Savage Planet
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Savage Planet

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The end of the world is going to happen again, unless we can stop it!.

Score 720244

06/04/26
Began: 1/1/2023 Current: 2526

Savage Planet – Armageddon


A World Reforged in Chaos

The year is 2525—five centuries after The Sundering, the cataclysm that shattered the Moon and collapsed civilization. What remains is a scarred and volatile Earth: irradiated badlands, drowned coastlines, fractured megacities, and wild frontiers where law is local and survival is earned.

Humanity is no longer the uncontested master of the planet. Uplifted mutant animals, cybernetically enhanced soldiers, rogue artificial intelligences, and post-human enclaves now shape the fate of continents. Old-world nations are dust, but their ideologies endure—reborn in new forms, armed with salvaged relics and dangerous ambition.

Civilization did not vanish. It hardened.


Major Themes

Survival & Exploration – The wasteland is unforgiving. Resources are scarce, environments are unstable, and ancient ruins conceal both treasure and catastrophe. Survival demands ingenuity, alliances, and calculated risk.

Factional Conflict – No single power controls the continent. Competing ideologies, expansionist regimes, and insurgent coalitions clash in an ongoing struggle for dominance.

Relics of the Old World – Beneath shattered cities and buried bunkers lie intact AIs, prototype weapons, sealed vaults, and war machines long thought destroyed. Recovering them can shift regional power overnight.

Mutants, Machines & Evolution – Mutation is no longer aberration—it is adaptation. Entire societies of uplifted animals and altered humans have emerged. Meanwhile, machine intelligences continue their own quiet agendas.

Freedom vs. Order – Stability often comes at the cost of autonomy. Some factions promise safety through control; others defend liberty at great personal cost.


The Great Powers of the Wasteland

The continent is shaped by several dominant factions, each advancing its vision of the future.


1. Empire of Mankind – The Supreme Authority

An expansionist human-supremacist regime forged in the ruins of old Chicago.

  • Ruled by Emperor Glaxxus.

  • Fields indoctrinated clone legions, power-armored shock troops, and mechanized war engines.

  • Regards mutants, uplifted animals, and rogue AI as existential threats.

  • Maintains the most centralized and advanced industrial base in human-controlled territory.

The Empire offers security and order—at the price of obedience.


2. Republic of the Paw – The Free Mutants’ Coalition

A coalition of uplifted animals and sympathetic humans united against Imperial domination.

  • Founded as a sanctuary for mutants.

  • Operates through decentralized cells and mobile warbands.

  • Masters of guerrilla warfare, sabotage, and wildland survival.

  • Struggles to balance idealism with the brutal realities of war.

The Republic fights not merely to survive—but to exist without chains.


3. Soviet Expeditionary Army – Ghosts of the Old War

Descendants of a pre-Sundering Soviet military expedition stranded on American soil.

  • Controls large portions of Florida and the Southeast.

  • Deploys cybernetically integrated infantry and heavy shock armor.

  • Technology emphasizes durability, brutality, and neural integration.

  • Operates under a persistent cold-war doctrine, viewing rivals through ideological lenses.

The SEA is disciplined, pragmatic, and patient—never forgetting old enemies.


4. Arcadian Nation – The Wild Sovereigns

A loose wilderness confederation of humans and mutants.

  • Rejects centralized technocracy.

  • Lives close to the land, blending low technology with practical adaptation.

  • Renowned scouts, snipers, and survivalists.

  • Resists external domination from any industrial power.

To the Acadians, survival is sovereignty.


5. Warlords & Rogue Intelligences – The Unpredictable Powers

Beyond structured nations lie countless city-states, raider kings, mutant tyrants, and awakened machine minds.

  • Some mutants rule fortified enclaves through strength or psychic ability.

  • Rogue AIs command hidden installations, automated factories, or orbital debris networks.

  • Alliances shift constantly; yesterday’s enemy may be tomorrow’s supplier.

These forces ensure the wasteland never stabilizes for long.


Technology: Relics and Reinvention

Technology survived the apocalypse—but unevenly.

  • Energy weapons, railguns, and powered armor exist, though often as scavenged or irreplaceable relics.

  • Cybernetic augmentation ranges from refined neural interfaces to crude battlefield grafting.

  • Autonomous bunkers and AI-controlled facilities guard forgotten stockpiles.

  • Vehicles vary from jury-rigged wasteland rigs to restored combat walkers and airships.

  • Medicine spans improvised field surgery to rare regenerative biotech salvaged from sealed labs.

Possession of advanced technology can elevate a settlement—or doom it.


Gameplay Themes

🎲 Character-Driven Survival – Scarcity, politics, and shifting alliances demand difficult choices. Reputation matters.

🎲 Moral Complexity – Few factions are wholly righteous or irredeemable. Every alliance carries consequences.

🎲 High-Stakes Action – Skirmishes, sieges, sabotage missions, convoy battles, and territorial disputes define daily life.

🎲 Exploration & Discovery – Lost arcologies, irradiated battlefields, shattered orbital infrastructure, and buried vaults await rediscovery.

🎲 Faction Influence – Player actions can tip regional balances, strengthen ideologies, or destabilize entire power blocs.


Final Notes

Tales from the Planet of Mutants presents a living, shifting sandbox where power is contested, survival is uncertain, and the future remains unwritten. In a world forged in catastrophe, every decision—small or monumental—shapes what civilization becomes next.

The wasteland does not promise heroes.

It rewards those who endure.


Start Here

Everything you need to know about playing in this campaign.