Imagine, for a moment, a skyscraper. Not the steel and glass spire of a forgotten age, but its ghost. Picture it completely encased in pulsing, bioluminescent vines, humming with a strange, silent energy. At night, it glows, a colossal, multi-colored beacon in a city otherwise swallowed by darkness and alien growth. This is the world of the Veridian Bloom.
This is the first in a four-part series exploring this new post-apocalyptic TTRPG setting. Today, we look back at the end of the old world—not a sudden, fiery apocalypse, but a quiet, creeping catastrophe known as the Great Withering—and we take our first steps into the vibrant, beautiful, and lethal world that grew from its ashes.
The Great Withering: A Cascade of Collapse
The end didn’t come with a bang. It came with a blight. The scientists of the “Before Times” called it Lazarus Vector 7. LV-7 was a miracle of genetic engineering, a virus designed to make staple crops—wheat, corn, rice—more resilient and bountiful. And for a time, it was. But in their hubris, its creators built a key that could unlock Pandora’s Box. The virus mutated. It didn’t just kill the plants it was meant to protect; it violently rewrote their DNA in the moments before they turned to black, slimy rot, leaving a permanent, corrupted genetic legacy in the soil of the Earth.
What followed was the Slow Starvation. Decades of escalating horror. There were no mushroom clouds, no zombie hordes. There was only the quiet terror of empty shelves, the silent, rusting tractors in fields of black sludge, and the hard, cruel math of survival as global supply chains crumbled. Nations tore themselves apart over the last fertile lands, and then there was nothing left to fight for. It was an age of desperation, where a single can of preserved food was worth more than a man’s life.
The final chapter was the Great Silence. One by one, the lights went out. The ever-present hum of the electrical grid, the chatter of the data streams, the glow of a billion screens—it all faded. The complex machine of the old world ground to a halt, leaving only the wind, the rain, and the first whispers of a new world struggling to be born.
The Veridian Bloom: A World Reclaimed
From the genetically scarred soil, something new arose. Not the familiar green of the old world, but an alien ecosystem born from the chaotic code left by LV-7. This is the Veridian Bloom. It is not merely overgrown nature; it is a new kingdom of life, operating by rules humanity is only beginning to understand.
To walk through the Bloom is to have your senses assaulted. The air is thick with pollen that can be intoxicatingly sweet or acrid enough to burn the lungs. The world is painted in unnatural hues of cobalt blue, shocking magenta, and shimmering, oily gold. A constant, low-frequency hum of bio-energy seems to emanate from the ground itself, which might be soft and fleshy underfoot one moment, and covered in sharp, crystalline growths the next.
Humanity survives in the cracks. We are no longer masters of the planet; we are tenants, living on the terms of our new landlord. Survivors huddle in treetop arcologies built in the skeletons of ancient, impossibly large trees. Others live in sealed underground Arks, desperately cultivating sterile pockets of the old world. Nomadic flotillas drift on the unpredictable wetlands and rivers, while brave or foolish souls build settlements in the shadow of the vine-choked ruins.
From the High Archives: A Memory of Green and Gray
(The following is an entry from the journals of Kaelen, Archivist of Sky-Ruin 7, written on processed reed paper with carefully rationed iron-gall ink.)
Entry 4, Cycle of the Blue Pollen
It is a quiet irony that the most precious artifact in my collection is also the most boring. It is a “digital photograph,” preserved on one of the few functioning data slates we have managed to power. It shows a house from the Before Times. It is a simple, boxy structure, and in front of it lies a perfect, uniform rectangle of green grass. My predecessors labeled it “Lawn.”
I look at this image, at its sterile, monotonous green, and I feel a profound sense of disconnect. This was their ideal of nature: conquered, trimmed, and utterly inert. Then I look out of the high window of my study. I see the Choral Bloom on the horizon, its great petals catching the morning light in a wave of iridescent color. I see the Glimmer Moss on the branches below, pulsing with a gentle, empathic blue. I can smell three different kinds of sweet pollen on the wind and hear the clicking of a Thorn-Strider making its way through the undergrowth.
The Elders taught me the stories of the Great Silence—that day, generations ago, when the endless, maddening hum of their world finally died. They said it was terrifying. They had never known true quiet. But what they heard next, in the weeks and years that followed, was the sound of the world breathing again. The Bloom has a voice—a language of scent and light and vibration that we are only now learning to comprehend.
I look at the sterile green lawn on my data slate, and then at the terrifying, beautiful truth outside my window. We lost our world, yes. But I must ask myself: did the planet lose, or did it win?
GM’s Toolkit: Echoes of the Past
As a Game Master, relics from the Before Times are more than just loot. They are mysteries, story hooks, and tangible connections to the world the players’ ancestors lost. Finding a rusted-out car is common; finding one with a skeleton still clutching the wheel tells a story. Use the following table to generate evocative artifacts for your players to discover.
3d6 Oracle Table: Relics of the Before Times
3-4: A perfectly preserved, but utterly useless, data server humming with dead information.
5-6: A child’s toy, its bright plastic colors a stark contrast to the organic tones of the Bloom.
7-8: A collection of faded photographs, showing smiling faces in a world of manicured lawns and concrete towers.
9-10: A rusted firearm, its ammunition long since spent, now used as a ceremonial object.
11-12: A book of poetry, its verses speaking of a love for a world that no longer exists.
13-14: A “seed vault” containing now-extinct and likely toxic plant varieties.
15-16: A fully charged, but password-protected, personal data slate.
17-18: A map of the old world’s super-highways, now overgrown and impassable.
Adventure Hooks
The Silent Oracle: The players discover a still-powered, automated weather monitoring station from the Before Times. It’s broadcasting a repeating, cryptic warning on its fading screen—a series of atmospheric pressure charts and wind-speed indicators they can’t understand. Can they find someone (perhaps an old archivist like Kaelen) who can interpret the old-world data and warn a nearby settlement of the massive, toxic “pollen-storm” it’s predicting?
The Seed of the Past: An elderly woman in the community is dying. As a final request, she gives the players a hand-drawn map to a hidden pre-Withering bunker she claims contains a lifetime’s supply of preserved food. The bunker is real and sealed against the Bloom. But it doesn’t contain food. It’s a corporate seed vault, filled with thousands of samples of now-extinct, non-native, and potentially invasive pre-Withering plants. Do they destroy the genetic “contaminants,” or could this knowledge be a prize worth killing for?
Conclusion: Life Finds a Way
The age of humanity is over. The age of the Bloom has begun. We are no longer the shapers of our environment, but another species shaped by it, struggling for survival in a world that is more alive than ever before.
But who are the people who call this beautiful, deadly world home? In our next post, we will meet the factions and cultures of the Veridian Bloom.
I’m digging this setting (no pun intended). I’ve always thought it would be amazing to see the natural beauty, and true for us humans also horror, of the millennia our planet has existed before us where nature ruled unchallenged.