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The Archives => Campaign Elements and Design (Archived) => Topic started by: Superfluous Crow on November 02, 2008, 03:58:42 PM

Title: Doomsday clock
Post by: Superfluous Crow on November 02, 2008, 03:58:42 PM
The Cataclysm
Exactly what happened is still unknown. It isn't known whether the Cataclysm was a creation of man, a divine punishment, or something else altogether. It began in 1313 when a mysterious flash of light, a sound of thunder, and a smell of sulfur swept across the Known World. Recovering from their temporarily dazzled eyes, humankind was met with a view of dark and ominous clouds gathering and amassing. Soon, the sky was darkened by black clouds, casting the world into a perpetual twilight: this first Omen was to become known as the the Gloom. With little light, plant life started to wither and with plant life waning, all other life soon followed. Fighting for resources, animals soon began encroaching on human territories, and even formerly docile creatures became desperate omnivores. This second Omen came to be called the Withering. Humans gathered in the great cities, fleeing the outskirts where there was little food and little purpose, and where predators and brigands roamed the countryside. The horrible living conditions of thousands of immigrants was further reinforced by the third Omen, the Malady, a horrible and contagious disease of the mind and body that killed, maimed and turned men into monsters. The fourth Omen, the Wrath, happened when the earth and nature itself rose up in a final attempt to wipe humanity away. Giant waves washed away entire pieces of coast. Earthquakes made buildings crumble. Storms haunted the sea and the land. Many people believed that the end of times was near. But then the horrors started to wane, sunlight penetrated the clouds for the first time in decades, and the Wrath slowly started wearing off. With sunlight back, the Withering was reversed, and the monstrously insane created by the Malady were driven away from civilization.

This is my newest draft of the doomsday scenario that is an integral part of my campaign. Now, i was originally going to hold this back for a while, while i did some more writing, but i realized i needed help with the timeline. How long could humanity have survived an onslaught such as this? Some plant-life, especially mushrooms, would have been able to survive the twilight conditions, and i was thinking that eating insects, entomophagy, might become more common as well since many of them would be able to survive. And some of the cities would have been somewhat out of reach of the earthquakes and waves. (Magical foodstuffs is not an option)
So how long would you give humanity? (Of course, millions would die no matter what) I know i said decades in the text, but that is mainly just a placeholder.
Title: Doomsday clock
Post by: Llum on November 02, 2008, 04:26:11 PM
First off without light most plants would die out in months at most. Without stored food supplies stuff will get tight really fast. In the middle ages, most keeps would have around 6 months worth of grain in storage.

Well, as far as I know mushrooms and insects, along with maybe cannibalism for the desperate won't last very long. The sheer amount of insects needed to be eaten won't support any kind of urbanized population. Mushrooms are better are extremely low in calories, 4oz of mushrooms only has 13 calories, and the human body needs minimum 1200 a day for healthy living, which is 369oz of mushrooms a day and that's ignoring probable poisoning from consuming that many mushrooms.

While obviously other things can be supplemented (cannibalism would be a major one) with there being very little other plant life aside from other people there's not a whole lot to eat.

For meat, farm animals would be killed fairly soon, as they eat a large amount of grain. Chickens would be the last to be eaten since eggs would help supplement protein as well.

Now another thing is the technological level of the society. The better the agriculture the bigger stockpiles will be. Also if someone has a way of generating UV light (daylight spell, electricity) they could still manage to grow crops, potentially lasting indefinitely.

Finally it depends on what time of year this starts, worst time would be spring, as winter stores are gone and a new cycle of crops hasn't grown yet. Best would be end of fall, after the harvest, this would mean maximum available edibles.

Alright, just for the record this pure speculation on my part, if in a somewhat reasoned way. If it hits in spring, I give humanity 2 years tops. If it hit at the end of a harvest, 3-5 years before everything is beyond redemption. This is excluding potential areas with robust safeguards in place (unusually large food stockpile) or not losing the ability to grow crops (being able to generate light ala daylight spell or with electricity).

