equal part to fear and to prejudice.
Animals
While the world was reeling from Yellow Mike’s effect upon humans, no one
seemed to notice its effect upon animals. In fact, it is entirely possible
Yellow Mike did not begin affecting animals until after the Great Destruction.
Nonetheless, affect them it did and, as a result, the modern world is full of
creatures that once existed only in myths, legends, and horror movies. The
variety of such creatures is nearly infinite and, as with humans, common
mutations in certain animal groups created brand-new species able to produce
nearly identical offspring. The most fearsome of these creatures seem to have
one common trait: a ravenous hunger that leads them to prey upon any available
source of meat.
The Dead
Even considering magic and mutations, perhaps the greatest difference between
the modern world and the world I remember from before the Great Destruction is
that, back then, the dead tended to stay dead.
No one is quite sure what caused it but, almost immediately after the Great
Destruction, those whose lives had been claimed by injury, radiation, or
disease began rising again and walking the Earth as mindless zombies, driven
by ferocious rage and seemingly insatiable hunger to kill, consume, and
destroy anything that is not a zombie. Some believe the “zombie
virus” is a mutation of Yellow Mike itself—and I suppose that’s as good a
theory as any. What is certain is that, when any human dies, regardless of the
cause, a transformation begins wherein the corpse’s central nervous system is
reactivated. Approximately twenty-four hours after death, the transformation
is complete, and the corpse rises as a zombie. What’s even more strange is
that, while the skin of these corpses continues to rot after reanimation,
their muscles remain perfectly preserved (despite the fact that no blood flows
through their veins). As a result, the many millions that died in the world’s
greatest cities still walk the streets, making such places extremely dangerous
for any non-zombie.
While most zombies are slow, clumsy, and mindless, they have two notable
advantages. The first is that their sense of smell is heightened to a
superhuman degree, enabling them to detect non-zombies with ease (even at
considerable distances). The second is that almost all of their internal
organs (including heart and lungs) serve no purpose. As a result, a perfect
rifle shot to the center of mass will, at most, stagger a zombie for a few
seconds. The only part of a zombie that is really “alive” is its brain. And
the only way to kill a zombie is to kill its brain.
Demons
When demons first started appearing in the world, it seemed unlikely they were
simply another variety of Yellow Mike mutation. Their genuinely supernatural
nature greatly exceeded what one might reasonably expect from genetic
corruption. And, as it turns out, demons are something completely different.
When the bombs began exploding on August 6, 2045, a global blanket of
electromagnetic pulses instantly disabled almost everything electronic. This,
of course, included the world’s vast network of transporters. Worse yet, the
sudden outage happened at a time when the DimTrans system was operating at
capacity, strained to its limits by millions seeking to escape the cities and
find somewhere safe to weather the storm. So, even though completion of the
transport process ordinarily took only a few seconds, those few seconds were
sufficient for tens of thousands of people to become trapped in the
transporter dimension . . . and remain there for decades.
As had been discovered in the earliest studies, prolonged exposure to the
transporter dimension had pronounced adverse effects upon a subject’s mental
state. But the results of continuous exposure for decades were far beyond what
anyone could have imagined. Over such long periods, those trapped in the
transporter dimension were completely transformed in both mind and body.
Moreover, many of those trapped in the dimension gained an awareness of the
dimension’s true nature and acquired abilities far beyond what can be achieved
by spellcasters.
All of this would likely have been insignificant to the world’s survivors,
except that, one by one, those trapped in the transporter dimension began to
escape. Sometimes, a transporter would be restored to working order and would
immediately complete the process it had begun decades before. Other times,
those friendly to the “demons,” as they had come to be known, would
permanently open DimTrans portals, affording those inside a chance to
“stumble” upon an exit. Others were summoned directly from the transporter
dimension by the forces of magic. And some demons became so powerful, they
were able to leave and reenter the dimension at will. As a result, it is not
surprising that, in the modern world, the transporter dimension is just as
commonly known as the “demon dimension.” Like mutants of similar ilk, demons
often flock together, forming their own communities and working together to
keep each other safe and achieve their nefarious goals. Other demons are more
reclusive, choosing to reside in the “safety” of zombie-infested ruins, where
few humans dare venture. Still others are difficult to distinguish from
non-demons and are able to work their evil deeds while moving undetected among
the residents of Zister communities.
