Feb 3, 2020 5:27 pm

A World Gone Mad
The Age of the Dinosaurs ended 65 million years ago when a comet or asteroid crashed into what is today the Yucatan Peninsula. Mankind would meet a similar fate in the early decades of the 21st century, but the circumstances would be vastly different.
In truth, the signs of the end were everywhere: Humans polluted the oceans, warmed the planet, cut down the rainforests, killed off entire species... and often each other. But even all that was not enough to doom civilization. Something happened – something even the most brilliant of scientists were at a loss to explain. The Earth turned on humanity. The once solid ground trembled and shattered. The oceans rose and spilled over the coastlines. The very air scorched bare skin. The Age of Humankind came to a violent close just as it had reached its height.
Gigantic underground shelters were hastily constructed to house the last remnants of humanity, but space was limited. Few areas were immune to the tremendous geological forces at work, and many shelters simply disappeared into the sliding Earth's crust. Other shelters were inadvertantly destroyed as nations fought armed battles for the chance to get inside. Ultimately, billions were left on the surface and died as the churning, splitting earth came to a boil. It was a miracle that any shelters survived at all.
All humanity could do was wait until the Earth settled down. The shelters had been designed to last for years, but years turned into decades, and the life support systems that made these places habitable - the machines that provided the air, food, water, power - began to break down. Humans had little experience designing permanently self-sustaining ecosystems. After a century, the deterioration of the machinery reached crisis proportions.
At this point, new leaders began to emerge in each shelter: the mechanics. Only the mechanics understood the life-giving machines and could keep them running. With the help of a mysterious and ancient underground species, the Grith, the mechanics became the only ones capable of guaranteeing humanity's survival. They supplanted the traditional elites of the surface world - politicians, billionaires, and industrialists - as the new ruling class.
Led by the mechanics and their invisible mentors, the Grith, humanity survived underground for 450 years. When humans finally emerged from their Morlock-like existence, they found a world that had miraculously healed itself. The continents had shifted, the oceans had changed shape, but everywhere there was life - including dinosaurs. No one was able to explain the unprecedented eclectic ecosystem that had asserted itself on Earth. Creatures from every geologic era of prehistory, both plant and animal, were simultaneous present on the surface. How could complex lifeforms such as dinosaurs and mammals, having been extinct for millions of years, evolve and repopulate the planet in just a few centuries? People were too concerned with survival to look for an explanation.
A century since returning to the surface, people still don’t understand why the Earth has changed into what it is, though most are too focused on day-to-day living to really care. Humanity has re-established a precarious foothold in the world.
A Familiar Yet Alien Land
The Earth of the Xenozoic Era is greatly changed. The most immediately noticeable change would be that there are two moons instead of one.
The landscape has a much wilder look to it than the lands of 21st century Earth, with jungle growth threatening to overwhelm most open areas. Violent geologic activity has altered the face of the planet, and active volcanoes are of regular concern, even in areas that had no such activity in the past. The world's oceans have also risen an average of about 20 meters, which has reshaped the coastlines of the continents. Effectively most traces of humankind's previous tenure on the surface have been swept away.
Another noticeable change is the apparent lack of seasons. The temperature is uniformly warm, and usually clear and dry. When storms come, however, they build up quickly and can be frighteningly destructive. Strong winds, lightning, and flash floods are hazards associated with the frequent and unpredictable storms.
The East Coast of what was once the United States has been heavily transformed. The bulk of the landscape is dominated by the Great Carboniferous Swamp and a series of coastal salt marshes. To the east stretches the great Tethys Sea - a body of water that no one has yet made an attempt to cross. To the north is a large inlet, the Tongue of the Sea, and a vast peninsula of broken and jagged land that soon gives way to rocky badlands, geologically active mountains, and, eventually, glaciers. To the west lies unexplored jungle, plains, and a region of lakes. And, beyond that, an inland sea. To the south is all marshes, tidal flats, and river deltas.
Travel
Travel in the Xenozoic isn’t easy. Besides the dangerous wildlife, there are few settlements and a scarcity of good roads. The few motorized vehicles that exist date from before the Cataclysm and require extensive modifications to run on refined dinosaur guano (oil being rare). Mankind has largely forgotten the secret of flight, so there are no airplanes or helicopters, although at least one clever inventor had managed to build a working glider. Sailboats are the main form of transportation, but they have a disadvantage in that not only are they confined to water, but there are ocean predators large enough to pose a threat to most vessels.