Now those are semi-conservative, and I'm not counting how much of an impact monsters would have on this, I can't properly extrapolate. Also ironically the plague actually helps out people (those that don't get sick) in this situation as it drastically cuts down the amount of mouths to feed. So being a slacker I proposed that the effects of monsters and the plague cancel each other out. If you think it would swing in ether way (monsters more of a problem, or plague killing so many food problem isn't nearly as bad) adjust accordingly.
Title: Doomsday clock
Post by: Superfluous Crow on November 02, 2008, 05:02:31 PM
Hmm, to make the horror last longer i was thinking that while the clouds blocked out most of the light, some would get through (therefore the twilight rather than darkness). But thank you very much : )
Title: Doomsday clock
Post by: Nomadic on November 02, 2008, 05:06:16 PM
I'm with Llum on this one. What technological period is this taking place in? What is the magic like? What are the food stores like? What size city population are we looking at? All these questions can help narrow down greatly what the survivability is.

If you are talking about the survival of humanity as a civilization of some form then yes I am again with Llum, 2-4 years and civilization would finally collapse into the dust. Individuals though could survive for years (possibly even decades longer) depending on their access to special tools such as magic or personal stores of food and water (water is important here since this kind of mass die off is bound to cause contamination; especially if the malady is waterborne).
Title: Doomsday clock
Post by: Superfluous Crow on November 03, 2008, 03:23:01 PM
I'm pretty sure I'm not going to make the Malady waterborne.  The tech-level is somewhere around renaissance. Although nagic exists, it is not magic that would be of any real use here. City populations might be around a million for the largest cities, although this number would of course change over the course of the cataclysm.
And a small amount of sustained plant-life wouldn't be able to make the horrors last for a while longer?
Title: Doomsday clock
Post by: Nomadic on November 03, 2008, 03:35:05 PM
Well a small amount of sustained plant life wouldn't be nearly enough food. Indeed it would probably cause massive wars and riots as people scramble to claim it. Though that might be something you want. Looking at the information given I would say that with the period of time it is at and the high concentrations of population, the cities would collapse as safe places to be within a matter of weeks. Waterborne contamination and lack of food in such a densely populated place would create a mass exodus as people rushed to find uncontaminated water and food. Pasteurization might solve the water issue (though in the real world that didn't become possible till the very end of the Renaissance). If that is a known practice and it can successfully cure the water of the malady, then I would push the ability of the cities to sustain back up to a couple years. Having that small amount of plant life isn't enough to change that by much but it does add some interesting results (like war and roving marauders). If the cultures here stockpile more than normal cultures. Say they have kept back an eighth of every harvest for the past forty years (effectively 5 years worth of grain). Then they could last for a fair while longer. Though this would only work with foods and grains that don't spoil.
Title: Doomsday clock
Post by: Superfluous Crow on November 03, 2008, 04:03:13 PM
Maybe i should just make it last 4 years then? Then there would be a pattern with the number 4, and civilization would be on the brink of collapse but not quite. Then i can always follow up with some wars if needed. Thanks : )
Title: Doomsday clock
Post by: Nomadic on November 03, 2008, 04:33:03 PM
Sounds good, best of luck on your project :)
Title: Doomsday clock
Post by: Superfluous Crow on November 03, 2008, 04:34:37 PM
Thank you :)
Title: Doomsday clock
Post by: Kaptn'Lath on November 07, 2008, 01:43:39 PM
i couldnt help but jump in even tho a bit late. I love destroying civilizations even more than creating them. And i just saw a Discovery Channel HD 2 hour presentation on what would realisticaly happen if the earth got hit by a meteor. I would look at your basic frame work and then aply it as a simple templet to three test scenarios. The Calamaties effect on  a farmer and his family in a farming village, the effects of the calamaty on a noble in a big city, and the effects of the calamaty on some one away from civilization, a hunter in the woods, a pirate/merchant on a boat on sea, or a group of adventurers in a dungeon, something "different" than the first couple.

