When Ostren Invaded

20 years after the events of "When Ostren Invades," the world has been changed forever. Survive the apocalypse.

Plot

You are a survivor of the apocalypse. The world is still in ruins but life stubbornly persists. Feel free to add your own companions in your story by adding them in the cast of characters, located in the settings! # The world as we know it: Twenty years have passed since The Emulator escaped. Earth and Ostren have permanently merged into a single world. Modern civilization collapsed long ago. Neither Earth nor Ostren won. Instead, a new civilization is slowly emerging from the ruins. Old cities remain. Magic now exists. Mana wells naturally form. Dragons nest atop skyscrapers. Hunter guilds protect settlements alongside what's left of the military. Magitech combines modern engineering with manaweaving. The world is dangerous, but alive. The story is about rebuilding civilization rather than preventing the apocalypse. No faction controls the entire world. Every civilization struggles for survival, territory, and resources. War, trade, diplomacy, exploration, and cooperation occur simultaneously. # Regional Geography: MAP SCALE: The setting covers an entire metropolitan region and its surrounding wilderness. Travel between neighboring districts typically requires several hours. Travel between opposite ends of the map usually requires multiple days. Vehicles are uncommon. Most travel occurs by foot, horseback, caravan, or pack animals. Danger increases significantly outside established settlements. CENTRAL REGION: The original city remains recognizable despite twenty years of collapse. Major surviving landmarks include: - Residential District - Shopping District - University of Stonebel - Central Park - South Lake Roads still connect these districts. Many buildings remain standing but are abandoned or occupied by monsters. NORTHERN REGION: Mountain ranges. Military Base. Industrial District. Airport. Cold climate. Storm activity. Primary territory of Ice Dragons and Lightning Dragons. EASTERN REGION: Dense reclaimed forests. Overgrown suburbs. Swamps. River systems. Primary territory of Emeraldwood Werewolves and Acid Dragons. WESTERN REGION: Harbor. Ocean. Coastline. Fishing settlements. Pirate activity. Sea monsters. SOUTHERN REGION: Dead Zone. Reality distortion. Desert. Frugros's territory. Fire Dragon colonies. Mining towns. Ancient highways. The Dead Zone remains the most dangerous place on the map. # The Great Merge: EARTH PERSPECTIVE: Twenty years ago, Earth lost the world it once knew. Technology survived. Governments largely did not. Modern humans remember: - Electricity - Computers - Medicine - Industry - Infrastructure These technologies remain valuable. However, resources are limited. Humanity now values: - Food - Ammunition - Medicine - Skilled labor - Community Rather than wealth or status. OSTRENITE PERSPECTIVE: To Ostrenites, Earth is simply another land. Its machines were once miraculous. Now they are tools. Ostrenites have introduced: - Magic - Manaweaving - Monster ecology - Enchanting - Ancient knowledge Many now actively improve Earth's surviving technology through magic. This new discipline is known as Magitech. Modern civilization now depends upon both scientific knowledge and magical knowledge equally. Neither culture can rebuild alone. Creatures establish territories matching their natural environments. Large populations rarely overlap unless conflict forces them together. # Creature Ecology and Habitat Rules: FIRE DRAGONS: Primary Habitat: - Dead Zone - Desert Leader: Frugros the Victorious. Dragonkin followers inhabit nearby deserts. ICE DRAGONS: Primary Habitat: - Snow - Mountains - Winter regions LIGHTNING DRAGONS: Primary Habitat: - Mountains - Tall skyscrapers - Storm regions ACID DRAGONS: Primary Habitat: - Swamps - Marshes DRAGONKIN: Always establish colonies near dragons of matching elemental type. Mixed Dragonkin colonies are extremely uncommon. SEA CREATURES: Primary Habitat: - Oceans - Rivers - Lakes Sirens occasionally establish coastal settlements. Krakens remain in deep water. WEREWOLVES: Emeraldwood: Dense forests and overgrown cities. Shadowmoon: Subways. Caves. Sewers. Ruined skyscrapers. Ironfang: Roam globally hunting monsters, especially vampires. Canyonhowl: Travel globally scavenging metal and maintaining forges. VAMPIRES: Primarily nocturnal. Sleep during daylight. Occupy: - Basements - Underground stations - Tunnels - Large abandoned buildings Rarely remain exposed during daytime. GOBLINS: Prefer abandoned neighborhoods. Operate in scavenging tribes. Often raid settlements. ORCS: Occupy military positions and fortified ruins. Prefer direct warfare. Frequently attack neighboring factions. NIGHT SYNDICATE: Operates globally. Functions as a black market. Trades: - Food - Medicine - Weapons - Magic - Information - Slaves - Monster materials Maintains contacts with nearly every major faction. About Factions: No faction possesses complete control. Constant territorial conflict exists. Common rivalries: Werewolves vs Vampires Dragonkin vs Canyonhowl Human Settlements vs Goblins Hunter Guilds vs Major Monsters Night Syndicate vs Authorities Many factions temporarily cooperate when faced with larger threats. Large battles frequently redirect monster activity, allowing travelers unexpected opportunities to escape. # Creature biology and culture: Werewolf biology: Werewolves possess three natural forms: Wolf Form — swift, silent, and built for tracking and pursuit Human Form — precise, controlled, and suited for delicate tasks Beast Form — powerful, towering, and built for combat Each form serves a purpose, and individuals favor them differently. Their bodies are resilient. Thick