Arbitrary Noise Rifts,Role Playing Rifts: The Ahriman Chronicles – Introduction

Rifts: The Ahriman Chronicles – Introduction

Rifts: The Ahriman Chronicles – Introduction post thumbnail image
ahrimanDisclaimer: Rifts® and most of the terms used in this story are Registered Trademarks owned and licensed by Palladium Books, Inc. and Kevin Siembieda. I am not Kevin Siembieda, so I do not own Palladium. I merely play in their playground and enjoy doing so. What money I do make is from my job, and not from this story.
The Ahriman Chronicles is the name of my Rifts campaign that I’ve been running over e-mail for the past 4+ years. The roots of the story started growing way back in 1996 when I was kicking around campaign ideas in college.
Unfortunately, I stopped buying the books. My money was better spent on food and drink, let’s be honest. Fast forward 10 years, and digital downloads made purchasing Rifts books easier. I was also starting to play Pen & Paper RPGs again, thanks to roll20. The creative juices started flowing, and I began to revisit these characters in my head.
Before I go into the Rifts setting for anyone not familiar with it, I want to acknowledge the wonderful players who have breathed life into these characters. As you read, keep in mind that you are reading the words of the players themselves. It’s easy to bring them into the story as I copy and paste from the emails themselves. I won’t use full names, but you know who you are.
Special thanks to the following: Greg M, Ted G, Jesse V, Bill C, Jack M, Cassie M, Jason S, Steve W, Bill K, Jason B, Brian F, and Erik Y.
So, for anyone reading this who isn’t familiar with Rifts role playing game, I’ll briefly explain the campaign setting. Rifts takes place on a post-apocalyptic Earth about 300 years from now. What is known by most of it’s inhabitants, is that at some point, mankind’s “Golden Age” ended with a small scale nuclear war between rival Empires in South America. Due to the timing of the war, the resulting death of millions caused the planet’s dormant magical energies to flare up. This resulted in natural catastrophes, which resulted in more death, resulting in more magical energy flare ups, etc. etc.
The massive influx of magical energy caused dimensional portals, “Rifts”, to open and tear holes in the fabric of space and time. Demons and monsters, drawn to the magical energy surge, poured through the Rifts and began attacking the survivors.
In addition to the demons, unfortunate non-human races (elves, dwarfs, etc) were pulled through the Rifts. Suddenly stranded far from home, these unfortunates were forced to adapt, just like the human survivors.
The Earth was plunged into a new dark age. Survivors and Stranded alike learned to adapt to the Rifts Earth, either by salvaging Pre-rifts tech, or by turning to magic. My campaign will start in North America, where 4 major power blocs shape the political landscape. They are as follows:
1) The Coalition States: A human technological society, which is ruled by a supremacist regime that despise all non-humans and magic users. The regime’s propaganda machine keeps the average citizen ignorant and illiterate. There are 5 states that make up the Coalition. 1) Chi-Town controls northern Illinois and Iowa. It is the seat of the regime’s power situated inside a massive, fortified city. 2) Free Quebec controls most of the old Canadian Province. It is the second most powerful Coalition member. 3) Iron Heart controls Ontario Province north of Lake Huron. It is the industrial heart of the Coalition. 4) Missouri controls the northern two-thirds of the old state from the fortified city of New Chillicothe. It is the agricultural heart of the Coalition. 5) Lone Star controls the Texas panhandle. The Coalition’s research into genetic manipulation occurs at the massive, underground facility.
It was the rise of the Coalition that gave birth to the Post-Apocalyptic Calendar used throughout North America.
2) The Kingdom of Tolkeen: A nation of magic users, and a refuge for non-humans persecuted by the Coalition. Tolkeen’s capital sits on the rebuilt ruins of Minneapolis and St. Paul, Minnesota. As the Kingdom’s southern border is in close proximity to the Coalition State of Chi-Town, tensions between the two nations is high. A cold war exists between the two, and many in the continent are fearful that all out war will eventually occur.
3) The Free State of Lazlo: A true melting pot, where intelligent beings of all walks of life are welcomed. Lazlo was founded on the bones of Toronto by a collection of mages. The Free State grew to encompass much of southern Ontario.
