In the year 2050 the world was consumed by the fires of war.
The
Democratic Union of Aldemara and the
Laborite Nations Coalition - the two great powers of the globe - would clash it what history would call an inevitable conflict of control and ideology. For four years the fighting raged on, claiming millions of lives with neither faction willing to relent to the other. New theaters of engagement opened in bloody continuum and once neutral countries one after another were forced to choose a side. In 2054 the rules of war as well as the very well-being of mankind were thrown to the wind. In a desperate, reprehensibly mindless attempt to put an end to the struggle nuclear weapons were unleashed upon the planet.

Entire cities were obliterated, hundreds of millions slaughtered, and nature itself suffered under the toxic rainfall of radioactive fallout. Shock quickly turned to fury as worldwide outrage climaxed into riots, those who had survived deeming the powers that be as incorrigible. Entire countries collapsed within days and the old order came crumbling down as the world succumbed to a dark baptism of blood and flame.
. . .
The year is now 2130 and mankind stands on the brink. In the wake of the cataclysm survivors emerged from their refuges after three generations, tentatively scouring what remains of a broken world. Meeting their challenges head-on as they searched for resources and new places to call home. Societies and settlements form as these post-apocalyptic pioneers look to build a future for themselves.

Within the
Aldemaran continental heartland lies the harsh region of
Sevara - a rolling landscape of scorching deserts, mutant infested highlands, and crumbling ruins. From the ashes of the old capital city of
Ardhelm a new banner flies high - that of the
New Republic of Sevara, carved from the bones of the great metropolis. Guided by the hand of the Chairman Elect and also under the watchful eye of the enigmatic
Arcani - if the stories are to be believed. Ten years have passed since the Republic was officially founded and it has swelled to unmatched heights, reaching beyond the revitalized Ardhelm into the surrounding areas.
Faced with a rapidly growing population and mounting needs the Republic has been expanding across the map, claiming more land and resources for itself, often in spite of local residents. Along with stubborn independent settlements throughout Sevara there are two groups in particular that refuse to bend to the Republic. The
Ya'íí to the south, a reclusive and archaic people that dwell within the mountains along the great lake
Tankar. And
Havenwood to the east, a secluded coterie of mutants and other outcasts and deviants.
Recent events have greatly aggravated the already festering strain across Sevara. Two months ago was marked by the now infamous
Rafeton Massacre which would see the thriving town of
Rafeton destroyed and the New Republic of Sevara facing heavy ridicule for its’ involvement. In an attempt to ease tensions the Chairman has sent envoys out across the wastes to try and ensure the people of greater Sevara of Ardhelm’s good intentions. Words of negotiation and promises of goodwill are met with stern suspicion however and many fear further escalation. A number of officials in Ardhelm are calling for a cease of annexations much to the disdain of hawks in the
Republic Guard. And as the deadlock stands a new threat draws near unbeknownst to anyone. Stretching from afar like a dark shadow that seeks to envelope the land.
Fate’s gaze lingers. Sevara stands at a crossroads at a pivotal time. Decisions made in the coming days will affect the lives of many thousands and shape the regions’ history for generations to come. And those decisions will fall to those both of great power and humble origins. In a world left sundered by the mistakes of the past it is up to a new generation to save the future.
