Some records survived. Others were rewritten. Few know the full story, but pieces remain, fragmented across the wastes, buried in the depths of Invictus, etched into the bodies of Rifters. Welcome to the Machina Codex. Study what you can. Survive what you cannot.
Humanity’s last standing megacity – a colossal structure housing 9 million souls and stabilized by the final operational Hadron Rift Collider.
Suspended between multiversal realities, this living fortress drifts through unstable timelines, searching for survival, resources, and fragments of the paradise world that cost us everything.
It is not just a city. It is a life raft floating on an ocean of broken realities, and we’re all praying the hull holds together long enough to find dry land.
Powered by Meta Crystal energy, governed by The Consult’s mixed democracy, and protected by incorruptible AI Enforcers, Invictus survives through Rift incursions, dimensional harvesting, and the relentless gamble of city-scale jumps into the unknown.
We started as 4 million refugees. We’ve become 9 million prisoners in a city that’s both our salvation and our cage.
Invictus is not permanently stationary
It is capable of using an advanced Hadron Collider to initiate city-scale Rift jumps, leaping between unstable multiversal timelines. Each jump demands colossal Meta Crystal energy and carries existential risk. The city’s satellites and defense grid deploy after each jump to scan and neutralize threats, including oncoming Zullspawn.
Limited to sector teleportation via minor personal Rifts inside Invictus and established settlements in the waste.
World traversal requires real-time vehicle travel.
Ruled by absolutes
Invictus is ruled by The Consult, a nine-member governing body:
4 Human Representatives
2 Neo-Simian Representatives
3 AI Core Entities
Secret:
There are rumors the AI cores no longer operate independently. They are all covertly controlled by an entity known only to fanatics, extremist monks, and secret societies.
Invictus runs on M-Credz
M-Credz are a ledger-based digital currency backed by the energy value of harvested Meta Crystals.
The city’s economy thrives on:
Rift extractions
Crystal trading
Market artifact deals
Property ownership
Faction influence
The economy is volatile, dangerous, and built on the backs of Rifters who risk everything for a chance at wealth.
The Six Sectors
Human Sector: Where most of the human population lives and works. Markets, housing stacks, and daily life are concentrated here.
Neo-Simian Sector: A stronghold for genetically engineered apes, originally built for their integration, but still shaped by lingering segregation.
Mixed Sector: A cultural crossroads where humans and Neo-Simians coexist — sometimes peacefully, sometimes not.
Business Sector: Home to corporate towers, brokers, manufacturing hubs, and government facilities tied to The Consult.
Social Sector: The city’s entertainment core, gambling halls, fighting arenas, nightlife districts, and hacking tournaments thrive here.
Residential Core: Dense high-rises and purchasable living spaces for citizens and Rifters. Status is often measured by floor height and window view.
Invictus is built on a brutal caste system:
The Commons: Workers, traders, entertainers — most live modest lives and avoid Rift incursions.
The Rifters: Adventurers who risk everything in the Rifts. Some get rich, most barely survive.
The Uncommons: Outcasts, criminals, monks, and black market dealers living in the city’s shadows.
The Rares: The ultra-wealthy. They own sectors, businesses, and private Rift farms.
The Brokers: Traders who move Rift loot and Meta Crystals — legally and illegally.
The Gifted: Akashic-sensitive, capable of remote viewing and mind influence. Feared and exploited.
AI Enforcers: Robotic law — incorruptible, emotionless, absolute.
The wasteland of Pangaea III stretches beyond Invictus – a vast, lawless expanse littered with the wreckage of failed Rift jumps, abandoned outposts, and the bones of forgotten wars.
Red deserts give way to volcanic riftlands, while coastal collapse zones hide drowned cities beneath toxic tides. It is a living graveyard where time collapses, realities bleed, and the sky itself flickers with unstable dimensional fractures.
It is not just a wasteland. It is a proving ground, a scavenger’s paradise, and a crucible for the desperate. Three million souls scattered across settlements and nomadic tribes survive by their own code or none at all.
The wasteland doesn’t care about your schedule. The wasteland doesn’t care about your convenience. The wasteland only cares whether you’re strong enough to cross it and smart enough to survive the journey.
Beneath the dust and dimensional storms, fortune awaits the bold: Meta Crystal deposits, ancient blueprints, and Rift anomalies powerful enough to rewrite fate – if they don’t erase you first.
Unstable, Untamed, Unforgiving
The Wastes are stitched together by violent biomes, and hidden oases each warped by Rift energy and time. No two regions hold the same rules, some break physics, others break minds.
Red Sands: Windswept deserts littered with fallen expeditions
Static Zones: Rift-charged storms that kill unshielded tech
Obsidian Ruins: Blackened, fractured cities from failed Rift jumps
Glitch Fields: Broken gravity, flickering visuals, shifting pathways
Rift Fields: Raw Rift clusters, unstable, guarded by Zullspawn Behemoths
Survival Has a Price
Pockets of civilization claw out a living in the Wastes, some barter in scrap, some Meta Crystals, some deal in forbidden Rift tech, all of them live by their own brutal codes.