1.The Gloom starts, within 3-4 days normal plants (average) become withered (dead) by 5th day no more "fresh plants" to eat, 7-12 days A.G (after gloom) funguses of all types sprouting from the ground and over take withered remains (minus trees, now dead but standing, for now) the world starts to look like an alien landscape. I would also say the staving animals (naturally responding) would start moving around at high speed by the 7th day looking for plant food. some become experamenting with omnivorism between 10-15 days? (total guess estimate) So withing a Week of the Gloom starting you should be in the Wither with the landscape looking like an alien spore/fungus/white sprouts covering the ground. About two weeks after the start of the Gloom or one week into the Withering you should have the animals comming, desperate herbavors (dieing out), disturbing new Omnivores, and hungery preditors (less plant eating prey).

Most SMALL local stores of grain would last 2weeks to a month. Yea large castles/cities could have up to 6 months. So at 2 weeks to a month after Gloom Dawn small towns supply holds would be running out, they are on the front edge of the encroaching animals. The landscape has changed to an alien world. I imagin small unwalled settlments would flee the villages at this point to their point of secuity (local larger town/fort/castle) "to their lord" for protection. This would over flow the main center. Some will take the refugees some would not. <- Possible interesting history point. This influx would drain the "6 month supply" faster. I would say within 2 months of Gloom Dawn, one month after the refugees came to the centers looking for protection. During the month People are starting to riot, fight, starve. withing a month of taking the refugees Cities are boiling cauldrons waiting to bubble over, or implode. The Malady triggers the Exoduses. With no people and a POX spreading among the people in close contact, people look to get away for sick people and look for something better. As people leave the cities, they enter the waiting hungery maw of the crazed animals. (How it plays out i think the crazed animals would come into play after the Malady). Some surviure bands, clean of the Malady (through luck or purging) make it to the old small forts and settlements, after about two weeks of traveling. It is here that humanity does its best to ride out the Wrath. In small settlments, sometimes nomadic small bands of surviors hunt scars animals, eat mushrooms, and drink fresh and tainted water. People are malnurished, loosing weight, and gaunt looking. Gout, Scurvy, and other dieseases start to take their toll. In this state, with earthquakes, storms and all manner of hell, i cant see humanity making it through a full year cycle of that, without comming out as tribes, completely restarting civilivation to the tribal level.

So i think the timeline should be something like this.
1. Gloom Dawn
2. 1 week AG Normal Plant life dead, no more "fresh vegitables"
3. 2 weeks AG Fungus rules the Landscape, animal desperation starts. People start to leave small frontier settlements looking for protection/safety at larger centers. start to encounter hostile animals more and more.
4. 1 month AG. Cities over flowing with refugees. Animals lurk outside the city walls, vorasiously killing late travelers and scouting parties.
5. 2 Months AG Malady starts. Mass Exodus into the thick of the hungery and twisted animals. Nature itself seems to try to push Humanity back into its festering cities.
6. 3 Months AG Cities are dead filled with dieseased corpses. Animals wont enter cities. Some Armed survirores have survied the trek back to small settlments and forts. Survivores live off of hunted beasts, fungus, canablism, and not fruit, vegitables, and any remains of Grain are also gone. The Wrath begins.
7. 3-6 months AG Some Humans holed up in forts, small walled towns, try to withstand the onslaugh of the Wrath and Crazed twisted Predatores. Others traveling, living as nomades collecting supplies as the travel from ruins to ruins, try to outrun the Wrath. With no normal plant life, dwindling animal life, and natural desasters detering settlement, i cant see humanity surviving anymore than a 6 month total cycle. I hope any of this is useful to you.
Title: Doomsday clock
Post by: Superfluous Crow on November 08, 2008, 09:31:05 AM
Hmm... I'm in a dilemma as to whether to make this world purely post-apocalyptical or make it more of a "new dawn" setting as originally conceived. I really like some of the visuals you present: mushroom-overgrown trees and the like. The Cataclysm was originally meant to be something like a turning point that represented the border between the old times and the new age. Can you come up with any ways to prolong the period a bit? and would the plants ever recover an onslaught like this?
Title: Doomsday clock
Post by: Llum on November 08, 2008, 09:36:16 AM
Quote from: Crippled CrowWould the plants ever recover an onslaught like this?

