The salvage wars
Stakes Control of usable metal, water, and intact magic decides who eats and who gets erased.
World Atlas·Strange Realm·A world that survives by salvaging what reality threw away.
trade hub · towering scrap dunes and collapsed masonry
Hook
A market city built inside a toppled palace trades in doors, windows, and stolen names.
The Dump is a strange boundary realm where discarded buildings, broken relics, failed spells, and displaced peoples wash up from across the multiverse. Its sprawling layers of refuse form markets, fortresses, and graveyards of lost worlds. Survival depends on salvage, memory, and alliances made under pressure, while every faction fears the same thing: the day the world finishes erasing itself.
Themes
Form · Strange Realm
A strange boundary realm with no true horizon, made of overlapping wreckage fields, stacked ruins, and drifting districts that appear where discarded things fall from elsewhere.
Traversal
Travel follows salvage logic instead of distance: roads, lifts, and gate frames connect regions where old routes or shared materials line up. Crossings shift when new wreckage lands, so guides read currents of falling debris, echo-signs, and active claim lines.

Strange Realm

Magic
High

Technology
Magitech

Death & Souls
First Drift
The Casting Out
Settlement Age
The Salvage Years
Current Age
The Slow Losing
The salvage wars
Control of usable metal, water, and intact magic decides who eats and who gets erased.
The quiet erasure
If the lost districts keep fading, whole histories and bloodlines will disappear for good.
The last gate
A functioning exit could free thousands, but it might also drain the Dump of the scraps that keep it alive.
Keep the enclaves supplied and the roads open, even if that means ruthless rationing.
Preserve names, histories, and the souls of the lost before they fade.
Control gates, lifts, and crossings between regions.
Strip the Dump to prove that only oblivion is honest.
Protect local people, even from larger alliances and desperate outsiders.
Stakes Control of usable metal, water, and intact magic decides who eats and who gets erased.
Stakes If the lost districts keep fading, whole histories and bloodlines will disappear for good.
Stakes A functioning exit could free thousands, but it might also drain the Dump of the scraps that keep it alive.
The Dump began as a nowhere place where broken gates, failed spells, and unwanted cities fell when their worlds could not hold them. Early arrivals learned that nothing here fully vanishes at once, so they built shelters from scraps and learned to barter memory as well as metal.
Enclaves, guilds, and warbands rose around reliable piles of useful refuse. Roads of plank, rune, and rail stitched the regions together, while fights over clean water, intact relics, and stable ground turned survival into politics.
New wreckage still arrives, but the Dump is also thinning at the edges. Entire districts are being erased, and every faction now argues over whether to save what remains, exploit the collapse, or find the thing that is pulling the world inward.
A fresh district has appeared overnight, and every faction wants first claim on its intact treasure and unopened rooms.
A respected elder remembers a vanished neighborhood that no map shows, and their memories may be the only proof it ever existed.
A gatewright offers passage out of the Dump, but the route requires stealing a key from the deepest refuse pit.
The erasure cult is marking homes for removal, and the party must decide whether to stop them or learn who funds them.
The world is not merely collecting refuse; it is orbiting a hidden anchor that feeds the arrivals.
Discovery · The oldest salvage crews keep finding the same carved stone in different districts.
Impact · The Dump may have been built around a single buried core that is still pulling in lost things.
Identity in the Dump can be stored, traded, and erased through old architecture and ritual.
Discovery · Echoes answer only to true names spoken in places where two ruins overlap.
Impact · Names are a form of currency and a weapon, and stealing them can unmake people.
The dumping is not random; it is being managed by an outside power.
Discovery · Several fresh wrecks arrive already marked by the same ash sigil.
Impact · Someone or something beyond the boundary is using the Dump as a deliberate disposal site.