Animal mounts are a common mode of transportation, whether that be on horseback or domesticated dinosaur. Many overland journeys also take the form of caravans - the belief being that there is safety in numbers. A typical caravan consists of two cargo trucks loaded with supplies and passengers escorted by an Old Blood Mechanic in a converted Cadillac. The presence of armed guards usually is enough to discourage most bandits, though caravans may still have to contend with large predators looking for an easy meal.
Two Tribes
On the East Coast of North America, the human population is concentrated primarily in two urban centers. In the north is The City in the Sea, which lies just off the coast. This site is the flooded remains of New York City, which miraculously survived the Cataclysm nearly unscathed. Further south is Wassoon, a city-state that was built over the remains of a "city of white marble" (Washington D.C.). Unlike its counterpart to the north, virtually nothing of the earlier world survived the devastation, so its people have had to rebuild their civilization from scratch.
The City in the Sea
[ +- ] The City in the Sea

Beneath the City lies the Catacombs. This labyrinthine network of tunnels and vaults was created by the Ancients as an ark for pre-Cataclysmic technology and knowledge. The City's residents have uncovered five levels of Catacombs so far, and still more lay behind tons of water and bedrock. It is from this place that all of the tribe’s vehicles, weaponry, and other technology comes from, and the tribe has only been able to access the Catacombs by pumping out the seawater that once flooded their twisted passageways. Many sections still remain flooded, and these areas crawl with dangerous sea life.
Owing to the books and tech salvaged from the Catacombs, the City in the Sea is the more technologically sophisticated of the two tribes. The City is also fortunate to have a population of Old Blood Mechanics who know how to keep things running. The City has its share of weapons, vehicles, portable generators, heating units, and mechanical devices. The tribe has access to a wide variety of guns, from pistols to AK-47s, and ammunition is not difficult to make. Electrical devices (such as radios and lights) also exist but usually need to be connected directly to a generator to work, or otherwise they make use of rechargeable batteries. While portable fuel needs are met by methane fuel refined from dinosaur guano, the City gets a majority of its power needs met by geothermal sources. The pumps that keep the Catacombs free of water are geothermally-powered, for instance.
The people of the City acquire most of their food via fishing and rooftop gardens. However, with the tribe's population reaching 20,000, the City has been forced to explore other means of food production. In the last few years, settlers have begun moving to the mainland and establishing farms in the plains northwest of the City. These single family operations have produced enough surplus food to meet the City's needs, at least for the moment. Farm life is dangerous, however, as dinosaur attacks are common. Currently, the City is experimenting with an expansive farm complex designed to benefit from large-scale agricultural techniques and centralized management. The City also has a mining operation in the mountains to the west, where useful metals (mainly copper) are extracted and smelted on-site. Though the tribe's Old Bloods are unhappy about the mines, it's hard to not to agree that the metals they produce are important to the City, especially to make the brass shell casings needed for bullets.
The ruling body of the tribe is the Council of Governors, which is composed of four governors who are elected for life. Passage of a vote in council requires a three-quarters majority. The council is responsible for administrative decisions, regulating commerce, passing judgment on new technologies, and sentencing transgressors who break tribal laws. If a governor falls out of favor with the populace, the council can vote him out. The current four governors of the City in the Sea are Governor Gorgostamos, Governor Toulouse, Governor Nock, and Governor Dahlgren.
The Old Blood Mechanics & The Machinatio Vitae
The Old Blood Mechanics are descended from the engineers who kept the life support systems of the shelters running during the centuries humanity spent underground. They are also the primary enforcers of the Machinatio Vitae, considering the task akin to a religious duty (indeed, some Old Bloods, such as Jack Tenrec, think of themselves as shamans). Most Old Bloods are concentrated in the City in the Sea, although Wassoon has a small, mostly hidden community.
Old Blood Mechanics are some of the few people who understand enough about technology to be able to build and repair it. In a place like the City in the Sea, which relies strongly on tech, this makes the Old Bloods a very influential group. Their political and social power easily rivals that of the Council or Governors or the Moles, and most of the tribe's politicians find it difficult to get certain things done without the Old Blood's support. It's not uncommon for some politicians to pander to the Old Bloods, while others butt heads with them frequently. Not surprisingly, the three-way push-pull between the City's governors, the Old Bloods, and the Moles makes for a sometimes complex and machiavellian political situation in the government.
