Four Apocalypses

Posted September 29th, 2009 by admin

A year ago, the world ended. We didn’t end with it. Most of the people died, but some remain in scattered colonies. When it first happened, we saw it the way we’d heard in stories. Right in the middle of the war, we were afraid of Germany, but it happened that Germany was the least of our concerns. Four things… I don’t even have words to describe them, rode through the city.

Some people died. Others got sick, or started killing one another. Some of the survivors marched on other cities to take their resources. Very few of us kept our senses about us. We moved into the catacombs under the local cathedral. Sometimes we send up groups to find food, to smuggle some down. The groups never come back with no casualties. Every time, there are horror stories about monsters, people with barely any flesh, with gasmasks fused to their bodies. Other stories tell of German tanks that have shed their treads, growing the legs of spiders.

It’s become hell on earth in less than a year’s time. But we have hope. The last time a crew went up, they were saved by four figures on motorized bicycles. They carried guns that spewed fire, and one had a halo. It seems as if we’re not alone in this war.”

This chapter addresses the four Apocalypses, and gives advice on how to build your own Apocalypse. Examples are given for each of the four events listed, along with a theoretical or abstract breakdown of what each element of the Apocalypse could mean.

No matter the time period, something came to earth. More appropriately, four things came to earth. Depending on the story you wish to tell, they might be the legendary Horsemen of Saint John’s Apocalypse in a very literal sense. Otherwise, they are metaphorical. In some stories, the “things” are actually massive events that herald the end of days. Either way, these things herald four swift and remarkable changes in the world.

Conquest

The first occurrence is Conquest. A major power in the world conquers another, shifting political power. In the Dark Ages, this is the founding of the first nation-states. In The Great War, this could be construed as the fall of Germany, Russia, the Ottoman Empire or the Austro-Hungarian Empire. In 2010, there are a number of political hotbeds that can be used as a starting point. In 2254, it’s the initial conquest of Earth by the Invaders from other worlds.

Conquest isn’t always literal in a political sense, but relates to the domination of a people. For a strong Apocalypse, you need the oppression and subversion of a population. Typically this is a catalyst for other things to come.

War

Not to be confused with Conquest, War is an overt conflict. Often they’re related, and for clear reasons. Many times, a Conquest inspires a War to occur. Sometimes, the War is what brings Conquest. In the Dark Ages, the Hundred Years War is the event relevant in this sense. In The Great War, the European conflict is the War in question. In the modern era, the “war on terror” could be a valid War, or you could fabricate one in the very near future. In 2254, the War is the struggle of humanity against the Invaders to free themselves from enslavement after the earth was conquered.

War is a terrible thing. It’s something that always has occurred. It’s something that always will. Most importantly, it divides loyalties and breeds dissent. Often, people could do far better for themselves if they’d stick together. That lack of unity is ultimately what heralds the end of the species.

Pestilence/Famine

The third element is a plague that devastates the population, but isn’t brought on by conscious effort. In the Dark Ages, this is the Black Plague. In The Great War, it’s the famine and hunger brought on inadvertently by the fighting. In the modern day, this could be the hunger in Africa, a newly mutated virus, or a number of other problems. In 2254, it’s a disease brought by the alien Invaders, one human bodies were not ready to face.

Whereas Conquest and War are brought by humanity and inflicted upon itself, Pestilence and Famine are circumstances of nature or chance. While humans hold a lot of power in their hands, ultimately they don’t hold all the power. Pestilence becomes the great equalizer in this sense. Remember, no culture is perfect. No matter how far mankind advances, nature will always play a part in its survival or death.

Death

Death is different than the other three events. Death is not a harbinger. It’s a herald. When death comes, the Apocalypse isn’t coming, it’s here. Death is the Terminus Est, Death is the time when all bets are off. Death is where the game world breaks off from real world history. In the Dark Ages, angels of light and darkness come forth to wage war over the battlefield of earth, killing all under their massive wills. In The Great War, machines of war come to life, turning on their masters and walking over entire cultures. In the modern day, all nuclear stockpiles in the world detonate with no apparent cause, eliminating a large portion of the population within minutes. In 2254, humans spontaneously disintegrate, hatching a third, new species of odd creatures from their corpses.

