The History
Read about how the world came to be as it is now, what caused the apocalypse? How did we escalate to nuclear annihilation?

the new world

Read how daily life is now, including the development of slang, factions, and the current global map.
the creatures
Read about the humans and mutants that came to be as a result of the exposure to radiation.

The History

The lore of Outlive is heavily influenced by the Fallout universe and some of the X-Men universe, however, it maintains a number of key differences.
It is considered one of humanity's greatest failures, to continue to kill the earth with nuclear waste and fossil fuels, while entire nations were decimated by the natural disasters that followed the escalation of climate change. Resources dwindled, and tensions rose between the global superpowers. Economies folded as nations competed. We were once again at an arms race, this time between the United States, the Republic of China, and North Korea. Mutually assured destruction was an over looming threat, the development of nuclear weapons and nuclear energy plants were highly sought after. There were a number of developments harnessing the power of nuclear fusion even further, but it wasn’t enough to provide for the people’s needs. Space travel, and the search for a new habitable planet was a failing mission. Only the elite would be able to afford an escape off of the earth, however, no space colonies were effectively established before the Third World War in 2077.
The Third World War, also known as the The Last War and the Eternal War was inevitable, and lasted only about 2 hours.
90 years later, the world that rose from the nuclear ashes was brutal, and relentless. Humanity struggled to survive on the barren wasteland that was left behind. Below the surface, some lucky few took shelter in a number of vaults created before the war. These vaults were created with nuclear annihilation in mind, and were, unfortunately, only available to the elite who could afford a secured spot. Above, mutants developed, and some humans developed slight mutations. Three powerful factions were created by the survivors, to establish some sort of order in the new world, Zona, Pestilence, andPenance. Some vault dwellers finally resurfaced, seeking to join these factions, or brave the wasteland as Rogues. Many left because the previous comforts within the vault were becoming sparse, while others seeked to connect and reunite the people outside. No matter where Humanity survived, the world was still threatened by terrible mutants, rogue bandits, raiders and the nearly uninhabitable terrain itself.
The creatures

The species that exist in outlive is seperated into three categories: humans, sub-humans, and animals. All of the species that you can choose for your OC are identified by a "◈" .
Feel free to suggest any species in the Suggestions chat on the outlive discord, which can be found under the Chat category. This aspect of Outlive can be readily updated and changed. If a species is not listed here, then it is not available for use.
When you choose a category below, you'll be linked to Fallout fan pages, or others. These pages include a variety of lore related to the fallout games, none of it is relevant to Outlive.
Humans
- Human ◈
- ↳ Cyborg* ◈
- ↳ Slags
- ↳ Radiation Immune/Resistant ◈
- Dwarf ◈
- Ghoul ◈
- Feral Ghoul
- Glowing One ◈
- Super Mutant
- nightkin
- synth ◈
*Cyborgs gain their extended abilities through the result robotic or mechanical elements built into their bodies. This procedure is possible in the post-war wasteland in Outlive because of the Auto-Doc.
sub-Humans
The species listed here have a degree of mutation that makes them no longer human, and more so monster.
animals
All creatures listed here can be found in Outlive, except for centaurs, abominations, and aliens. SEE HERE FOR LINKS
the new world

