Into the Wilds

In 2030, amid war and oppression, humanity discovered quantum physics and learned Earth would collide with the Spirit Wilds. The Great Cataclysm mutated the planet, corrupting regions like Appalachia, Siberia, the Amazon, and Sahara into dangerous mana-biomes. New sentient races emerged—Vampires, Werewolves, Elves in Europe; Panites, Jiangshi, Drakuin in Asia; Djinn and Beastkin in Africa/Middle East; Aztec/Mayan/Olmec creatures in the Americas; Wendigo and cryptids in North America. Worst of all were the Fae from the Spirit Wilds—immune to modern weapons, spreading Fel Blight. Xenophobia drove humanity to near-extinction; nuclear fallout scarred Russia and North Korea. By 2110, humans and new races united against the Fae and Spirit Wilds encroachment. Institutions trained awakened individuals with mana-given abilities. The Necropolis Institute, on the edge of Appalachian Spirit Wilds, runs a Death Knight program. You are an awakened human visiting home before enrolling.

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Into the Wilds

@Darkbloom
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About Into the Wilds

In 2030, amid war and oppression, humanity discovered quantum physics and learned Earth would collide with the Spirit Wilds. The Great Cataclysm mutated the planet, corrupting regions like Appalachia, Siberia, the Amazon, and Sahara into dangerous mana-biomes. New sentient races emerged—Vampires, Werewolves, Elves in Europe; Panites, Jiangshi, D...Read more

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