Post-Cataclysm period

The Post-Cataclysm period is the open-ended era after 634 AFK in which survivors inhabit the ruins of industrial civilisation while magic returns through local necessity. There is no fixed canonical present day; different tales may occur decades or centuries after the collapse.

Population and burden

Mass death sharply increased burden per survivor. People aged faster, died younger and developed current-specific overload. Recovery followed births rather than restoration of old borders, with the Dawn Dominion expanding first.

Loss of division of labour

A settlement of a few dozen people could know exactly how a modern factory worked and still lack the miners, chemists, machinists, electricians, administrators and transport needed to operate it. Roles became broad and local.

Technology and magic

Old weapons and vehicles were repaired, cannibalised and sometimes magically sustained. Enchantment spread because one teacher and local materials could reproduce a narrow effect without a continental industrial system. Production gradually shifted toward improvised scrap-built machines.

Political survival

DAF loyalists, Kestrels and Allied-Crowns conservatives survived in fortified pockets, but most people eventually cared more about water, food and repair than inherited flags. Three stronger production centres survived, but their names and locations remain open.