In fairness, not all demons are evil. But “good” demons are such a rarity that
it is generally wise to discount the possibility. In my experience, any person
that underestimates the danger demons pose is likely to fall victim to
unspeakable atrocity.
Thuggers
Such a savage world has, not surprisingly, bred savage people—and the most
common of them are the ruthless criminals known as “thuggers.” These rough and
merciless men and women usually group together into gangs. Thuggers make their
living as highwaymen, not only stealing the goods of travelers—but often
taking the travelers themselves as slaves. Even in more “civilized”
settlements, half the population or more will often be made up of thuggers,
trading ill-gotten goods for money or for drink, drugs, and other illicit
pleasures.
Sleepers and Shelties
In recent years, an interesting new element has been introduced (or
reintroduced) to the world: sleepers and shelties. It is fair to assume that,
in 2045, when a person entered a Cold Stasis sleeper pod, there was an
expectation that, once the crisis was over, a signal would be sent to unfreeze
the sleepers. Unfortunately for these individuals, that signal was never sent.
Rather, the cryogenic stasis most sleepers had expected to last for a few
years lasted for one and a half centuries. Only when each sleeper pod’s
dimensional generator finally failed did the pods switch to backup battery
power and automatically activate the emergency thaw process. The sleepers in
these pods awakened into a world they did not recognize and were truly babes
in the woods, unfamiliar with magic, mutations, or any of the new world’s
deadly realities.
Shelties, as they are commonly known, are a slightly different story. When no
“all clear” signal came from Cold Stasis, the inhabitants of many of the
company’s underground shelters decided for themselves when it was safe to
emerge. The residents of shelters that chose to open relatively early
essentially joined the rest of the world’s Zisters and they and their children
lived through the world’s many changes. The residents of other shelters,
however, chose discretion over valor and remained isolated for generations,
living and dying underground without ever seeing the sun. As was true with the
sleeper pods, however, mechanical failures eventually forced even most of
these shelters to open. Their inhabitants then ventured into the world, almost
as naïve as any sleeper.
Sleepers and shelties are now commonplace and are generally accepted by most
Zister settlements, where their advanced skills and familiarity with
technology are often put to good use.
The Combine (Loyalty, Purity, Prosperity)
While most sleepers fit the mold described above (i.e., private citizen
customers of Cold Stasis), Cold Stasis was not the only entity with access to
sleeper pod technology—and some groups used such technology for non-commercial
purposes. The best known of these groups is the “Combine,” a confederation of
wealthy benefactors that created sleeper facilities all around North America,
stockpiling them with the most advanced weapons and technology. Members of the
Combine (the benefactors and their followers) were essentially high-tech
“preppers,” confident humanity would one day face extermination from some
source or another (nuclear war, disease, an asteroid strike, etc.) Provided
they received ample warning, members of the Combine planned to retreat to
these hardened cryo facilities, sleep through the worst of the aftermath, then
reemerge to reclaim the world and shape it to their liking. The threat of
Yellow Mike provided just such ample warning and tens of thousands of Combine
members slept through the horror of the Great Destruction and the turbulent
century and a half that followed. Upon awakening, the Combine took stock of
its personnel and resources and set about achieving its dream of a utopian
world . . . an effort they continue to this day.
Being a confederation, the Combine does not have a central seat of government.
Rather, the Combine is made up of chapters, each typically named for the
geographic region from which the chapter drew its members (such as the Greater
Las Vegas Combine) or the location of the chapter’s primary cryogenic facility
(such as the Grosse Pointe Combine in the region once known as Metro-Detroit).
These various chapters correspond through dimensional communication systems
and, while each chapter is largely autonomous, a central committee meets in
virtual reality to address and resolve matters of policy and large-scale
concerns.
Given its stockpile of weapons and technology, the Combine is enormously
powerful. The return of magic to the world, however, was something the Combine
had not anticipated and, accordingly, magic is perhaps the Combine’s greatest
weakness. As a result, the Combine places a high premium upon the recruitment
of sorcerers and other magic users. Such practitioners of magic can provide
the mystical defenses (spheres of denial, spheres of disclosure, etc.)
critical to the Combine’s survival in the modern world. On the other hand,
because such practitioners of magic are most often “outsiders” (i.e., not
original members of the Combine), their loyalty is often suspect. In fact, I
have heard of Combine bases falling prey to attack when “trusted” sorcerers
suddenly dropped their magical defenses.