The Machinatio Vitae (literally "Machinery of Life") is a philosophy of environmental conservation that developed during humankind's time underground, and since returning to the surface, it has been formalized into a code of living. The basis of the Machinatio Vitae is the acceptance of humanity's place as one element of a balanced ecosystem, an element no more (or less) important than any other. Humanity must humbly accept the natural order rather than trying to impose a different order on the world (such hubris is what led to the cataclysm that wiped out most human life). But by the same token, the philosophy recognizes that humans are unique as thinking animals. This unique position means they have a responsibility to actively maintain the balance.
For this reason, Old Blood Mechanics view themselves as protectors of nature. They often go out of their way to catch or punish those who needlessly despoil the environment, especially dinosaur poachers. Making use of environmental resources is agreeable with most Old Bloods, so long as it’s done carefully and in moderation. The average Old Blood understands hunting for food is necessary and is okay with limited land development. It's important to note that the Machinatio Vitae is not anti-technology. Old Blood Mechanics love technology as much as they respect nature, and it's firmly believed that the two forces can exist in balance. Only the most environmentally destructive technologies are denounced.
The Machinatio Vitae is very pervasive among the two tribes, though the Old Blood Mechanics remain the philosophy's most stringent proponents. In general, humans of the 26th century have a respectful and cautious outlook on nature, having experienced its terrifying power firsthand. Many people are mindful of living in balance with the world and try to avoid activities that are harmful to the environment, such as over-hunting, deforestation, pollution, etc. The average person holds a near superstitious view about environmental conscientiousness (if only because they don't want to risk the ire of the Old Bloods). Over-indulgence or overt displays of luxury are generally frowned upon and seen as signs of wastefulness, greed, and irresponsible consumption. Thus the City's wealthier residents rarely flaunt their material wealth.
Still, there are those who reject the Machinatio Vitae, viewing the philosophy as silly or outdated. As time passes and the memory of living underground fades, more people are becoming skeptical of the philosophy and seeing it as an obstacle to progress. Some even claim that it's nothing more than a tool used by the Old Bloods to desperately maintain a hold on the people. Although Old Bloods continue to be an influential faction in both tribes, their power is gradually waning.
The Moles
The Catacombs - the vast storage vaults under the City - are maintained by an army of scientists, engineers, and laborers nicknamed "the Moles." These members of the tribe have chosen to withdraw from the surface and remain in the dark, damp depths to the underground to hunt for new technology. They work to shore up the Catacombs' many tunnels and chambers, and they maintain the machinery that pumps out the sea water and keeps the place dry. Most of the weapons and mechanical devices enjoyed by the tribe were recovered by the Moles in their underground caverns.
Over time, the Moles have become a sort of tribe within a tribe. Most are obsessed with making new discoveries and have no qualms about staying underground to do so. They are protective of the contents of the Catacombs and have become increasingly hostile to people from the surface. In recent years, tensions have escalated between the Moles and the Council of Governors, as the Moles began demanding more control over the technologies they share. Their leader, Wilhelmina Scharnhorst, rules the Catacombs as though it's her own private kingdom, and her people are very loyal to her. The Moles' knowledge of technology, and their monopoly over new technological resources, has given the group bargaining power in its dealings with the Council, and even the Old Bloods.
Notable Individuals of the City
Jack "Cadillac" Tenrec: Jack is an Old Blood Mechanic responsible for retrofitting and maintaining the City in the Sea’s fleet of vehicles. His status as the city’s head mechanic gives him a lot of influence among the populace, although his rigid interpretation of the Machinatio Vitae allows opponents to paint him as an uncompromising extremist. Jack loves nothing more than cruising across the landscape in his personal collection of refurbished Cadillacs, although he’s usually too busy chasing down poachers or leading expeditions into the wilderness to enjoy that pursuit. He lives in a huge fortress-garage on the mainland across from the City. When not on missions for his tribe or dealing with poachers, he focuses on his one single hobby: restoring old cars, particularly Cadillacs.
Jack is your classic jungle adventure pulp hero: tall, dark, and rugged. Unlike Indiana Jones, he doesn’t wear a hat or leather jacket, and he prefers a rifle to a bull whip.
Hannah Dundee: Hannah is Wassoon’s ambassador to the City in the Sea. She is beautiful, an accomplished scientist and antiquarian, and more than a little mysterious. The Council of Governors isn’t sure what to make of her; they certainly don’t trust her. Hannah combines the subtlety of a born politician with the curiosity of a scientist. Her primary mission is to convince the City in the Sea to share some of its technological resources with Wassoon.
