Cinders of the Cataclysm

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Die Hard meets Blade Runner meets Fifth Element meets Fallout/Wasteland. Cinders of the Cataclysm is a science fantasy cyberpunk adventure in a dystopian, postapocalyptic world where the only surviving civilisation is in one megacity. And this time you play the action hero!

They say that the gods used to watch over us and the world was a peaceful and prosperous place. They say it used to be green and full of life, until we turned our backs on the gods and "embraced the Shadow", whatever that means. The Cataclysm scorched and scarred our world. In one gigantic, apocalyptic event everything we knew was turned into a barren, toxic wasteland. In the blink of an eye, there were suddenly no more nations, varying cultures or languages. All of it, wiped out in searing fire.

On top of the shitpile that is this world is Fusion City, the single surviving spec of civilization. A monument to our greatness as a civilization. It's a trash heap full of opportunistic, greedy people clawing their way to the top of the food chain just so they can stomp on others.

I say it's fucking bullshit. There are no gods and if there ever were, they abandoned us. So fuck 'em! I'm just trying to survive and fight against the tide to make the world a better place for everyone.

Dru'un Bouncer
Dulzuun Bouncer by Mizomei

Cinders of the Cataclysm [CotC] seamlessly blends "action hero" with "slice of life". Your character is a larger than life hero, but in the grand scheme of things, they're still a person. Common sense and a solid amount of careful planning is necessary to survive this neon dystopia!

This Worldanvil site is the RPG codex for the CotC setting. Here-in you will find a plethora of characters, factions and plots. This is your one go-to location for all things Cinders of the Cataclysm. You want to deep-dive into this strange world filled with mystery, intrigue and horror? This is your place!

Where to start?

Cinders of the Cataclysm is a massive setting with rich lore that one can get lost in for hours on end, so let's not faff about but get you started immediately! Click the button below to get immersed!

Comprehensive Guide to CotC
Generic article | Sep 29, 2022

This article will fast-track you on your way to understand the marvellous world of Cinders of the Cataclysm!

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Current News
25th Sep 2022

Health and life

Vacation has come to an end, the queen is buried and I've had a very uneven and chaotic month.

Overall, I'm starting to find my footing at the new position at work and things are slowly starting to ease back into something I can call normalcy.


While the Celenia 2 [C2D10] campaign is the focus, some work is now going on with [CD10] behind the scenes. Nothing really overt to talk about right, except for a few changes that were published during the month.

A reminder of a few recent changes, as well as a few new ones

  • Rule of 9 restored (back to adding +9 instead of +4)
  • Excess bonus damage restored.
  • Optional rule to cap exploding 9's to only a single instance.
  • Damage types removed

That last one might require some explanation, and for full details I will, as always, point you to the changelog on the Beyond Reality Discord.

In essence, CD10 has had four damage types since the very beginning (Slash, Pierce, Blunt, Energy) to allow variety in how you use weapons and choose armors.

However, it became very clear over the course of the two campaigns that I ran to test the system, that damage types had minimal to no impact on the game. Very rarely did a player choose to use a weapon in a "non-highest-number" way, and rarely thought much of picking armors or even opponents based on armor.

So for the enormous complexity of maintaining a 4-type system, versus the minimal impact it has on actual gameplay, it become very obvious that it was not worth it.

So CD10 now only has a single Lethality number for both armors and weapons, simplifying statblocking a whole lot.


Tenth session of the pre-alpha campaign is now through and we've had two significant combat conflicts as well as a number of non-combat conflicts go through.

The system works, honestly, marvellously. After the first combat encounter, some changes were made to the way we track health, strain and stress, as it turned out to be rather disconnected and awkward. As always, full explanations and reasonings are on the Discord server, but here's a summary:

A character now has a maximum amount of Strain and Stress, based on talent combinations. Damage is split into Superficial and Critical damage on both trackers. If the tracker is maxed out with Superficial damage, the character becomes Impaired and suffers a -2D10 on every test relevant for the tracker. If the tracker is filled with Critical damage, the character is out forever.

There's a lot more to it than this, but like I said, the full changelog is available on the Discord server.


I've decided to learn TypeScript to get around some of the more blaring issues JavaScript suffers and how it erodes my coding standards.

However, that does mean it's going to be a while longer before I get to update CD10 to Foundry V10, because I need to both learn TypeScript and the new type specification need to be finished.

So, unfortunately, it'll be a bit longer. C2D10 meanwhile is progressing fine and I'm starting to run out of things I want to add to the system, which means that it is very rapidly approaching genuinely playable.


I'm doing pish-posh poking here and there on all settings, but understandably, focus lies on Cinders of the Cataclysm, since that's what we're playing in. However, I'm also very slowly working my way through Dark Shadows in an attempt to get a readable "thread" through the world.

While my worlds are reference documents, meant to be used as a supplement to a printed work, there should also be a readers-digest, an introduction that starts you off at a relevant point and then throws you into the wild with suggestions on where to go next.

That's my current priority.

I am also currently migrating ALL my CSS work to LESS and converting my world's base CSS to LESS files, which will allow me to not only share code between worlds, but also make me less (hah) insane when working with long CSS documents.

It'll allow me to break the CSS down into smaller chunks with more pinpointed targets, minimizing the risk of me accidentally screwing up unrelated parts of the code.

Celenia now has a unified place to access all the things with the url: It leads to the primary setting of Cinders of the Cataclysm, but the navbar can take you anywhere within the Celenia universe!

Support and Social Media

You can support Celenia on Ko-Fi and get access to all the behind-the-scenes content available, get unique discord ranks and much more! Remember that CD10 Core is free to use, but that pledging on patreon gives you access to the advanced modules as well!

You can follow CD10 and Celenia on Twitter, join the official Beyond Reality Discord server as well as me on where I share the worldbuilding and RPG-designing openly with you. (Stream currently on extended hiatus)

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