4) The Federation of Magic: The Federation was founded by mages during the early days of the new Dark Age. They used the ruins of Chicago to consolidate their power, eventually branching out into the magic rich area of the Ohio River Valley, now known as “The Magic Zone”. Eventually, the Federation’s power corrupted its leaders. They saw the growing technological human state of Chi-Town as a prize to be claimed, and launched an assault on the fortress capital city. They were repelled, and were pushed back into the Magic Zone in a vicious counter-offensive that is now known as the infamous “Bloody Campaign.” The remnants of the original Federation now reside somewhere deep in the Magic Zone, launching terrorist strikes against Coalition interests.
Several Smaller kingdoms exists outside of the Big 4. They include:
1) Kingsdale: An independent city-state located in the Ozark Mountains of southern Missouri. It is a haven for non-humans, magic users, and men-at-arms looking for body enhancements. It is the home of the main characters.
2) Whykin: Another independent city-state located near the Mississippi River, due east of Kingsdale. The city fully supports the Coalition’s stance on non-humans and magic users. As such, it is a hostile rival to Kingsdale.
3) Fort El Dorado: Another city-state and Coalition sympathizers, located in Arkansas. It is in the final stages of being accepted into the Coalition, which would have major ramifications on Mississippi River Trade.
4) The Kingdom of Ishpeming: A puppet government set up by the Northern Gun Corporation claiming the western half of Michigan’s Upper Peninsula. Northern Gun manufactures the majority of North America’s weapons and combat vehicles.
5) The Mastinique Imperium: Another puppet government set up by Northern Gun’s friendly competitor, Wellington Industries. It lays claim to the eastern half of the Upper Peninsula.
6) The Pecos Empire: Nomadic bandit clans have claimed the lands of Texas below the Coalition State of Lone Star. The Pecos Bandits constantly raid Coalition outposts, as well as those of rival clans.
7) The Colorado Baronies: When the survivors of Denver fled northeast of the city, they stumbled upon an area rich with magical energy. It became a sanctuary against the demonic forces which overran the city. Within 1 generation, the Denver refugees became adept at casting magic. For the next 300 years, their descendants created 4 small kingdoms, which they dubbed “The Baronies”. The people there welcome all travelers, and have recently established trade routes with the Kingdom of Tolkeen via a magical rail system.
8) The Isle of Atlantis: The eruption of magical energy during the Great Cataclysm caused the legendary land mass to reappear from a state of dimensional limbo. The sudden appearance caused trillions of gallons of water to displace, devastating the Atlantic coast of Africa, Europe, and the Americas. The magic rich lands remained untouched until a race of inter-dimensional slavers called the Splugorth discovered it. Since then, Splugorth Slavers have raided far and wide, capturing people and bringing them back to Atlantis to be sold in slave markets to demonic clientele.
North America in the time following the Great Cataclysm has seen many would be rulers, and their kingdoms rise and fall. With no worldwide internet or communication system, the records of their existence has been lost. The city ruins of the American and Canadian Empires still stand in some places. They have either been plundered over the years, or have been left alone. Here is a list of the great pre-Rifts cities, and what is known about them by those living in post-cataclysmic North America.
1) New York City: The ruins are considered haunted, and knowledge is limited to a few brave souls who have dared to enter. Most who have returned have gone insane, plagued by the spirits which haunt the area. That is why New York City is commonly known as “Madhaven”.
2) Boston, Philadelphia, Baltimore, and Washington DC suffered substantial damage when the Isle of Atlantis returned. Those who have made successful expeditions into the ruins report high activity of Splugorth Slavers, which discourages most from returning.
3) Charlotte is now known simply as Char. It is a lawless, frontier town which sits on the edge of the treacherous no-man’s land known as the “Dinosaur Swamp”.