Governor Dalhgren: Despite being a politician, Dalhgren is not known for her social skills. She is abrupt and abrasive, sometimes even rude, but is ultimately concerned with the betterment of the tribe over personal power. She is suspicious of others and tends to keep her thoughts to herself. Governor Dalhgren is a pragmatic follower of the Machinatio Vitae, which has won her the support of the tribe's Old Bloods and their leader, Jack Tenrec.
Governor Toulouse: Toulouse is idealistic and charismatic but gullible. He is dedicated to the welfare of the tribe's farmers and obsessed with the success of the experimental farm complex, which was his idea and has become his pet cause. He counts the settlers and laborers in the farming communities as his loyal constituents. However, his single-mindedness sometimes leaves him prone to being easily manipulated by the likes of Gorgostamos.
Governor Nock: Of all four governors, Nock is the most visible to the public. He is the unofficial leader and representative of the Council, and he is often the one who speaks for the Council in public forums. Despite this, Nock tends to care about his public image more than the merits of any particular project. As such, he sometimes vacillates on questions of policy. Though jealous of the Old Bloods and their influence, Nock doubts himself too much to challenge their power directly.
Governor Gorgostamos: Gorgostamos is, outwardly, sympathetic to the Old Bloods. Yet beneath his veneer of courtesy and civility, there are those who recognize the governor's ruthlessness and ambition. Those who oppose the governor have a strange tendency to disappear or suffer "accidents." And though Gorgostamos espouses respect for the Machinatio Vitae and the Old Bloods, some have whispered that his support seems less than sincere.
Wilhelmina Scharnhorst: Wilhelmina is the leader of the Moles. She is a large, muscular older woman who is both a brilliant scientist and powerful speaker. She craves power and is not above cutting deals with the city’s criminal element to enhance her influence. However, she also seeks to improve the lot of the tribe by putting technology to full use, even if it means violating the tenants of the Machinatio Vitae. In fact, she thinks the philosophy is absurd and that the Ancients didn't go far enough to tame the environment. Her views frequently put her at odds with the Old Blood Mechanics.
The Grith
The Grith are an ancient species of intelligent reptilian humanoids that pre-date the appearance of humans on the planet. They seem to be reptiles but are actually warm-blooded and have lived underground for tens of thousands of years, residing in deep caverns undreamt of by human geologists. They refer to their subterranean world as the "Deep Deep Down."
The Grith live in a simple but effective subterranean ecosystem that relies upon non-photosynthetic plantlife, geothermal heat, and ground water to create a complete, self-replenishing food chain. When humankind retreated underground to avoid extinction, the Grith decided to make contact with the humans. They reached out to the mechanics of each shelter and shared with them their knowledge and survival techniques. This shared information served as much of the basis for the Machinatio Vitae.
For all practical purposes, the only humans who know of their existence are the Old Blood Mechanics. The slow erosion of the Old Bloods' authority among the tribes has made the Grith reluctant to show themselves to humanity. Only in times of genuine emergency will a Grith risk discovery by seeking out a mechanic, and the entrances to their subterranean ecosystem are carefully guarded secrets. Likewise, rarely do Old Bloods want to risk descending into the underworld to find the Grith.
The Grith are not capable of speech and appear to communicate with each other telepathically (and only each other). Old Blood Mechanics have gotten around this by using sign language, or, more commonly, Scrabble tiles, and each Old Blood carries a bag of tiles with him in case of unexpected contact. The Grith have demonstrated the ability to project their emotions to others, as well as the ability to mentally control local wildlife, such as dinosaurs. Some Grith have also shown that they can transfix humans with a form of hypnosis. Although non-aggressive by nature, the Grith are very capable of defending themselves when need be.
Xenozoic Lingo
Cutter: Allosaurus.
Mack: Triceratops and other large, herbivorous quadrupedal dinosaurs with horns and armor.
Qua Hoon!: A catch-all expression used to denote surprise, disbelief, frustration, or excitement.
Sailback: Dimetrodon.
Sambuk Sauropod dinosaurs, such as the Brontosaurus, Diplodocus, etc.
Shivat: Tyrannosaurus Rex.
Slither: Slang for dinosaurs, in general.
Thresher: Mosasaurus or similar large, aquatic predator.
Wohochuk: Stegosaurus.
Wonmug: Iguanodon.
Wooly: Mammoth.
Zeke: Pteranodon or similar aerial predator.