DV6 Age of Adventure
- J Rivera
- Apr 29
- 8 min read
This is the main timeline for most adventuring Parties and is the key setting for which most campaigns are occurring. The year is 100PA to 150PA (PA: Post Apocalypse) It is an extremely turbulent time when the dozens of new races are fighting for a foothold on earth and the remaining humans are fighting for their own species right to our world.
Listed below are some kingdoms vying for their place:
· The Kobold Kingdom of Nief: under the Canadian wastes.
· The Kobold Pit: Western Australia
· The Wolfin Empire: Southern Canada
· New Clouder: Thunder Bay Canada
· New Vampire Kingdom: Southern Mexico
· Kingdom of Dracula: Northern Mexico
· The Great Hell Gate: Eastern Russia
· Demon Plains: Eastern Russia
· Orc Tribes: Northern Russia
· The Tiger Empire: Eastern China
· The Oni Hordes: Northern China
· Dwavern Deep Town: Utah
· Goblin Kingdom of Slogg: Utah
· The Necro Cloud: Central Germany
· The Dwarven Kingdom of Pumpernickle: Central Germany.
· Glennwood Hobbit Shire: Southern California
· The Mozzark Mountain range: Central Ukraine “Dwarven Kingdom”
· Relitech Capital Ship: Above France
· Kingdom of Fay: Central Ireland
· Hobbiton Shire: Southern Ireland
· Elven City of Thistle Wind: Southern Ireland
· Creapod Site 1, Herbivore Council: Southern Ireland
· Creapod Site 2, Council of the Sun: Italy
· Kingdom of the Rex: England
· The Queen Spire: Poland “Corrupt Spark”
· The Great Reef: Central Pacific Ocean
· The World Spine: Central Atlantic Ocean
· The Black Throne: Northern Nevada
· Grand Insectz Hive: Northern China
· Hydronnia: Columbia
· City in the Clouds: Mage Guild HQ
· Isle of the Damned: South America
· Wyrmwood: Ohio USA
· POX: Kentucky USA
· Devils Throne: New York USA
· Wyrm Wood Tear: Pennsylvania USA
· Humanity’s Hope “The Returned” Delaware U.S.A.
List of known Mega Cities
1. UEC Headquarters: Colorado.
2. UEC East Line: Northern Virginia.
3. UEC Western Ridge: Southern Montana.
4. UEC Southern Wall: Southern Texas.
5. UEC Northern Front: Central Canada.
6. Denver Ridge: Abandoned UEC Base, below Denver City, A Ghost Town?
7. Springwood Illinois: Elm Street, safest place to sleep in the wastes!
8. Toon Town: Hollywood California.
9. Tiger City: Eastern China.
10. New Berlin: Northern Germany.
11. Japan 1: Central Japan.
12. Light Town: Elven City of Lights.
13. Moose Town: Portland, Oregon.
14. Dwarven Kingdom Pax Uthal: Northern Canada.
15. LAS Vegas: Demonic City of Sin.
16. Los Brutus: Southern Mexico.
17. The Bricks: Northern Egypt, Dwarven Mining city.
18. Kingdom of Pearls: Southern Africa.
19. Shiva’s Palace: Northern India
20. The Cradle of Life: Central Kuwait
21. Foram Duex Ex: Western Austraila “Cybrex Nation”
22. Walking City: Somewhere in the Middle East
23. Ragnarök: Iceland “Return of the Norse Mythos”
24. North Star “Human Supremist”
25.
Rumors of the Wastes
Spend enough nights around wasteland campfires and you’ll start hearing stories. Not the kind people write down in books or carve into monuments. The kind that get passed from scavenger to scavenger, from caravan guards to bartenders, from old veterans to wide-eyed new adventurers about to step out into the world for the first time. Out here, rumors travel faster than truth, and sometimes they turn out to be the same thing. Someone will swear they saw a man grow wings in the middle of a battle after taking a killing blow, lifting into the sky like some kind of burning angel. Another person insists that wasn’t an angel at all, just an Evolution finally waking up. A trader might tell you about a warrior who got hit by lightning and walked away glowing, skin cracked with power, like the storm itself decided he wasn’t finished yet. You hear enough of these stories and you begin to understand something important about the wastes. Out here, people change.
Evolutions are part of that change. Nobody really knows why they happen. Some folks think it’s the radiation still bleeding from the old wars. Others say the demons that spilled into the world twisted reality itself. A few of the old scholars claim it’s something deeper, like the universe correcting itself through the people strong enough to survive it. Whatever the truth is, everyone agrees on one thing. When someone Evolves, the world suddenly gets a lot stranger.
Then there are the stories about the heroes.
You’ll hear about tanks who stood in front of entire raider armies and refused to move, about healers who brought people back from the brink when everyone else had given up, about mages who can bend time, space, or pure chaos when the moment calls for it. There are whispers of shapeshifters prowling the badlands, symbiotes that bond with hosts to become something new, and cursed souls walking the wastes with powers they never asked for. Most people assume these are exaggerations. Until they see something like it themselves. Of course, not every rumor is about monsters or miracles. Some are about people. Every region seems to have its own legends wandering through it. Someone will mention a masked ninja that appears only when the night is darkest. Someone else talks about a healer who grows fruit from his own body that can cure almost anything. And sooner or later, someone always brings up the same name.
Waste Daddy.
