The premise
Not a story about the end
Governments didn't fall in a single collapse. They thinned out, service by service, region by region, until the word “government” stopped describing anything real outside a few defended cities. What's left of humanity lives in scattered, fortified settlements — holds — separated by land that can no longer support a crop, a well, or a walk longer than a day.
Last Waters is one hold-building conflict among many, at a point where the Waste has stopped spreading and people have started, cautiously, to build again. It's a story about what people do afterward.
Three words govern the setting
- Grounded
- No magic, no aliens, no exotic future-tech. Everything is explicable by drought, flood, salvage and human ingenuity. A Wrecker crew is a repurposed excavator, not a mech.
- Elegiac
- There's real loss here and the writing doesn't flinch from it. A ruined coastal hold can be named for what it used to be.
- Occasionally hopeful
- Holds are rebuilding. Grain grows again in places it hadn't for a decade. People argue about the future because they believe there's going to be one.