Death is the clincher. Death should be massive, while still allowing for enough survivors to tell a compelling story. It should be enough to discourage a majority of those survivors, and spark a stronger sense of hope amongst the rest.

Life After Death

Perhaps more important is what followed. Once the four events transpired, new things appeared. Monsters of all shapes and sizes came forth to bring disaster to the people of earth. The monsters typically fit at least some overarching theme in a given setting, but are as varied as the people of the world they scourge are. Since these monsters appeared directly after the events corresponding to the Horsemen of the Apocalypse, they’re collectively called Nightmares.

Nightmares carry some of the powers of the Horsemen, but in far smaller amounts. They seem dedicated to ending the human race, and bring that about in a myriad of ways.

The Opposition

After the Nightmares, humanity found its answer. A select few of the population manifested odd anomalies, looking strikingly similar to the devastating powers of the Nightmares. The selection seemed random enough, but typically those selected had a reason if you looked hard enough. Victims of the Nightmares and the Horsemen were the most obvious, but these Chevaliers occurred worldwide.

While the Chevaliers manifested their powers with an inherent knowledge that their duty was to stave off the forces of the Apocalypse, many found their new abilities tempting, giving them power over their human cultures. No small number of Chevaliers used their powers to leverage themselves into positions of authority. Some who walked the line too closely ultimately fell, becoming Nightmares themselves. For that reason, most Chevaliers run in troupes, where they can watch over one another, looking for the signs of temptation.

A Year of Change

For your setting, you have a year to work with. This is the most dynamic year in human history, so make it good. What cultures fell? What cultures stood up to the challenge? How did the world’s religions reconcile the events? How many people survived that fateful year? Consider as many of these things as possible.

Make large, sweeping changes. Experiment! Remember, the beauty of this type of speculative fiction is, we’ve never actually experienced an Apocalypse, so whatever you say goes. Decide what kinds of stories you want to tell for your players, and make changes to suit. Here are some recommendations, in the form of short story seeds to jump off from:

Brutal Wargame

If you want gritty, swords against bones war, this style of game is for you. Much of the world died in the holocaust of nations, but enough survive to have distinct factions. Those that survived were the best warriors. When the Nightmares came into existence, one specific dark angel manipulated the largest human nation onto his side. He rules over them as his army, lesser Nightmares are his generals.

The opposing Chevaliers all come from knightly orders or groups of elite soldiers. They command small legions of warriors to fight the darkness alongside them. All remaining nations are told to choose a side. As the war progresses, these neutral parties must be swayed into the fold, or brought down with the enemy.

Hero’s Journey

She loves him. He’s on the other side of the ocean. She was on a tour with the military when the Apocalypse started, and she never had the chance to get back. Now, with communications down, she doesn’t know if he’s still alive. The oceans are alive with monsters, air travel is impossible with Nightmare dragons patrolling the skies. She must know if he made it though. She’ll fight to the end of the world to cross that ocean, and she’ll take down anything standing in her way. At that, she finds herself with a sword of pure light.

Epic Apocalypse Opera

Earth is a battlefield. She’s torn from the Invaders, and it’s no longer a viable place to commit to a war. A band of humans realized quickly that they could adapt the alien technologies lost on the battlefield to their own ends. Grafting the machines with their bodies, they manifested powers the aliens even feared. The band found a single abandoned ship, and made way for the alien homeworld. They would likely die, but if they didn’t, humanity would stand a chance once again.

Morality Play

The Los Lobos were a band of good-for-nothing scoundrels. They were all in prison on extended sentences. Each did something terrible in prison. One killed another inmate. One planned the beating of a warden. One was running a drug smuggling ring from the pen. When the Apocalypse came, they found they were blessed, given a second chance to do good for their race.

After leaving prison, they realized that their Seals were a very easy way to power, cash and fame. They did good, but only when paid by the highest bidder. It wasn’t long before they’d consider taking contracts from less savory sources.

One Response to “Four Apocalypses”

  1. Alea_Iacta_Est

    <3. Groupthink and setting generation are the best parts of pregameplay.

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