And the Combine is always at risk of attack, primarily because of its
technology and wealth, but also because of its defining philosophy . . .
Loyalty, Purity, Prosperity. Specifically, the second of these words is what
makes the Combine so widely disliked. Despite its embrace of sorcerers,
priests, musicians, and techno-wizards, and its general support of Zister
communities, the Combine, as a rule, despises all forms of Yellow Mike
mutation (including psionics). Combine leaders are firm in their belief that
pure humans cannot hope to coexist with semi-human abominations and that the
Combine’s goal of a utopian world requires complete extermination of mutants,
demons, and other “unnatural monstrosities.” Needless to say, the Combine and
I have never seen eye to eye.
ELF
While there are now various mutant races throughout the world that are
colloquially known as “elves,” an ELF is something completely different.
Before the Great Destruction, as one of many scientists experimenting with
dimensional technology, Dr. Samuel Tomlinson discovered an extra-dimensional
force that could arrest the natural degradation of animal cells due to aging,
effectively granting a subject eternal life. Tomlinson named this phenomenon
the “enduring life force” or “ELF,” and held both the ELF dimension code and
ELF process as closely guarded secrets. Unfortunately, initial tests on
animals demonstrated a strange side-effect; ELF seemed to drastically amplify
aggression in creatures that were naturally aggressive (predators). It did
not, however, enhance aggression in creatures that were naturally passive
(such as young rabbits). Tomlinson deduced the only way this force would be
safe in humans would be if the human was truly “pure” (a rare thing). As a
result, he developed a psychological test to ensure any ELF subject met two
criteria: 1) Morally Sound, and 2) Pure of Heart.
Tomlinson identified a handful of seemingly eligible volunteers and performed
the process. In almost every case, the previously “pure-of-heart” would
immediately show marked sociopathic and sadistic tendencies—all but one . . .
a young woman. Tomlinson poured over the data on the various subjects,
attempting to identify the anomaly that allowed this single subject to resist
ELF’s adverse effects. What he discovered caused him to add a third criterion:
Pure of Body.
This last criterion presented a bit of a dilemma, as one known side-effect of
the ELF process was sterilization. Thus, a virginal subject would essentially
have to choose personal immortality over “immortality” through offspring . . .
a decision that could only be made after serious consideration of the
consequences. Thus, Tomlinson added a fourth criterion to prevent anyone from
undergoing the process against his or her own free and informed will. As a
result, Tomlinson’s final list of criteria for ELF candidates was: 1) Morally
Sound, 2) Pure of Heart, 3) Pure of Body, and 4) 18 years old or older.
No sooner did Tomlinson publish his results than he was flooded with
applicants (usually rich parents applying on behalf of their children, whom
they hoped to grant eternal life). Unfortunately, Tomlinson soon found he
could not trust reported histories regarding the “Pure of Body” criterion—so
he developed a fool-proof test to identify the previously unidentifiable
“spiritual corruption” that would disqualify ELF candidates. This test
resulted in rejection of most candidates; but a very few met all of
Tomlinson’s criteria and to these Tomlinson granted the blessing of ELF.
When Yellow Mike began to spread, people quickly realized the ELFs seemed
completely immune to its effects. Thus, applications increased exponentially.
At the same time, people realized the “unsuccessful” test subjects (most of
which had been committed to institutions for the criminally insane) were also
immune. As a result, there arose some significant interest in using
Tomlinson’s process, even by those that did not meet his criteria (believing a
touch of insanity and sadism was a small price to pay for survival and eternal
life). Tomlinson refused all such requests but, in the final hours before the
Great Destruction, a madman that had been one of Tomlinson’s early test
subjects somehow acquired Tomlinson’s technology. Over the ensuing decades,
this man, known only as “Ironheart,” used this power to amass a fanatical army
of would-be immortals, granting the gift of ELF only to those of his subjects
that proved most loyal (who then became his cruel and sadistic officers). Such
beings are now commonly known as Dark ELFs.
True ELFs (those that met Tomlinson’s criteria and underwent the process
before the Great Destruction) were, of course, quite rare. And even fewer of
these ELFs have managed to survive for the past one and one-half centuries.
