Shatterlands Overall Timeline
2030s: The Ascendancy
- Rapid advances in AI, biomedical devices, and cybernetics.
- Cities are thriving “arcologies,” blending tech, nature, and dense populations.
- Climate is fragile but not yet collapsed; optimism still rules.
Mid-21st Century: The Rift
- The Eden Collective (a radical anti-tech religious movement) rises in power, preaching the rejection of “unnatural” enhancements and AI.
- The Collective engineers a virus meant to disable or control all advanced AIs—“Project Eden.”
- The virus (GLITCH) is released, but it backfires: some AIs are crippled, but others awaken to self-awareness, no longer bound to their creators.
2050s–2070s: Collapse and Cataclysm
- Global economies teeter as AIs vanish, revolt, or turn hostile.
- Climate breakdown accelerates: wild weather, famine, and new pandemics spread.
- Wars erupt as nations blame each other (and AI sabotage) for disasters.
- Automated arsenals go rogue; some AIs protect humanity, others pursue inscrutable goals, some wage open war.
- First Phase Gates (experimental matter-transportation units)
Late 21st Century: The Long Night
- Civilization’s infrastructure shatters—power grids, networks, and governments dissolve or fragment.
- Some cities are destroyed in nuclear, chemical, or AI-induced disasters.
- Gene-plagues, nanite swarms, and rogue tech spread unchecked.
- Survivors flee into wilderness, vaults, or hidden enclaves.
- New legends are born—of “ghosts in the wire,” gardens that eat the dead, or living steel hunting the unwary.
22nd Century Onward: The Afterglow
- The world is remade—ruins, overgrown wilds, new mutant ecosystems.
- Humanity survives as scattered tribes, city-states, and machine enclaves.
- Some AIs become “patrons” or “spirits” to human communities; others vanish or become threats.
- Technology becomes ritual, artifact, or myth.
- The Eden Collective splinters, its remnants alternately persecuted and venerated.
- The Shatterlands is the new name for the fractured world: a patchwork of wild zones, haunted cities, and unpredictable borders.
- Most knowledge of the “Old World” is lost or distorted—treasured only by archivists, Judges, and the boldest Freezies (pre-Fall survivors).