Ruined stone gateway in the broken world
PUBLIC RECLAIM ARCHIVE · SPOILER-FREE

WHAT
SURVIVED.

Reactor Realms begins in a world that has already broken. The people of the Great Reclaim inherit ruins, unstable Silverflow, dangerous Reactors, five competing Realms, and stories that no longer agree on what happened.

No book plot reveals on this page.This archive stays inside the history and beliefs available to the card-game era.
THE GREAT RECLAIM

The old world ended. Life did not.

The Great Reclaim is the long rebuilding age after the Great Collapse. Roads end at ruptures. Old cities sit half-swallowed by new terrain. Settlements survive because someone is willing to repair a wall, guard a Reactor, recover a route, or carry supplies through a place the maps no longer understand.

There is no single surviving history of the Collapse. Every Realm inherited different records, different wounds, and a different explanation for why the world failed. That uncertainty is part of the setting: people are rebuilding the future while arguing over the past.

ERAGreat ReclaimWORLDPost-CollapseHISTORYFragmented
A bridge shattered during the Collapse
Recovered roads rarely end where the old charts say they should.
Ruined market settlement
THE WORLD BETWEEN BATTLESMost people are not trying to solve the ancient past. They are trying to make tomorrow possible.
Ancient conduit associated with Silverflow
SILVERFLOW · AETHER

The current that keeps the Realms alive can also tear them apart.

Silverflow is the older name preserved in sacred records and old workings. In the Great Reclaim, people also use Aether for the unstable, pressured current encountered in damaged land, relics, storms, and machinery.

No Realm agrees completely on what Silverflow is. Thornbound traditions speak of living balance. Gloomborn rites treat return and decay as part of the current. Duskforged engineers measure pressure. Sunshatter doctrine names radiance and order. Starweave reads patterns in what others call noise.

Whatever name is used, forcing too much through a broken place can turn useful energy into catastrophe.

REACTORS

Not power plants. Survival systems.

Reactors are the machines the Great Reclaim depends on to handle unstable Aether. They vent, redirect, and stabilize dangerous pressure long enough for settlements and routes to function.

Damaged Reactor chamber
RECOVERED FIELD NOTEA stable Reactor can keep a settlement alive. A failed one can redraw the map.
01

Mine the current

Realm-built Reactors make unstable energy usable without pretending it is harmless.

02

Protect the infrastructure

A settlement without working stabilization can lose light, defenses, routes, and access to surrounding land.

03

Respect the pressure

Silverflow surges are feared because the world beyond the machine is already wounded and unpredictable.

THE WASTELAND

The scar at the center of every map.

The five Realms surround a broken central region remembered simply as the Wasteland. Routes vanish at its edge. Ruins appear where no current Realm claims them. Aether behavior becomes difficult to predict.

Every culture has a story about what the Wasteland was, who caused it, and what still remains there. None of those stories is presented here as the final answer.

Read the Legends Archive
Map of the five Reactor Realms surrounding the Wasteland
Recovered Atlas of the Broken Realms
RELICS & OLD WORKINGS

The world is full of tools nobody completely understands anymore.

Relics are not random treasure. They are surviving devices, seals, vessels, structures, and practical tools from earlier ages. The Great Reclaim reuses them because abandoning useful knowledge is a luxury few settlements have.

Ancient ruined sanctuary
Ruined sanctuariesPlaces survive longer than the people who named them.
Recovered ancient seal
Recovered sealsSymbols repeat across Realms even when their meanings do not.
Recovered Silverflow conduit
Old conduitsUseful enough to preserve. Dangerous enough to fear.
The hooded figure known in surviving stories as the Forgotten One
LEGENDS

Some names survived better than history.

The Forgotten One appears in stories from more than one Realm: a hooded wanderer, a witness, a warning, a teacher, or a ruin-haunting myth depending on who is telling the tale.

The public archive does not resolve his identity. That is the rule for Legends here: show what the people of the Great Reclaim believe without giving away the deeper story behind the belief.

A WORLD OF DAMAGED RECORDS

The cards show what survived—not necessarily what happened.

Every faction name, relic, legend, settlement, and creature is another recovered fragment. The deeper story exists, but the public lore keeps the mystery intact so the fiction can reveal it in its own time.