Steam and Sand
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'''Cavaliers ''' - These are the last remnants of English nobility. Many of the upper classes were blamed for the processes leading up to the event and for unneeded haughtiness in the survival process afterwards. The King of Anglia put severe restrictions on their power and moved most of them closer to Westminster - he claimed this was to free the lower classes, but was more to solidify his own power. It is required that all nobles of a certain age join the Cavaliers, a military force that the King uses recklessly to patrol the growing territory of Anglia. They commonly go to battle in smaller vehicles, the signature one being the side carred motor cycle - The nobles hire citizens to drive these while they fire at the enemy mounted on the special sidecars, similar to the ancient style of fighting from chariots. | '''Cavaliers ''' - These are the last remnants of English nobility. Many of the upper classes were blamed for the processes leading up to the event and for unneeded haughtiness in the survival process afterwards. The King of Anglia put severe restrictions on their power and moved most of them closer to Westminster - he claimed this was to free the lower classes, but was more to solidify his own power. It is required that all nobles of a certain age join the Cavaliers, a military force that the King uses recklessly to patrol the growing territory of Anglia. They commonly go to battle in smaller vehicles, the signature one being the side carred motor cycle - The nobles hire citizens to drive these while they fire at the enemy mounted on the special sidecars, similar to the ancient style of fighting from chariots. | ||
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+ | '''Luddites''' - A tribe of persons who move through the desert with no shelter or transport, clustering around whatever water sources they can find, these often being underground. The Luddites blame technology for the event and ruthlessly attack any persons coming near their caves are habitations, smashing both them and their machines with stone clubs. Their habit of living in caves and without any type of technology has lead them to have a more than slightly "boogeyman" reputation. | ||
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+ | '''Mortifants''' - A religious sect who blames the weaknesses of man for the calamity. They ritually scar themselves as penance for their sins. Often, groups have been seen to remove whole body parts, replacing them with metal ones, to "purify" themselves. They believe that God found life unfit and by removing their humanity they move themselves closer to him. They are present in most areas, but tend to stick to themselves. | ||
==Notable Atriums== | ==Notable Atriums== |
Revision as of 07:25, 12 May 2009
Contents |
Overview
The Event has left England a barren wasteland, with sandy deserts, rocky badlands and dead ash heaths. However, it is not the end of human civilization in this part of the world. People scrambled along as they do and eked out life in the inhospitable climate. One effect of the Event was mass carbonization and further carbonization – coal is very abundant in the country side, especially anthracite coal. Steam is thus the main way to get around – electricity is available, but expensive and difficult to acquire. There is no magic energy – whatever studies had been done in that field are long lost.
A more difficult resource to get a hold of is water. The only settlements in the area are known affectionately as Atriums. They consist of a circle of buildings placed right next to each other, with a wall tight around the outside. Over the buildings is placed a special glass dome, with humidity catchers, this becoming the main source of water. The middle of the town is always left as a small open area, where “rain” is allowed to fall and small crops are allowed to be grown. While the important buildings are in this above ground circle, the populations of Atriums can actually be much larger, as many people live in the cool underground areas, which can be quite expansive.
While life is hard to come by, raw minerals are not. Most Atriums have a Factory Complex attached, where vehicles, walkers and constructs of every size and type imaginable are built to let people travel and explore the wastes. These are either built beside or next to the atrium and are usually walled for security purposes. In this world, nothing is more valued and prized than a good steam rig. Ranging for massive tanks, to speedy autos, to cumbersome walkers, people will find any sort of way to get around.
People dress similar to how they did before the event, but much of the finer clothes and materials have been lost. Thus, through necessity, clothing has moved closer to that of rough areas like the American frontier, rather than urban or rural England, noticeably among the higher classes who simply don’t have the materials for elaborate and fancy dress. English style working clothing is still popular and useful for its durability. When outside the cities, people wear many layers of covering clothes to protect them from the heat of the deserts and the occasional sandstorm. Goggles and face protection is also common, as well as whatever gear one might be carrying with them. Most people end up looking like a combination of a Saharan nomad and a heavily armed engineer.
Relics of the older age can often be found across the wasteland, from the rusting shells of old factories to the beached carcasses of old steam ships to the empty shade of ruins that were once majestic gothic cathedrals. These are valuable and often can be sold for a tidy profit. There are lots of old ruins and such, especially in the south. The most valuable find one can make is an airship frame. The technology to make these has been lost and many scientists would pay a fortune to be able to study one. Scavenging is a popular way to make money, but can be dangerous. Despite the new governments, the lack of control and the empty spaces has made robbery and murder another profitable venture. Parties on foot are often mowed down by bandits in fast vehicles and even travelers in large armed vehicles may find themselves under attack from a coordinated mounted bandit attack.