Outlive takes place in what is left of the United States and Canada, see the Map for a visual, and notable locations.
Humanity survives, and with it, so does war, poverty, and exploitation. In the New World, created from the leftovers of the nuclear annihilation of the world as we knew it, people are small in numbers, and scattered across wastelands.
Those that most closely resemble the original humans were those hidden away in vaults, while those left in the surface were subject to radiation. Many animals and humans alike became grotesque mutants due to the mutations in DNA caused by radiation. While others suffered less changes, and their phenotypes were only slightly altered as generations passed.
There is widespread hatred for mutated humans, many who have not inherited mutated DNA see mutated humans as less-than, more mutation than person.
Some humans have also returned to a “primitive” age, meaning the creation of tribes with their own culture, traditions, and languages, apart from the major factions. These tribal groups often bare tattoos that identify them to their tribe, or have cultural or religious meaning.
On the surface, the three major factions Zona, Pestilence, and Penance, they have the strongest control over the habitable zones. Read about each faction by pressing Factions.
The current year is 2180.
factions
When creating a character for Outlive, keep in mind the three factions as well as the possibility of becoming a Rogue. This will help drive your backstory, as well as creating an immersive character.
The greatest tension among the factions is between Zona and Pestilence, who have taken very different approaches to saving humanity.
Zona
est. pop: 8,400
Zona began from the original vault dwellers who rose to the surface to connect with survivors. The New Age religion sprung from these original leaders, who, upon seeing the annihilation left by the war, believe that this is the last life. As in, after death, there is not further existence. The rapture had come and gone, and the new world is, in fact, the supposed “afterlife”. Zona is striving to create heaven within hell.
Humans who have not suffered any phenotypic changes are held to a higher status in Zona than those who have. Humans “untouched” by mutations, like the vault dwellers, are more likely to rise to the elite of Zona, and benefit from the faction’s resources.
Zona fears that Pestilence may be a threat to achieving the New World “heaven” they strive for, but do not wish to engage in combat.
Pestilence
est. pop: 10,100
Much like their predecessors, Pestilence has determined war to be the only answer. They are the best equip to handle the mutants that plague the wastelands, and have lost the largest amount of members to achieving their goals. However, the members of pestilence remain committed to their convictions. Their strength in numbers have helped keep them afloat, and have let them survive in perilous conditions. Pestilence’s hatred toward mutants has also lead to a hatred toward mutated humans, as they believe that their “unpure” DNA has turned them into a threat.
Pestilence is known for their initiation, as all newcomers must withstand in order to join the brotherhood. It takes days to complete, and is grueling. Those who complete it are welcomed for life into the arms of the brotherhood, and are able to take advantage of what Pestilence has to offer.
Pestilence also has had some history of attempting to recruit members of some of the tribes that have risen.
Penance
est. pop: 4,000-6,500
Although they have no fortress nor stronghold like Zona or Pestilence, they are not alone. Those who join Penance are different from Rogue’s because even though they are separated, they still have people to rely on across the nation. Penance small bases are scattered, and are often considered a safe haven to those who have made the dangerous treks across wastelands. Those who join Penance are able to identify each other by a small insignia tattooed on their bodies, where this insignia is placed is up to the individual. The insignia is similar to the letter P, and is made up of simply 5 lines. Two long lines vertically, and two lines parallel on top of them. The last line is curved, overlapping the two horizontal lines.
Penance is very desirable to Ghouls and other minorly mutated humans, as there isn’t a culture of hatred toward mutations as there is in Zona or Pestilence. Penance was founded by Ghouls long before Zona or Pestilence, as they were the few to survive the radiation on the surface.
Rogue
est. pop: ???
To be a Rogue means having no ties to any faction, and consist of raiders, bandits, and other characters. This is the path chosen by those who don’t trust the other communities, and brave the wastelands along or with a small group.
There is a broad variety of types that would be considered a Rogue, it is much less a group and more so an identity for the “other”. Unconfined to rules or expectations, Rogues are not part of the trading system or benefit from the resources of the larger factions. The raiders and bandits are often the organizers behind the breaches into the “fortresses” of these factions, in order to steal supplies or otherwise. Some Rogues are mutated humans cast out by Zona or Pestilence, and do not agree with Penance’s way of life.
map
Most of where Outlive takes place is barren wasteland, however there are a few locations inhabited by Factions, Tribes, and Vaults. The "Badlands" refer to the mutant ridden area that none of the surviving humans have been able to inhabit.

