"Nested between the hills and the sea, the sprawling city state of Tarnak with its thriving commerce currently serves as one of the last bastions of what remains of the civilization, a last hope for many of the refugees who fled their dying lands in search of a new home and a new life."

The Traveler


Scavenger is set in a low-fantasy world named Akara. Civilization has collapsed and many of the once great and advanced city-states now lay in ruins, ravaged by war, famine and natural disasters. The world is in chaos and many have fled to less dangerous places.

One place have thrived recently after the great collapse, once a small settlement, Tarnak is now a huge sprawling city where many find a second chance. Tarnak holds one of the greatest wonders and mysteries of the world, a monolithic pillar that acts as a gateway between this world and another one that yet has to be discovered.



Aside from a few isolated city-states, dust and ashes are all that remains of civilization across the continent of Akara. One such city-state offers hope for the beleaguered people of the world. Tarnak sits with its massive pylon, a monumental gateway in the form of two tapering towers, in the center of the city that leads to The Relic, the possible salvation of the people of Akara.
The cause of the Great Dying is unknown, but much of the sentient life across Akara has withered and many animals larger than a rabbit have ceased to exist. At the same time other strange life has appeared and threatens the sentient life that remains on Akara. In addition to humans Akara is is also home to Kith, small nocturnal tribal hunters, and Moluk, strong four armed hulks towering 7 feet or more. Those that didn’t die from the Great Dying are often hunted and killed by Scren a sentient vaguely humanoid race with, four legs, vicious claws, bony carapace that is nearly impervious to even metal weapons, and a tail ending in a deadly stinger. Scren take no part in communications with human, kith, or Moluk and seemingly only live to kill and eat other sentient creatures.
With the dying of many people, plants, and animals the fabric of civilization has fallen from Akara. Strength of arms has become the rule of law in the deadlands. In the verdant valleys of the city-states civilization clings to Akara precariously, held together by desperation.


While Tarnak is self sustainable, some trading caravans come and go to other distant cities like Dal Raka, Kanuma, or Bataar, but people stream into Tarnak, telling of the brutal despots of other city-states or desperation in the deadlands. They come to Tarnakclinging to hope that the rumors of the Relic and the pylons are true, that there might yet be a slant welcoming to the survivors of Akara or perhaps they’ve heard of the wealth and power bestowed by shards and the scavengers that find them.
When travelers arrive in Tarnak many are as surprised by the apparent peace that envelops the city as they are by the wondrous shard powered devices that are more technologically advanced than anything on Akara. Shard weapons prevent open war, however, machinations between the city’s factions cause strife and chaos in the daily lives of the inhabitants. The struggle to obtain shards and devices from within the Relic fuels power plays by the city’s factions. Each faction hires or otherwise obtains scavengers to enter the Relic and find the precious shards, while simultaneously searching for ways to find and open the pylons that dot the landscape in The Relic.
The few pylons that have been found and opened in the Relic lead to other places that resemble Akara in many ways, but have one or more major differences making life there hostile or at least unwelcoming. The scavengers have taken to calling these places “slants”, as they resemble Akara if looked at from a different angle. The people of hope that a scavenger will find a slant that is a more idyllic world where the people of Akara can move to, free of the aftermath of the Great Dying and the predations of the Scren.