Nobody tells that story the same way twice. Some say he’s a wandering hero with a belt that can knock sense into demons. Others say he’s a strange prophet who speaks a language no one understands but everyone somehow hears exactly the way they need to. What most people agree on is that when Waste Daddy walks into a town, things start going right again.
Maybe the rumors are exaggerated. Maybe the stories grow bigger every time they’re told.
But in the wastes, strange things happen often enough that people have learned not to dismiss the impossible too quickly.
After all, if you’re about to step out into this world yourself, you might end up becoming one of those rumors. And when someone is telling that story years from now around a campfire somewhere, they might lean in a little closer and ask the same question every adventurer eventually hears.
“What was their Evolution?”
The Heroes of the Wastes
If you’re sitting down to play DV6, it means one thing already. You’re not just another survivor scratching out a living in the ruins of the old world. You’re one of the people who actually changes things out here. The wastes are full of ordinary folks. Farmers trying to coax food out of poisoned soil. Traders hauling scrap between settlements. Scavengers picking through the bones of cities that died long before they were born. Most people are just trying to get through another day. But every now and then someone shows up who refuses to live that way. Someone who stands up when monsters come out of the dust, or when raiders threaten a village, or when something strange and powerful stirs in the darkness.
Those people become the heroes of the wastes.
They come from all kinds of paths. Some are tanks, the kind of warriors who plant their feet and refuse to move no matter what crashes into them. When things get ugly, everyone behind them knows they’ll still be standing. Others are healers, the rare souls who can mend wounds and keep a group alive long enough to survive battles that should have killed them all. In a world as dangerous as this one, a healer can mean the difference between a story that ends early and one that becomes legend.
Then there are the mages, bending strange forces that seeped into the world after everything fell apart. Magic in DV6 isn’t neat or predictable. It’s wild, dangerous, and sometimes unbelievably powerful. A good mage can change the shape of a fight before it even begins.
Some heroes walk darker or stranger roads. Shapeshifters carry the power to become something more than human when the moment calls for it. Symbiotes bond with living entities that grant terrifying strength. Others bear curses, infernal blood, forgotten powers, or gifts that make people nervous just standing too close to them. Out here, being different isn’t unusual. It might actually be what keeps you alive.
And then there are the warriors and rogues. Fighters who rely on skill, speed, and experience rather than strange magic or monstrous transformations. They’re the blades in the dark, the unstoppable soldiers, the assassins, duelists, and champions who carve their own reputation one battle at a time.
All of these people share one thing in common. At some point, they stepped forward when others stepped back. They chose to face the chaos of the wastes instead of hiding from it.
That’s where you come in.
Your character might begin as a simple fighter, a wandering healer, a strange mage, or something far more unusual. But the world of DV6 has a way of changing people. Power grows. Strange forces awaken. Fate has a habit of twisting heroes into something bigger than they ever expected.
The stories people tell around wasteland campfires usually begin the same way.
Someone new showed up.
They fought harder than anyone expected.
And then one day, something happened that nobody could explain.
That’s when the rumors start.
That’s when people start asking the question.
What was their Evolution?
The Legend of the Waste Daddys
If you spend any time traveling the wastes, you will eventually hear someone talk about a Waste Daddy. It might be a farmer leaning on a fence, a bartender wiping a glass, or an old scavenger sitting by a fire. They’ll say the name casually, like it’s just another thing that happens out here. But if you listen a little longer, you start to realize they’re not talking about just a man. They’re talking about something closer to a legend.
Nobody seems to agree on exactly what a Waste Daddy is. Some people swear they’re just men of unbelievable character, wandering heroes who decided long ago that the world was worth saving even after it burned. Others think they’re something more mysterious, maybe touched by the divine or shaped by whatever strange forces broke the old world. What everyone agrees on is that when a Waste Daddy shows up, things start changing.
You’ll know one when you see him. Big swagger. Flashy clothes that somehow still look clean even after crossing half the continent. Usually a fur coat, a belt with a buckle big enough to catch the sun, and the kind of presence that makes raiders rethink their life choices. He walks into a settlement like he already knows everyone there, and somehow people feel like they know him too.
The strangest thing about Waste Daddys is the way they talk. They don’t speak any language anyone can name. It sounds like nonsense at first, just wild phrases and strange rhythms rolling off their tongue. But the moment you hear it, you understand exactly what he means. Or at least you think you do. Ask three different people what the Waste Daddy said and you might get three different answers, but somehow every one of them feels right. The tank hears “charge.” The healer hears “fall back.” The rogue hears “go around the side.” Waste Daddy just nods like that was the plan all along. And somehow, it usually works. Wherever a Waste Daddy travels, stories follow. People talk about towns he saved from raiders, demons he shamed into retreat, communities he helped build out of scrap and stubborn hope. They say he never stays long. He’ll help fix what’s broken, remind folks how to stand up for each other, maybe throw a celebration that lasts all night, and then by morning he’s already walking down the road again. There’s always another town that needs him. You’ll also hear whispers about his children. Waste Daddy has them everywhere. Every region of the wastes seems to have someone who claims their mother once met the man with the belt and the fur coat. Strangely, nobody complains about it. The mothers speak of him with a smile, like they were part of something bigger than themselves. And when Waste Daddy passes through a place where one of his children lives, people say he always makes sure they’re taken care of before he moves on. After all, a man with a world to rebuild can’t stay in one place forever, my Daimies.

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