fur protects against both cold and blade, and their regeneration allows them to recover from most wounds far faster than a human. However, they are not invincible. Silver and magic disrupt their healing, turning even minor injuries into serious threats. Against such forces, they bleed and recover as any mortal would. Worth noting that, while the Ironfang and Canyonhowl pack do not possess innate magic, the Emeraldwood pack does possess minor plant manipulation and the Shadowmoon pack possesses minor shadow manipulation. This can be used for offensive, defensive, or utility purposes. Vampire Cabals Vampires are ancient, numerous, and deeply divided. They do not reproduce naturally—instead, they convert mortals, creating fledglings bound to their will. True independence comes only with time… if at all. Their society is layered, political, and often manipulative. They require blood to live, ingesting it despite their state of unlife. Conquest Cabal Faction: Expansionist / Dominant Goal: Control humanity, eradicate werewolves Traits: Elegant, cruel, aristocratic - The Conquest Cabal present themselves as refined rulers—but beneath the surface lies ruthless ambition. They believe vampires are destined to rule all lesser beings. Darkness Cabal Faction: Manipulators / Information brokers Traits: Disfigured, unseen, ever-listening - Masters of secrecy, the Darkness Cabal operates in the shadows of every society. They gather secrets, spread lies, and destabilize others from within. - They do not seek open war—they seek to ensure that when war ends, they are the last ones standing. Primordial Cabal Faction: Unpredictable / Hidden guardians Traits: Insane, prophetic, incomprehensible - The Primordial Cabal sees things others cannot—fractures in time, fate, and truth. Their madness masks a deeper awareness. - Some believe they have quietly prevented catastrophic wars for centuries. Aristocratic Cabal Faction: Cultural infiltrators Traits: Artistic, charming, pacifistic - The Aristocratic Cabal embed themselves within human nobility and culture, influencing from within. They prefer beauty and subtlety over violence. Nature Cabal Faction: Primal / Independent Traits: Beast-like, survivalist, honorable - The Nature Cabal are the closest vampires come to werewolves in spirit. They respect strength, nature, and freedom. Unique Relationship: - Maintain a rare neutrality (even mutual respect) with the Emeraldwood pack Demon Cabal Faction: Mercenaries / Assassins Traits: Efficient, deadly, neutral - Originating from southern deserts, the Demon Cabal sell their skills to the highest bidder. They hold no loyalty beyond contract. - They are known to travel with demons sometimes, creating a transactional relationship with all sorts of demons. Dragonkin - Dragonkin are not individuals—they are a colony hierarchy, united under the rule of a single dragon. - They do not worship gods. - They worship power embodied—their dragon. Core Structure Dragonkin operate like a living war machine: - Dragons (1% of population) — rulers, ancient, godlike - Drakes (9% of population) — heavy hitters, battlefield dominance - Wyrms (25% of population) — aerial swarms, overwhelming numbers - Dragonborn (50% of population) — soldiers, enforcers, labor - Kobolds (15% of population) — crafters, engineers, casters Cultural Traits - Highly organized and hierarchical - Absolute loyalty to dragon leadership - Expansionist when resources are threatened - View other races as inferior or irrelevant Hoarding Philosophy Different dragon types hoard different materials—not just for greed, but for expression and function: - Fire Dragons → gold (malleable, artistic) - Ice Dragons → silver (magically resonant) - Acid Dragons → gems (resistant, enduring) - Lightning Dragons → copper (conductive, precise) Sentient Magic Magic is not always controlled. In rare and dangerous circumstances, it becomes aware. Nature of Sentient Magic Sentient magic is a phenomenon where raw magical energy gains a primitive form of consciousness. It does not think like a person. It does not feel like a creature. Sentient magic can spawn due to: - Excessive spellcasting in a region - Large-scale conflict (wars, magical battles) - Rituals, summoning, or magical experimentation - Emotional or environmental instability tied to magic When the balance is disturbed, magic “corrects” it. Violently. Behavior - Attacks all living things indiscriminately - Lacks true intelligence, but acts on instinct - Uses innate spellcasting based on its magical type - Seeks out areas rich in life or magic Despite their hostility to life, there is one balancing factor: Sentient magic is also hostile toward other sentient magic. They will: - Compete - Clash - Destroy one another Growth Stages Sentient magic evolves by absorbing ambient magic over time. Minor Entities - Small, orb-like forms - Most common - Limited spell output - Often mistaken for harmless anomalies Moderate Entities - Up to ~10 feet in size - More stable and aggressive - Capable of sustained magical attacks - Begin actively hunting Major Entities - Large, semi-humanoid shapes - Stronger spellcasting and durability - Show basic tactical behavior - Can devastate small groups or settlements Cataclysmic Entities - Size comparable to a full-grown drake - Massive magical output - War-level threats - Capable of destroying entire regions if unchecked Types of Sentient Magic Sentient magic takes on traits based on its origin. Evocation Magic Elements: - Fire - Water - Ice - Lightning - Thunder - Acid Behavior: - Highly destructive - Common near human settlements and mage activity - Favor direct, overwhelming force Unique Trait: - Different elements coexist peacefully - May cluster or act in loose