Kila Vas at War's End: Geography, the Four Spared Regions, and the Central Mystery (Full Text)
Type: Narrative — Canon History/Geography (Full Text) Status: Canon (confirmed by creator) — full text preserved per archival standard
This describes Kila Vas and the wider continent at the close of World War 3 (late 1984), as established for Chapter 1 of the Maf game. See World War 3: Full Detailed Timeline for the broader war.
The Devastation
World War 3 ravaged the continent almost totally. Of the literally hundreds of nations caught up in the war, some were so thoroughly destroyed and dismantled that they simply disappeared, never to return.
The Four Untouched Regions
✅ Confirmed: only four locations on the entire continent were untouched by the war:
- Peplle and Vladimery, on the east coast
- The Empire, on the southwest coast
- Patqun, Thasula, and Qusnge, far to the north on the north coast
- Kila Vas — right in the center, on the west coast, mostly untouched by the war, for reasons that are a genuine, deliberately unresolved mystery (see below)
Kila Vas's Geography (Late 1984)
- The coastline (northwest-facing): ports, shipyards, refineries, and warehouses, plus all supporting infrastructure.
- 20 miles inland: vast residential zones — barracks-type housing, tent cities, and rows of "plywood mansions" (shelters cobbled together from plywood, leftover wood, tin, and steel — more like what a homeless person would build), stretching across hundreds of miles of desert.
- Further into the desert: soldiers of the "Northern Command" of the Empire — not merely Imperial citizens, but an army drawn from many nations, refugees from across the continent whose homes and cities were destroyed, now trained and equipped for war, many separated from loved ones with no knowledge of their welfare.
- The southern part of the city: administration buildings and corporate towers, condo towers and housing for the wealthy, the government and military elite, and affluent refugees from hundreds of nations, races, languages, customs, and cultures — all merging into the melting pot of a genuinely contradictory city.
The War, Sixty Miles Away
Just 60 miles from the city, artillery duels are common; gunfire and machine-gun fire crackle; aircraft buzz overhead, though only in the distance; tanks and armored vehicles rumble out into the desert — most return, some do not. The war rages beyond and between the dunes, across salt pans and canyons. Trucks carry soldiers to the front lines; other trucks and helicopters return with the dead and wounded; still others bring back soldiers dirty, dusty, and exhausted by a conflict just beyond the horizon.
The Endless Refugee Influx
Trains, planes, ships, and buses bring refugees to the city around the clock. The tent cities and plywood mansions expand across the desert as ancient palaces, fortresses, and 2,000-year-old monuments and villas are torn down to make room for another factory, another warehouse, another train station, another tent city.
General Johnson's Scorched Earth Campaign
✅ Confirmed: roughly 1,500 miles east of Kila Vas, the infamous General Johnson advances up the forested center of the continent, maintaining a scorched-earth policy under his own explicit order to his troops: "If it moves, it dies." Entire villages are erased, forests burned to ash, survivors turned to ghosts.
The Central Mystery: Why Was Kila Vas Spared?
✅ This is confirmed as a genuinely, deliberately unresolved mystery in the setting — the creator's own words: "I don't actually know why Kila Vas was spared, although I suspect a secret deal — or maybe the intervention of the gods — I really don't know."
The bombs never fell on Kila Vas. The armored divisions never crossed its borders. The enemy halted just sixty miles short — and no one knows why. This is intended to become a central, evolving enigma threaded throughout the game, hinted at through scattered clues, conflicting rumors, and cryptic NPCs, never fully confirmed but always compelling — a living, player-driven subplot rather than a solved mystery with a definitive answer.
Appearances
- Creator-provided detail (ChatGPT export, "Game inquiry" — see RAW SOURCE, conversations-001.json #91)
Open Questions
- The true cause of Kila Vas being spared is explicitly left unresolved by design — this is not an oversight to fill in, but an intentional open mystery for players to theorize about