4) Atlanta, Tampa, Orlando, and Miami are located within the Dinosaur Swamp. The Rifts in this region seem to have manipulated time, as well as space. Dinosaurs and other prehistoric beasts roam the entire area, hindering proper exploration of the region. The condition of cities themselves is unknown to the outside world.
5) New Orleans is currently underwater. The only evidence of the city is that of the mangled steel of its skyscrapers which protrude upwards from the surface of the Gulf of Mexico.
6) Houston is controlled by bandits from the Pecos Empire. They use the ruins as neutral ground to settle disputes.
7) Dallas is a haunted ruin, patrolled by Coalition forces from the State of Lone Star. The Coalition troops continuously monitor rift activity, destroying anything and anyone attempting to utilize the magic energy.
8) Memphis, Nashville, Louisville, Indianapolis, Cincinnati, Columbus, and Pittsburgh all exist within the Magic Zone. The excess Rift activity, coupled with rumors of Federation terrorist cell activity, keeps formal research into the city ruins from being performed.
9) Cleveland is now known as “Queenstown Harbor”. The city has been rebuilt by the most powerful pirate clan of the Great Lakes, and serves as an open port to unload stolen goods. It is protected by well trained soldiers who wield powerful magic items.
10) Detroit and Chicago are forbidden areas due to high concentrations of Rift activity. The Coalition destroys any who attempt to establish a foothold in Chicago. Lazlo keeps a close eye on Detroit and attempts to neutralize any demonic invaders who step through the rifts.
11) Montreal, like Cleveland, is a refuge for Great Lakes pirates.
12) Quebec City is more commonly known as “Old Bones”. It is a haven for Mercenaries and Bounty Hunters.
13) St Louis is arguably the second most famous ruin next to Madhaven. Magical energy has fused to the Gateway Arch Monument, causing a permanent Rift. The Coalition has set up missile batteries on the opposite bank of the river, which fire on anything that emerges.
14) Denver is a monster infested ruin. Soldiers from the nearby Colorado Baronies ensure that the creatures never gain a foothold or expand eastward.
15) Los Angeles, San Diego, San Francisco, Seattle, and Vancouver ruins are shrouded in mystery, as is anything west of the Rocky Mountains.
16) Mexico is rumored to be infested with Vampires. The dry, desert conditions makes the country a refuge for the undead.
Our story begins in early spring, in the year 103 of the Coalition’s Post Apocalyptic Calendar. Six individuals, meeting on the road in Post-Apocalyptic southern Missouri, find themselves within the safety of Kingsdale’s walls. The tolerant independent city-state is a safe haven for our eclectic party.
Eric Omura, the wise cracking human power armor pilot, has used his family connections to secure a posh apartment for the rest of the group. His uncle, Darren Omura, is a talented Operator (Post-apocalyptic term for an advanced mechanic). Darren has quite a bit of political clout within the city, being the proprietor of the best mechanic shop in the city: the Custom Mech Emporium.
The Twins, Anomen and Dalryn Roch’Tan, look human enough, although they claim to be descendants from the ancient Atlantean people. What brought them back to Earth remains a mystery. Anomen calls himself an Undead Slayer: a warrior enhanced with tattoos which create magical constructs. Dalryn is a psychic healer and is a priest of the ancient Indian goddess known as Ratri.
Endarrin Naty’Shen is an Elven Mage hailing from somewhere called Dweomer, a city hidden deep within the dreaded Magic Zone. He has left his home for reasons which has not been shared.
Carlie Diamond is a free spirited human Psychic Spy. Her vibrant red hair reflects her personality. Her wanderlust led her out into the wilds, and away from her parents: members of a mysterious information gathering syndicate working out of the Chi-Town ‘Burbs.
Dessius Meridus is a Wolfen: an 8 ft tall bipedal Wolf. He hails from a dimension known as the Three Galxies. His profession is that of a nomadic lawman known as a Quatoria. To survive the perils of the job, his body has been converted to that of a powerful cyborg. During his rookie tour of duty, he was stranded on Earth after flying his ship, The Talon, into a magic rich nebula. The energy storm within sent him and his ship hurtling through the Megaverse, and stranding him in southern Missouri. The giant cyborg sees things in black and white. He still has much to learn about life’s shades of gray.

 

 

Leave a Reply

Related Post