Similar worlds

Fantasy Post-Apocalyptic Worlds

The Broken Empire (Mark Lawrence)

  • Fantasy world that’s actually post-nuclear apocalypse in disguise
  • Ancient empires destroyed by “atomic fire” (nuclear weapons)
  • Survivors living in medieval conditions among high-tech ruins
  • Radiation replaced with “the Glow” - magical contamination
  • Moral complexity where everyone is morally gray

Earthsea after the Dark Years (Ursula K. Le Guin)

  • Ancient magical catastrophe that nearly destroyed civilization
  • Lost knowledge and diminished magic
  • Archipelago setting with trading cities (like your Port Zephyr)
  • Secret organization (Wizards) maintaining balance
  • Themes of environmental stewardship and responsibility

The Dying Earth (Jack Vance)

  • Far future where civilization has collapsed multiple times
  • Ancient, incomprehensible magic left from previous ages
  • Scavengers living among ruins of great empires
  • Sun dying creates apocalyptic atmosphere
  • Focus on decadence and moral ambiguity

Post-Nuclear Fantasy Hybrids

Thundarr the Barbarian

  • Post-nuclear world with magic and monsters
  • Ancient ruins of technological civilization
  • Floating islands and altered geography
  • Mix of scavenged tech and magical elements
  • Roving warlords and small communities

Gamma World (RPG Setting)

  • Post-nuclear world with mutations treated as magic
  • Ancient “civilization of the ancients”
  • Artifact hunting and dangerous technology
  • Environmental hazards and contaminated zones
  • Communities struggling to rebuild

Dying Light (Video Game World)

  • Post-apocalyptic survival in quarantine zones
  • Scavenging culture and resource competition
  • Safe zones surrounded by hostile territory
  • Day/night cycle affects danger levels
  • Community cooperation essential for survival

Dark Fantasy Political Worlds

A Song of Ice and Fire (George R.R. Martin)

  • No clear heroes or villains, everyone morally complex
  • Political intrigue between competing powers
  • Environmental threat (Long Night/Winter) looming
  • Secret organizations manipulating events
  • Realistic consequences for actions and violence

The Malazan Book of the Fallen

  • Multiple empires in conflict and decline
  • Ancient magical disasters affecting the present
  • Gods and mortals struggling with power and responsibility
  • Military campaigns with devastating civilian costs
  • Archaeological mysteries from lost civilizations

The Stormlight Archive (Brandon Sanderson)

  • World shaped by ancient magical catastrophe (Desolations)
  • Spren (magical entities) tied to environmental damage
  • Competing nations with different approaches to magic
  • Ancient ruins and lost technology
  • Cycles of destruction and rebuilding

Cold War Allegory Worlds

Watchmen (Alan Moore)

  • Alternate history where nuclear war nearly happened
  • Secret organizations manipulating global politics
  • Moral complexity where “heroes” do terrible things
  • Environmental destruction and urban decay
  • Question of whether preventing catastrophe justifies any means

Metro Series (Dmitry Glukhovsky)

  • Post-nuclear survivors in underground tunnels
  • Competing ideological factions
  • Resource scarcity driving conflict
  • Radiation zones and mutant creatures
  • Philosophical questions about rebuilding civilization

The Road (Cormac McCarthy)

  • Post-apocalyptic father and son journey
  • Ash-covered world with environmental collapse
  • Scavenging economy and resource competition
  • Question of maintaining humanity in inhumane conditions
  • Small communities trying to survive together

Closest Overall Match

The Broken Empire trilogy is probably your closest parallel - it’s literally fantasy post-nuclear apocalypse where:

  • Ancient empires destroyed themselves with weapons of mass destruction
  • Survivors live in medieval conditions among radioactive ruins
  • “Builders” (pre-apocalypse civilization) left dangerous artifacts
  • Radiation is reskinned as magical contamination
  • Secret organizations try to prevent another catastrophe
  • Morally complex characters in a gritty, dark world

Key Differences from Your World

Most similar worlds differ from yours in important ways:

Your Unique Elements:

  • 300-year recovery timeline - Most are either immediate post-apocalypse or far future
  • Successful rebuilding - Many stay in permanent decline
  • Hope despite darkness - Many are purely grimdark
  • African-inspired setting - Most use European/American analogues
  • Magical contamination as radiation allegory - Most keep magic and technology separate
  • Secret peacekeepers - Most have secret organizations as manipulators or villains
  • Trading hub prosperity - Many focus only on scarcity and survival

Your world is unique in combining post-nuclear themes with African cultural elements, showing successful rebuilding rather than permanent collapse, and maintaining hope while still being dark and gritty. The 300-year timeline puts you in a sweet spot between immediate post-apocalypse survival and far-future forgetting - people remember enough to be cautious but have built enough to have hope.