Nonetheless, a few true ELFs remain, and they too have amassed an army of
loyal followers. This “army of the pure” has dubbed itself the Knights of
Samuel Tomlinson or “KOST” and rumors suggest it too has recently acquired
Tomlinson’s technology (including his “purity test”) and has continued
Tomlinson’s work. KOST apparently believes a force of true ELFs, dedicated to
the well-being of others, is the world’s best hope for peace and order.
Personally, I find all ELFs bothersome.
Isolation and Opportunity
The constant threat of zombies, mutants, thuggers, Dark ELFs, and other
horrors necessarily means any settlement that hopes to survive for long must
be able to defend itself and, above all, remain vigilant. Unfortunately, such
vigilance often evolves into a deep fear of strangers. More than anything
else, I blame this fear for humanity’s failure to recover after Yellow Mike
and the Great Destruction. Where the world before the Great Destruction was
entirely interconnected, the settlements of the modern world exist in almost
complete isolation. As a result, however, the modern world is rife with
opportunities for the brave. Every settlement needs something, and every
settlement has its problems. Those daring enough to meet such needs and solve
such problems stand to profit greatly—not only in terms of material wealth but
also in terms of fame and adoration.
And so, Dear Reader, I pose this question: Will you spend your life cowering
with the pathetic, huddled masses in some walled settlement? Or will you risk
everything for a greater and more exciting fate?
I certainly know which I would choose.
Yours eternally,
Monica Hercomer
MORE INFORMATION ABOUT ZOMBIES
Because the vast majority of people that died between 2045 and the late 22nd
Century have risen again as zombies, zombies outnumber living humans many
times over and can be found almost everywhere. The largest concentrations are
in the ruins of cities and towns—but many zombies shamble aimlessly through
the wastes. Of course, since the “zombie virus” has been a problem for more
than a century, people have learned to take precautions, generally destroying
the brains of any fallen human before the zombie transformation can occur
(automatically increasing the corpse’s Injury Condition from “Dead” to
“Destroyed” or “Obliterated”). Perhaps the greatest impact this has upon PCs,
other than giving them plenty of combat opportunities, is that the friends of
a PC that dies will have a very limited time to bring him back (as with a
“Raise Dead” Ritual). Once the zombie transformation is complete, the
character will be lost forever (see “The Silver Thread” in Section 12.21).
While zombies are often slow, clumsy, and mindless, they are nonetheless very
dangerous—primarily because each zombie’s body is overflowing with a
concentrated form of the zombie virus. As a result, even the smallest bite or
scratch from a zombie can infect a victim and cause him to die in a matter of
hours (see “Disease”—Section 9.10). And anyone who dies from such an infection
will rise again as a zombie in less than 24 hours (i.e., the transformation
will have begun at the time of infection, not the time of death). Moreover,
while there are various treatments for disease in The Savage
Soul™, the mysterious zombie virus is resistant to almost all of
them. The rare exceptions are the “Cure Disease” ritual, the “Cure-All”
chemical, and the “Cure Disease Tonic.” Thus, a character unfortunate enough
to become infected with the zombie virus must either find one of these rare
cures or abandon all hope.
While zombies spend much of their time standing still or shambling mindlessly
about, zombies are extremely aggressive and will attack almost anything other
than stationary inanimate objects or other zombies. At the same time, while
zombies are generally blind, they have an incredibly keen sense of smell
(“Enhanced Smell & Taste” at Level 2) and can easily distinguish zombies
from non-zombies within the range of their Olfactory Targeting. This is even
true when non-zombies attempt to mask their scent. For example: To a
zombie, a human covered in zombie guts will smell like a human covered in
zombie guts . . . not another zombie. Zombies can also hear and, because
they are naturally aggressive toward anything that is not a zombie, they will
alert to sounds unless they can identify the source (using smell) as a zombie.
Thus, entering a zombie-infested area is generally dangerous for anyone and
anything.
Finally, not all zombies are created equal. While most zombies (commonly known
as “zombie shamblers”) are slow and clumsy, other zombies (commonly known as
“zombie ragers”) possess surprising speed and coordination. There are even
tales of “intelligent” zombies and zombies that possess superhuman strength
and resilience.