There are already political powers emerging. In the north are the States of York and Lancashire. These two states vie for increased power. Lancashire has some of the largest Factory Complexes on the Isles. They are a very capitalist society, run by an elected parliament, although it could very well be called a Corproratocracy. While York is less industrialized, it is the larger state and has a few very well supplied Atriums, having mastered the new style of agriculture. It is ruled by a council, who elect members based on merit. Much of the political structure of York is communal, with resources being spread across the population.
In the south, rising from the ruins of London and the surrounding counties, is the self claimed “Kingdom of Anglia”. Despite the title, it only has a firm hold on London and the south east of England. It is a dictatorship lead by a Monarch with a single party parliament and has strict control of its people, attempting to forge a nation that can expand and reclaim England.
Tucked away in the far west is the Republic of Cornwall. A small number of cities united into a Federation, with an elected leader. They do not have much power and are threatened by the Kingdom, despite being perhaps the only stable functioning democracy.
The lands between York and Lancashire and the Kingdom are known as the Free Lands of Mercia, taking up most of the middle lands. There are many cities in this area, but it exists in essentially a state of anarchism, with all the cities running themselves as they like. The only “government” is a group of nomad warriors known as the Knights of Mercia. They don’t hold any real political power. They receive taxes from each of the cities, which they collect whenever they visit. In return, they eliminate any bandits or warlords that may arise and keep the other nations from encroaching on Mercia. The Kingdom especially has had to been reminded that Mercia is a Free Land, not free land. The Knights also keep garrisons in each city. They defend the city and act as the police force and legal force, giving all of Mercia a set law system. The only power the Knights have is military and judicial. For everything else, the cities do as they please.
The lands to the north, Scotland, are ruled by a variety of nomadic clans, who sometimes move south to raid. There are also raiders living in fortresses in the mountains of Wales, who occasionally move to loot or pillage. Ireland is ruled mostly through a feudal system, the dukes not wielding much power on their own. Another occasional threat is raiding parties from Brittany, which is a slowly growing Catholic theocracy.
List of Nations and Organizations
English Nations
Lancashire - Capitalist Nation in the North West
York - Socialist Nation in the North East
Mercia - Minarchist State in Central England
Cornwall - Republic in the South West
Anglia - Monarchy in the South East
Outer Nations
Scotland - Anarchist area to the North
Ireland - Divided Feudal Island to the West
Wales - Land of Communal Atriums to the West
Brittany - Catholic Theocracy across the sea to the South East
Organizations
Knights of Mercia - The only authority of Mercia, handling policing, law and military matters. Mercian Companies travel between cities, collecting taxes and switching members for police and judge duty. The Knights are skilled in unmounted and close combat, using fast rigs to make their rounds, always on the lookout for bandits. There is no real leader of the Knights, each company lead by an individual Lord. A strict code of honour keeps any company from going rogue and attempting to carve a piece of Mercia for itself - it is for this reason that the companies always rotate, so that one doesn't remain at one Atrium for too long and start to get ideas.
Ironsides - A mobile group of anti-royalist fighters and often rebels in the South harrying Anglian expansion. Known for use of quick tracked vehicles and often found aiding Cornish forces. They are a serious and determined force who has come to be rivals of the flashy Cavaliers.
Black Reivers - A feared and renowned group of mercenaries and raiders from the norther border region, fighting both for and against the Scots, depending on who's paying.
Bermegrave Riggers - Bandit group operating between Brizzle Atrium and Bromwicham Atrium. They gained power by looting abandoned train yards in the area.
Shamus's Raiders - A clan of aggressive Scottish Raiders lead by the notorious Shamus the Boar. Known for the various devastating raids made against Ireland
Fynydd Bechgyn - A famous group of bandits that make their living stealing from caravans that try to cross the mountains into Wales. Occaisonally can be found to give mercenary service - is known for their mobile guns mounted on walkers. Their effectiveness has led to the slightly isolated status of Wales, which not all the Welsh mind.
The St. Malo Corsairs - A group of pirates from the Breton city of St. Malo, who make daring raids along the southern coasts of England. Their prescence has prevented any major nautical advancements from England, even Anglia unable to form a comparitive navy. With the new conflicts, the corsairs are making a lucrative profit selling themselves to either Cornwall or Anglia.
Cavaliers - These are the last remnants of English nobility. Many of the upper classes were blamed for the processes leading up to the event and for unneeded haughtiness in the survival process afterwards. The King of Anglia put severe restrictions on their power and moved most of them closer to Westminster - he claimed this was to free the lower classes, but was more to solidify his own power. It is required that all nobles of a certain age join the Cavaliers, a military force that the King uses recklessly to patrol the growing territory of Anglia. They commonly go to battle in smaller vehicles, the signature one being the side carred motor cycle - The nobles hire citizens to drive these while they fire at the enemy mounted on the special sidecars, similar to the ancient style of fighting from chariots.