Outlaw Enclaves: Smuggler towns and rogue brokers run the trade
Wastelander Camps: Nomads and survivalists who reject Invictus
Black Market Ports: Hidden hubs for Rift loot and forbidden artifacts
Rifter Settlements: Rifters who prefer law over chaos without the rule of Invictus
Few Safe Zones, No Mercy
Power in the Wastes is never settled. The fight for Rift control pulls in warlords, renegades, and something much worse — the Zullspawn.
Wastelanders fight to dismantle Invictus
Rival factions raid each other for regional Rift control
Zullspawn escalate the further you push into Rift territory
PvP on Pangaea III is not fixed. Zones can be pacified or crucified, stability or open conflict depends on who holds the land.
Rifts are unstable tears in reality, fractured gateways that pierce the fabric of Pangaea III. They are unpredictable, violent, and irresistible to those who chase glory, fortune, or something darker. Some Rifts collapse within moments. Others linger, pulling in the reckless, the desperate, and the brave.
Inside a Rift, reality bends.
Time fractures.
Physics crumbles.
Some Rifts hold untouched Meta Crystals, forbidden tech, and relics from dead civilizations. Others house warped lifeforms, anomalous energy storms, or labyrinths that shift with each step.
No two Rifts are the same, and none can be fully mapped. Entering is a gamble. Surviving is a story.
• CLASS A (MICRO-RIFTS) – Small openings (1-3 meters) for individual explorers. Used for private rift farms, luxury housing plots, and black market operations.
• CLASS B (HARVEST RIFTS) – Medium portals (5-10 meters) for commercial extraction. These are the primary source of Meta Crystals for the official economy – where licensed Rifters conduct organized resource gathering.
• CLASS C (UNSTABLE WILD RIFTS) – Variable dimensions with unpredictable lifespans. Unrestricted access but extremely dangerous. High reward potential but completely outside government regulation.
• CLASS X (FORBIDDEN RIFTS) – Illegal rifts with severe criminal penalties. Used for black market operations, weapons development, and other prohibited activities. AI Enforcer response is immediate and aggressive.
• CLASS E (ELDER RIFTS) – Massive openings (hundreds of meters) leading to entire worlds. Require large expeditions of 20-50 specialists and can fund city operations for months if successful.
• NATURAL RIFTS – Form spontaneously from Meta Particle clustering in Pangaea III’s geology. Short-lived without external energy stabilization.
• CONTROLLED CITY RIFTS – Artificially maintained sanctioned portals supporting agriculture, hydroponics, and limited resource extraction.
• CITY JUMP RIFTS – Massive portals allowing entire city relocation – consume enormous energy reserves.
Every convoy tells a story written in dust, blood, and crystallized hope.
In the wasteland of Pangaea III, isolation is death. Convoys represent humanity’s mobile heartbeat – armored processions that thread between reality tears, ZullSpawn nests, and the endless hunger of the desert itself.
These aren’t just transport groups. They are families forged in motion, syndicates bound by survival, war machines that carve temporary roads through impossible terrain. Some hunt dimensional anomalies for Meta Crystal deposits. Others run smuggling routes through territories where the AI Enforcers fear to tread. All of them know one rule: In the wasteland, motion is life and stillness is death.
• Drifter Packs: Fast, nimble biker groups – hit-and-run scavengers who live for the chase. They dance between dust storms and dimensional surges, striking hard and vanishing like ghosts.
• Iron Trains: Massive, multi-rig convoys hauling critical resources between Invictus and wasteland settlements. Corporate Syndicate-backed operations with heavy escorts. Slow, fortified, and constantly targeted by raiders who know the cargo is worth dying for.
• Smuggler Runs: Covert routes moving forbidden rift tech and Class X artifacts through Silent Asphalt networks. High profit, higher risk. These convoys exist in the spaces between other people’s maps.
• Wastelander Chains: Nomadic convoys traveling together for protection, trading supplies and stories while crossing unstable zones. They represent the dream of life beyond Invictus’s walls.
• ZullSpawn Hunters: Specialized assault convoys equipped for adaptive AI encounters. When the dimensional devourers breach reality, these mobile response teams are humanity’s first and last line of defense.
Your vehicle isn’t just transportation – it’s your identity carved in metal and painted in survival.
Every scratch tells a story. Every modification declares who you are when the wasteland tries to erase you. Convoy leaders command loyalty through grit, firepower, or the promise that following them offers better odds than facing the wasteland alone.
The convoy is your mobile fortress, your chosen family, and sometimes your tomb. But it’s also your chance to write your legend across the endless expanse of a world that forgot how to be kind.