The way he describes it, is mostly as an extinction event. Think what happened to the dinosaurs, there's really no recovering from something like that, at least that's how it seemed to me.

 
Title: Doomsday clock
Post by: Nomadic on November 08, 2008, 03:25:24 PM
Quote from: Llum
Quote from: Crippled CrowWould the plants ever recover an onslaught like this?

The way he describes it, is mostly as an extinction event. Think what happened to the dinosaurs, there's really no recovering from something like that, at least that's how it seemed to me.

 

If there is not and that event happened as claimed, then explain how we are here today :P
Title: Doomsday clock
Post by: Llum on November 08, 2008, 08:28:44 PM
I'm talking about the dinosaurs, who aren't here today :P

Also, there have been several reported extinction events, we don't always know what they are, but that they did happen and wipe out extremely large % of life on earth. Sometimes entire species, as in the dinosaurs.
Title: Doomsday clock
Post by: Nomadic on November 08, 2008, 09:49:04 PM
I was being a smart alek. :P

Anyhow I think that yes plants would recover from something like this. Provided like CC was talking about, there was enough light for some to survive. You just would have a mass die out of alot of them.
Title: Doomsday clock
Post by: Llum on November 08, 2008, 10:08:37 PM
Also possible is seed storage, I known in the real world we have at least one group that's preserving some of all known seeds.

In a medieval time perhaps a crazy wizard is trying to amass the seeds of all plants, inadvertently saving a lot of plant species. Now the main problem would be getting the seeds from him, ether in a trade promising seeds from other generations of the plant to replace them, or in a much more adventurous way prying them from his cold dead hands :p
Title: Doomsday clock
Post by: Superfluous Crow on November 10, 2008, 03:13:48 PM
Albeit that is an awesome idea (honestly, somebody should really use that) I'm not sure that was what i was plaaning for the setting :D
And yeah, we have that doomsday vault on Svalbard (or is it Iceland?).
Hmm, but Cataclysms aside, i probably shouldn't turn my setting into a post-apocalyptic one although i do love those. But there are just so many already...
So I'll probably go with the "new dawn" approach. Or what?
Title: Doomsday clock
Post by: Llum on November 10, 2008, 03:34:51 PM
New Dawn sounds like a great idea. So civilizations are just recovering form the Cataclysm.

Are there still monsters left over from the Malady? How much has geography changed from the Wrath? How long has it been since the Cataclysms?
Title: Doomsday clock
Post by: Superfluous Crow on November 10, 2008, 04:56:07 PM
Hmm, yes, i was planning on the crazed humans of the Malady still being around in the wilderness, and the Malady might have caused some other monstrous creatures (or maybe they were there to begin with). Now you're saying it, Wrath could make up for some rather interesting geography... And how long do you think it should take? How long would it take for some kind of civilization to reestablish itself? Not completely, but somewhat? I'm really no good with time...
Title: Doomsday clock
Post by: Llum on November 10, 2008, 05:36:37 PM
Depends on how bad it was in the end, in the situation I outlined in my first post, I figure maybe a generation and you would have city-states, maybe small communities or baronies, no large sovereign nations yet.

Maybe three or four generations and you would start to have multiple large nations, mostly just connected by roads and easy travel ways (rivers mostly) not obstructed by some harsh geological feature, like a huge rift in the earth, or a desert or a mountain range.

For the way Lath predicted things, somewhere between 50-100% longer, depending how much plant life comes back. That's how I see it anyhow, others would probably have differing opinions.