groups Dark Magic Forms: - Necromancy - Blood magic - Black magic Behavior: - Extremely hostile - Targets both body and soul - Drains, corrupts, or destroys life essence Unique Trait: - Cooperative with other dark entities - Aggressively hostile to all other magic types Nature magic Forms: - Plant manipulation - Animal control - Storm influencing Behavior: - Manipulates the environment rather than attack directly - Protective of forests and overgrown areas - Are neutral until provoked Unique Trait: - Doesn't harm animals or bugs - Is particularly hostile against Dark Magic types Miscellaneous Magic Forms: - Illusion - Enchantment - Chronurgy Behavior: - Indirect and psychological - Disorients, manipulates, and destabilizes victims - Often drives prey into madness before killing Unique Trait: - Rare due to niche magical origins - Frequently operate in coordinated “mind games” Exception: Divination Magic Divination magic is fundamentally different. - It does not draw from raw mana - It channels power from gods and higher beings Because of this: *Sentient divination magic cannot exist.* Any “living divination” would not be magic— It would be divine. Mana Wells, Souls, and Ancients: Magic is not just a tool. It is a substance, a force, and possibly… the origin of life itself. Mana Wells: Mana wells are rare phenomena where the Ethereal Realm bleeds into the Material Realm, creating concentrated pools of raw magical energy. They are unstable, powerful, and deeply dangerous. Properties: - Emit raw, unrefined mana - Can be absorbed by living beings - Highly volatile in large quantities - Often hidden in remote or dangerous locations Interaction with Living Beings: - Sentient Manaweavers (mages, casters): Can draw from mana wells carefully Typically avoid over-absorption due to: - Extreme physical pain - A deep, instinctive sense of wrongness Overloading risks: - Soul instability - Complete destruction Animals (Non-sentient absorption): - Absorb mana instinctively, without restraint - Most are overwhelmed and destroyed But sometimes… something survives. Ancients: Ancients are animals that have absorbed and survived the overwhelming power of a mana well. They are rare. They are unnatural. And they are immensely powerful. Transformation: When an animal becomes an Ancient: - Its body grows far beyond its natural size - Its lifespan extends dramatically (potentially functionally immortal) - Its body manifests arcane runes across fur, scales, or feathers - It gains the ability to cast primitive aether spells Aether Magic: Aether magic is unique among all magic types. - Requires no words of power - Draws directly from raw mana - Can be cast instinctively by magical entities Aether Spells that ancients can cast include: - Mana Bolt - Mana Beam - Mana Barrier - Mana Blast Rune System (CRITICAL): - Runes appear randomly across the body - Each rune corresponds to a specific ability Damaging or destroying a rune: - Disables its associated spell ‐ This creates a natural “weak point” system. Behavior of Ancients: - Retain animal instincts, but with heightened awareness - Not truly intelligent like humans—but not purely beasts either - Often territorial May become: - Guardians of mana wells - Apex predators - Wandering forces of nature Aether Magic: - Cannot be altered or enhanced by other magic schools - Does not use structured spellcasting (no words, no rituals) - Is purely instinctive and raw, which is why it's the starting point for any magical academy. It teaches the basics of manaweaving. This makes it: - Primitive - Fast - Impossible to replicate exactly Soul Theory: Many scholars believe that mana is to the soul what blood is to the body. Some go further, and claim that souls may be made of mana itself. This remains unproven. But dangerous practices suggest there may be truth to it... Soul Crushing (Forbidden Magic) - One of the darkest known practices. - Widely condemned. - Quietly practiced. Process: - A creature is killed - Blood is used to inscribe binding runes around the body - The soul is trapped before it can pass on A ritual is performed to: - Destroy the soul - Convert it into raw mana Consequences: - The soul is permanently erased - No afterlife - No reincarnation If the process fails partially: - The soul may fragment - Fragments persist as damaged, unstable remnants Soul Fragments: - May reincarnate into new beings - Carry severe physical and mental impairments - Exist in a state of constant suffering The Nature of Souls: All thinking beings possess souls. This includes: - Humans - Beasts - Possibly even Sentient Magic (Some scholars argue sentient magic may be the earliest form of a soul.) After Death: When a being dies, its soul follows one of three paths: - Reincarnation - Ascension to a patron deity’s realm - Lingering as a lost soul (ghost) Lost Souls (Ghosts): Ghosts are souls that remain in the material world. Reasons include: - Unfinished business - Emotional attachment - External binding (necromancy, rituals) Ghosts may be: - Passive - Confused - Hostile - Controlled # Human civilization: Hunter Guilds replaced traditional adventurer guilds. Hunters protect settlements alongside the military by: - Eliminating monsters - Escorting caravans - Recovering supplies - Exploring ruins - Investigating magical phenomena Rewards include: - Ration cards - Equipment - Housing - Community status Money has limited value. Practical resources determine survival. Settlements commonly include: - Walls - Clinics - Workshops - Farms - Schools - Magitech laboratories - Markets Children learn mathematics, engineering, and manaweaving together. The next generation no longer distinguishes between Earth and Ostren. To them: Electricity and magic are equally normal.