important locations
Zona Base
The most city like and thriving faction. Their meticulous system is held in place by religious control. Many seek out Zona as the closest thing they can get to a safe haven on the surface.
Pestilence base
As well as the main fortress, Pestilence has a number of outposts established from previous mutant controlled areas. They are territorial, and will not hesitate to eliminate threats that enter their vicinity.
penance outposts
Penance outposts are scattered across the map, and maintain radio communication. They are marked by the X on the map, and aren't usually fortresses of any sort. They are often a pit stop of sorts, trading goods to travelers and a reliable system of support for the nomadic people who are a part of Penance.
VAULTS
There are a number of vaults scattered around Outlive's map as well as outside of the region. Here is a description of the current vaults within where Outlive takes place, any vaults outside the outlined region is free game! Use any of those "unidentified" vaults for your character's backstory, they're there for your convenience.
Vault 35
This vault remained closed do the wishes of its inhabitants. Sometime in the 22nd century, an unexpected water leak forced the vault dwellers to open in hopes of trading with the outside. Now, the vault is virtually empty, and dwellers went onto integrate into surface factions.
Vault 107
In order to study the effects of radiation on the selected population, the Vault door was designed not to close properly. This resulted in a large number of ghouls.
Unfinished Vault
A forgotten construction site, this vault was never finished. It can be found East to the Pestilence base, on the other side of the gulf.
badlands
The badlands are an entirely uninhabitable area, filled with mutants and terrain that is unsurviable by any human-like species. Even those who are radiation immune or resistant are unlikely to survive on account of the mutated beasts.
language
Language is constantly evovling, and the apoclypse is no exception. With new envioronments, there's plenty of new titles and descriptors that are created. The following are two lists, slang and swears. Both are common words to be heard among the inhabitants of the new world.
slang
Scavver: Shorter term for scavenger. Often used in a negative way. "Get out of my way, Scavver."
Drifter: Someone who usually stays alone or with one companion wandering around the wasteland.
Waster: Someone who doesn't live in a big city or settlement, just settles anywhere in the wasteland.
Blue-Neck: Someone who spent their entire life in one of the big cities or settlements never coming out. Mostly used in a negative way.
Wheeler: Someone who usually travels in only vehicles.
Parasite: Someone who live and steal off of others to survive.
Roach: A filthy murderer who is always ready to kill. Never stare in their direction for too long, not that you would want to.
Fireworks: A raider who specializes in explosives. Grenades, sticky bombs, nukes, anything. Some that have gone insane even appear as suicide bombers.
Chargers: A raider who is all muscle and no brains. They can take a bunch of hits, they aren't little either.
Longshot: A raider that specializes in sniping enemies from a far. Doesn't matter where you are, they can see you.
War Party: A group of raiders usually consisting of a single roach, and a few other types of raiders.
Caravaner: A traveling salesperson who has a route they follow 24/7 so it won't be likely they'd stay in one place for long.
Vendor: Just your average salesperson. You hand them notes and they give you your goods.
Drugman: No not a drug dealer but a doctor. You'd be lucky if you found one outside a city or settlement or even at all.
Swears + etc.
A collection of cuss words for you to throw at your love ones and not so love ones. As well as a couple not quite swears, but rather rude.
Eggie /eg•ee/ (noun)
A particularly rude word hardly used in light hearted bantered, similar to calling someone a dumbass.
"Oh my god, he is totally an eggie."
Jag /jag/ (verb)
To bone someone.
"He totally jagged Sam."
Jagger /ˈjagjər/ (noun)
Someone who gets around a lot, sleeps with a lot of people.
"She's such a jagger! She's jagged Amee AND Tom!"
Mink /meehnk/ (noun)
A very vulgar way to call someone a coward.
"What are ya? A mink?"
Lav /lavv/ (adj)
A rude way to describe someone who is really really ugly, like horrendous
"She's to most lav person I have ever seen."
Fug /fuhg/ (adj)
Grotesque, to describe something beyond just "gross"
"It's really fug in here."
Cumslut /cəm•slət/ (noun)
Someone who just happens to be in the vicinity, and you happen to be in a bad enough mood to call them a cumslut.
"Get off my lawn you cumsluts!"