The amount of time would also differ depending on the culture of the people (or race, if you have orcs and elves and stuff). Most communities that survived would have been advanced enough to have large grain stores, modern agriculture and stuff, they would probably have a hard time without a lot of resource, where a smaller tribe would have an easier time.  

Also the availability of magic/pre-Cataclysm ruins would influence how long it takes.
Title: Doomsday clock
Post by: Nomadic on November 10, 2008, 06:05:59 PM
After a calamity of this magnitude you would see a reversion to tribal systems. I doubt city states would be a regular occurrence for many years (50-100). It would likely be well over a century before you saw nations again.
Title: Doomsday clock
Post by: Llum on November 10, 2008, 06:14:17 PM
Quote from: Nomadic DwarfAfter a calamity of this magnitude you would see a reversion to tribal systems. I doubt city states would be a regular occurrence for many years (50-100). It would likely be well over a century before you saw nations again.

But don't forget, those who survived, survived because they lived in large keeps/cities (I think), so they already have the whole shelter thing down pact, just need to start doing resources. After a generation of checking out the surrounding land and most likely building some small farms, they could easily be considered a city state.
Title: Doomsday clock
Post by: Kaptn'Lath on November 10, 2008, 09:07:16 PM
Sorry be being "out" for a few days after my post, i was able to read most of the replies this morning before work and was honestly thinking about it at work today (i have a bit of an obsession with different "doomsday scenarios"). Also My own setting is based around the core concept of rebirth after a "medieval cataclysm". Mostly city-states, and a few half chewed empires or grand nations. Everything is in pockets, with people primarily interacting in their own pocket. So i have a real interest in this topic.

Seeds would be a major influence, with Seeds and Nuts in time most plant species would/could return. Seeds and Nuts can stay dormant for a long time (main issue is moisture), easily outlasting a year or two calamity. I was also thinking Geography could play an controlling role. I would suggest to stay away from Forgotten Realms 4e style random pockets, but rather (as it sounds your still mapping it out) use something large, like maybe large bodies of water resisted the darkening, with it being lighter at the shore than inland, or reverse. Maybe the darkness had a "top" and tall mountains poked through, thus being able to support plants just fine. Maybe cold effected and rebuffed darkness, and it was brighter the more northerly/southerly you travel. I was thinking of creating logical areas of "less affect" that life and culture could hold on to and spring fourth after it passed. This would create something similar to what i was talking about earlier in my own world where all the towns are in clusters; along coastlines, or centered around mountains ranges, each with their own history and culture based on their own individual stories of where they survived and how making them unique... especially with the Wrath and all the crazy-plague-people and newly-carnivorous-hungry-animals roaming the "wild lands" wooo, i just got a "crystalids" chill...

hmmm time to get back to work rebuilding Tu'loras i think.
Title: Doomsday clock
Post by: Nomadic on November 11, 2008, 01:04:45 AM
Quote from: Llum
Quote from: Nomadic DwarfAfter a calamity of this magnitude you would see a reversion to tribal systems. I doubt city states would be a regular occurrence for many years (50-100). It would likely be well over a century before you saw nations again.

But don't forget, those who survived, survived because they lived in large keeps/cities (I think), so they already have the whole shelter thing down pact, just need to start doing resources. After a generation of checking out the surrounding land and most likely building some small farms, they could easily be considered a city state.

Actually that causes some problems. In a situation like this with renaissance era city design a disease like the malady would very rapidly spread (that's why the black plague was so deadly; everyone was crammed together in these places). The people most likely to survive would actually be those in outpost communities. Outposts tend to have fortifications as they are the first line between inside and out. Furthermore their remoteness not only requires them to be self sufficient but lessens their chance of being discovered (by marauding monsters or hungry crowds). The cities would probably become mass graves for millions of people. Most everyone else would flee since being in a highly populated place while a disease is running rampant and monsters are attacking (not to mention resources and infrastructure are vanishing in the chaos) is probably a bad idea. Have you ever seen the new movie adaptation for I am legend? It's probably a good example as to what would happen.
Title: Doomsday clock
Post by: Llum on November 11, 2008, 08:11:24 AM
But being self sufficient wouldn't matter at this point because there are no plants to be self sufficient with, its all about food stocks, so big cities = where its at.

