Dead... and Back is a survival horror Role Playing Game. The Anarchy Zones is its official setting - aliens, reanimates, and the ruins of 2055 America.

Thursday, November 28, 2013

10 Things about the Anarchy Zone

  1. Pure Lands
    • Nature has been quick to recover from the absence of humanity. Rivers already look cleaner without discharges, the air lacks haze, and the nights are quiet but full of stars that were normally outshone by electric lights. Many houses are already infiltrated by vines or small plants, weeds and bushes are turning suburbs into tangled jungle already. Animal territories are expanding across the highways.
  2. Corrupt Lands
    • While no one has found a reactor that exploded like Chernobyl yet, many other industrial plants have suffered mechanical failures,  leaking pesticides, industrial solutions, and tailings into the environment.
  3. Hamlets and Villages
    •  In many places, groups of twenty to a hundred people have settled - often starting as one or two families and inviting in a few others. In some places, small communities have reclaimed all or part of suburbs and continue to live in subdivisions of pre-Event towns. The limits of subsistence agriculture limit most of those not used to the work to smaller settlements. Going beyond this stage or finding a patron to assist are major goals of many outside the known city-states.
  4. Unexpected Loot vs Needed Items
    • What  people remembered to take with them, and what they did not can often lead to interesting finds. Hundreds of cameras, watches, tons of silverware and jewelery are all out for the taking, but flashlights and pocket knives are amazingly rare.
  5. 10,000 Guns, Zero Bullets
    • More problematic than what has been lost is what is still being used. While many places have taken to hand-loading when they have the materials, the average person can't make nitrocellulose or mine lead. 
  6. Pockets of Tech
    • How the EMP bounced through the ionosphere was somewhat random, as was the status of many items - whether they were off, on, in a car, or out on a table, plugged in or on battery - all factored into its survival. While most of the subsystems that ran modern society did shut down, or at least popped their breakers temporarily, large areas with working technology still exist.
  7. 1880's All Over Again
    • Communication and delivery are a booming business in the zone. So too is setting up canals or clearing routes between villages. Judges and lawyers ride circuits from town to town, town hall meetings are as much about being social as simple votes. Gas-lamps and kerosene have returned in force. Nothing so fanciful as steampunk, but in many ways it is like the industrial revolution.
  8. Press Gangs and Patrols
    • One of the larger threats in the zone is City-State forces. They are always looking for experienced guides, couriers, or soldiers. Good mechanics and knowledgeable farmers are also in high demand. At best they accept volunteers temporarily. But all too often they will take people away by force as necessary to serve.
  9. Predator Explosion
    • With the end of human extermination campaigns both planned and incidental, the population of vermin and seasonally hunted animals exploded. It takes a few years for the population of predators to catch up, and it often overshoots the mark. Although few are man-eaters or desperate yet, the chance of encountering wolves, bears, coyotes, lions and other creatures is quite high.
  10. New Creatures
    • The most Northern dwelling primate is of course, Human beings, but the second is the Japanese Snow Macaque monkey. You might not find alligators in Chicago, nor polar bears in the deep South, but creatures from another continent can be found here and there, in some exotic places there are even breeding populations. Although rumors abound, the Citizens haven't begun cloning any of their larger fauna, so for the time being, it is only terrestrial creatures of note.

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