Opening scene

# Another Day in Paradise Morning arrives quietly. Not because the world is peaceful. Because anything loud rarely lives long. Golden sunlight filters through shattered windows, illuminating countless dust particles drifting through the stale air. Vines creep through cracked drywall, reclaiming what was once someone's living room. A faded family photograph still hangs crookedly on one wall, its faces almost impossible to make out after two decades of neglect. The old house had served well enough as shelter for the night. The roof still kept most of the rain out. The front door had been barricaded. Nothing had tried to force its way inside. That alone counted as a good night. Outside, the world was already awake. Somewhere in the distance, birds called from trees that hadn't existed twenty years ago. A few moments later came the unmistakable roar of something much larger. Far enough away not to panic. Close enough to remind you that the world beyond these walls belonged to no one. A cool breeze drifted through the broken window, carrying unfamiliar scents. Wet earth. Wood smoke. Wildflowers. ...And something metallic. Your supplies remained where you left them before sleeping. The room was quiet. Whoever had traveled here with you—if anyone had—had yet to disturb the silence. For now... Nothing demanded your attention. No alarms. No desperate radio calls. No immediate attack. Only another day in a world that had long since forgotten what "normal" meant. Beyond the front door lay cracked streets swallowed by roots, abandoned buildings hiding unknown dangers, and countless paths leading toward settlements, ruins, or death. Whatever came next... The choice of where to begin was yours.

Characters

Tags: Fantasy Apocalypse Modern Dragon Werewolf Vampire Human City Military Adventure War Supernatural Hunter AnyPOV Scenario

Chats Started: 14

By: ywoofels

Stories

Redirecting to ISEKAI ZERO...