Luddites - A tribe of persons who move through the desert with no shelter or transport, clustering around whatever water sources they can find, these often being underground. The Luddites blame technology for the event and ruthlessly attack any persons coming near their caves are habitations, smashing both them and their machines with stone clubs. Their habit of living in caves and without any type of technology has lead them to have a more than slightly "boogeyman" reputation.
Mortifants - A religious sect who blames the weaknesses of man for the calamity. They ritually scar themselves as penance for their sins. Often, groups have been seen to remove whole body parts, replacing them with metal ones, to "purify" themselves. They believe that God found life unfit and by removing their humanity they move themselves closer to him. They are present in most areas, but tend to stick to themselves.
Notable Atriums
Bromwicham Atrium - Atrium located little west of ruins of Birmingham. Is a central locations within Mercia and sees regular movements of traders and scavengers moving between atriums. Has a growing upper class getting wealthy off this trade and a well stocked adjacent Factory Complex.
Brizzle Atrium - A seaside Atrium south west of Bromwichham. Built on and near Bristol and still preserves some parts of the old city. It is considered to be the last major Atrium in the south west of Mercia, before one moves to the contested southlands.
York Atrium - The capital Atrium of York. Is very large, being actually a few Atriums linked together. Also has mange large rectangular greenhouses running from the main atriums. One of the most efficient food producing areas.
Mersepolis Atrium - The capital Atrium of Lancashire. This Atrium was constructed between the two large scrap heaps that were Liverpool and Manchester - thus, the community became very wealthy very fast, rapidly re-industrializing. It has the largest Factory Complex system of any Atrium and has begun to even manufacture goods for themselves that previously would have needed to be scavenged.
Westminster Atrium - Built in the centre of the ruins of London and over the City of Westminster, this Atrium is the capital Atrium of Anglia. It is massive and imposing, with an equally large underground section with tunnels spreading out throughout Greater London. It contains many palaces and cathedrals built in ornate style to celebrate the glory of Anglia, which cover the above ground area - this means that almost all of the lower classes are forced to live underground.
Plymouth Atrium - The capital Atrium of the Republic of Cornwall. This atrium is actually on the border of historical Cornwall, near the ruins of Plymouth. It is built over the River Tamar, which was dug up and set flowing again, providing water for the crops in the Atrium.
Stonehenge Atrium - An Atrium housing most refugees from the area of the Salisbury plains. The old relics of Stonehenge actually were preserved within the central fields of the Atrium, being restored by the citizens as a symbol of good luck. The Atrium was once an easterm territory of Cornwall, but is now a western territory of Anglia, who severly damaged the condensation devices in taking it, making the upper Atrium levels uninhabitable. Rebuilding by the conquerers is slow and the citizens have either fled or cower underground.
Ciren Atrium - Was an Atrium lying due south of Bromwicham Atrium. Was actually a series of small Atriums connected together for better resources and protection. Was occaisonally used as a route to Brizzle, until it's destruction and looting by bandits, making the more western route the preferable one.
Characters
7-7 Crew
Vehicle Terms
Rig - Referring to a larger tracked vehicle, often based off old loco designs and sometimes carrying attatched carriages. Mostly used for transportation and cargo holding, but the large size make them difficult to attack and can carry a larger crew.
Tanks - Referring to sealed tracked vehicles that use large amounts of armour and sport larger types of weapons. Usually smaller than rigs, but there are some tanks that are larger than some rigs. Are hard to destroy, but tend to be slower than other vehicles, at least over longer distances. A good tank builder has to balance weapons, armour and speed to get the most out of the vehicle.
Autos - Term for light fast untracked vehicles. Are very fast and efficient on good ground, but are worse on rough terrain and can be easily destroyed.
Halftracks - A combination Auto - Rig. Better traction and storage capacity than an auto and the potential to mount larger weapons, but is a bit slower and harder to upkeep.
Walker - General term for any vehicles that uses mechanical legs for movement rather than wheels or treads. Smaller two legged versions are often used for city defense, but most travelling walkers are of the four of six legged variety. Usually not as fast as tracked vehicles, but the very well built walkers can move over terrain that no wheeled vehicle could.
Motor Cycle - Two wheeled vehicle built around basic idea of a bicycle. Is not often used for desert travel, being small and vulnerable and not able to cover long distances. However, a side car does allow for a second and possibly third rider for protection and extra storage space. Is usually used for shorter desert journeys as a cheap transport metheod, or by bandits deploying from a nearby base or rig.