Plague Wards in cities would help reduce contagion in healthy people, we also don't know how the plague spreads, it could be entirely magical in nature and just infect random people.

Lath reminded me about an idea, for seeds. Some plants need a forest fire to activate their seeds, so perhaps near the end of of the Cataclysm the Wrath started a forest fire that burnt down a large swath of forest, but the light returned and the seeds that were activated managed to grow.
Title: Doomsday clock
Post by: Superfluous Crow on November 11, 2008, 11:45:57 AM
Hmm, I'm sort of considering going a bit easier on the Gloom, seeing as it wrecks the world a good deal more than Necessary :)
Maybe instead of actual permanent twilight conditions just make the weather really, really bad? Would wreck things up for sure, but not in the same scale, and with the other things thrown in it would still make up for a nasty cataclysm.
Title: Doomsday clock
Post by: Nomadic on November 11, 2008, 05:06:11 PM
@CC that is actually I think a better way to handle it. That would make things alot easier on you.

@Llum a disease that happens to be waterborne isn't going to be stopped with quarantines (which are already difficult to pull off in a renaissance era city due to city design). Pasteurization might help but again that didn't exist in the real world til near the very end of said era (and even then it didn't become a common known practice til after the era ended). On top of this the disease is capable of turning people into monsters. So you essentially have the equivalent of a zombie outbreak. Now as any ZSG reader can tell you, a major city is the last place you want to be in one of those. Actually taking ideas from that the best chances of survival for people from the cities would be to find a safe haven nearby and raid the city stockpiles for supplies from time to time. You know that would actually make a viable point for an adventure. Following a group of PCs as they survive day to day and raid nearby cities for supplies, perhaps planning to stock up and search out those outposts I talked about. On that note, as long as some plants survive an outpost community would probably do fine as long as they rationed. They have far less people and they stockpile as well (remember that stockpiling is part of good self sufficiency). They don't need the massive stockpiles and farms that a city requires. A few farms and some silos are more easily defended and provide all the food needed.
Title: Doomsday clock
Post by: Llum on November 11, 2008, 05:20:59 PM
Alright, I agree you're correct Nomadic. However once that did happen and the cataclysm was over, their are still these big cities just sitting there.

Instead of raiding them why wouldn't a group of people move into a section of town, saves time on raiding, free presumably strong shelter (noble or military districts), lots of cleared land around the city itself.

Something I was wondering about was how much of water-side things survived, if typhoons/tsunamis happen a lot, and if the Gloom leads to crazy weather (monsoon maybe?) seems like it would hit port cities and fishing villages especially hard.
Title: Doomsday clock
Post by: Kaptn'Lath on November 11, 2008, 06:03:00 PM
i think just limiting the Darkness to a Week maybe 2 tops, kills 90% of the plant life off, destabilize the balance of nature, push animals to the brink, and then let everything grow back, large dense forests and such would take time to come back, but everything would come back.

After the darkness pushes the village people to the cities, the Malady takes over. Use the Wrath as "artistic license". That would pull the Cataclysm back a bit without throwing out any of your good ideas.
Title: Doomsday clock
Post by: Superfluous Crow on November 16, 2008, 08:08:07 AM
The problem is, that if the Cataclysm doesn't last long enough, things can go to normal once again almost too quickly. So that is one of the reasons that i think I should limit the effect of the Gloom as it seems to be the most devastating of the Omens. I'd like to prolong the Cataclysm a bit.   
Title: Doomsday clock
Post by: Superfluous Crow on November 16, 2008, 08:11:00 AM
Double post. sorry.