Setting Information.   Posted by Muskox.Group: 0
 GM, 1 post
Fri 26 Oct 2018
at 20:24
Setting Information
The Post-Apocalyptic World Overview

Humankind has been devastated, populations of billions reduced to millions by nuclear, biological, and chemical warfare. Struggling in the poisoned aftermath of nuclear  winter, bands of survivors huddled together for survival, over time forming various sorts of communities.

The year is 2692, roughly 300 years after the earth was ravaged by nuclear and chemical warfare in the third and final world war. The former nations and cultures of the old world exist only in stories, passed down through generations and twisted by misinformation and myth. Old technology survives in heavily guarded Remnant bunkers and what has been scavenged and repurposed through the years by scavengers.

People etch out lives for themselves however they can. As mercenaries, scavengers, craftspeople, entertainers, and thieves. The world is rich in old world mysteries, horrific beasts, bizarre fables, and warring factions vying for renown and resources. There is money to be made, gear to be found, and fame to be won aplenty. Indeed the world is rich in opportunity for those who can survive in it.

A selection of defined types of communities exist in the game, though these are convenient labels only.


Bartertowns are almost always the largest of communities, independent fortified towns ofseveral hundred to several thousand individuals. Members of other communities, including rival bartertowns, come to them to trade, making themsomething of a melting pot, and generally more cosmopolitan and tolerant of outsiders and mutants than other communities.

They are often located on highways and/or waterways which make travel to and from them easier. Many are located close to resources that they themselves can exploit, subsist on, and/or trade, such as arable land or salvageable ruins.

Because the transport of goods and people between settlements is a dangerous proposition at best, due to raiders, roving tribes, or other hazards, many bartertowns equip haulers, armed and armoured trucks, for ferrying merchandise and travellers. Escorting these are road warriors, drivers of armed and armoured battlecars. Outriders on customized motorcycles operate as couriers and scouts. Any or all of these may also be sent outside of the bartertown's walls to engage raiders in combat, should the vehicle-riding savages ever threaten in force.


Smaller, fortified communities, ‘steads (short  for  homestead  or  farmstead)  typically comprise  anything  from  a  single  family  up  to  a  couple  hundred  individuals. These smaller settlements  tend  to  be  focused  on  one  or  two  primary  means  of  support, such  as  crop  farming  or  raising  livestock,  mining  coal  or  cutting  lumber,  any  excess  being  traded  with  nearby  ‘steads  or, more  frequently,  traded  at  the  nearest  bartertown.

A  few  are  actually  bartertown-created  farms  or  outposts  in  very  hostile  areas,  sending  out  outriders  when  necessary  to  assess  the  dangers  nearby.

‘Steads  are  known  to  be  far  more  insular,  suspicious,  and  oft-times  peculiar  in  their  ways  than  bartertowners  –  understandable  given  that  their
comparative  isolation  makes  them  more  vulnerable  to  marauders.  Whatever  their  faults  may  be,  as  a  rule  they  are  independent,  tough,  and  pioneering

Remnant Enclaves

There  are  those  rare  settlements  that  formed  around  still-functioning  scientific  research  stations,  factories,  or  other  locations  where  technology  was  abundant  and  still  operable.  These  enclaves  of  “remnants,”  so  named  because  they  represent  a  past  age,  tend  to  cling  fiercely  to,  and  maintain  as  best  they  can,  the  technologies  they  live  with, often  guarding  them  jealously  against  what  they  perceive  as  barbaric  outsiders.  Others  have  gone  out  into  the  world  to  bring  the  benefits  of  technology  back,  sometimes  to  be  welcomed,  other  times  shunned  or  feared,  even  hunted  for  being  proponents  of  the  ways  that  wrought  so  much  destruction.

Trog Warrens

In  many  places,  communities  of  people  took  to  the  shelter  provided  by  the  Earth  itself,  living  in  caverns,  underground  bunkers,  or  other  subterranean  abodes  isolated  from  the  harshness  and  ruination  of  the  surface  world.  Sequestered  underground,  many  lived  largely  oblivious  or  uncaring  of  the  changes  in  the  world  above.  Inbreeding,  cabin  fever,  and/or  mutation  from  chemicals  leaching  through  the  soil  all  too  often  took  their  toll,  and  many  communities  of  these  underground  dwellers,  nicknamed  “trogs”  (short  for  troglodytes)  killed  themselves  off  or  became  hopelessly  degenerate  cannibals,  the  mutant  morlocks  hated  and  feared  by  all  who  know  of  them.

Xenophobic  more  often  than  not,  only  a  few  trog  communities  boast individuals  willing  to  brave  the  light  of  the  sun  to  trade  on  the  surface  world.  Certain  mutations  have  become  somewhat  stable  in  trog  populations,  particularly  large  light-sensitive  eyes,  albinism,  and  a  small,  slender  frame  possessed  of  extremely  flexible  joints.  Even  among  those  trogs  not  mutated,  deathly  pale  skin  and  wide  staring  eyes  are  typical  traits.


Eschewing  most  of  the  technologies  of  the  past,  some  people  banded  together  to  form  tribal  groups,  living  a  more  primitive  existence  than  those  in  the  majority  of  permanent  settlements.  Ranging  in  size  from  a  handful  of  families  to  several  hundred  members,  tribes  hunt  and  trade  as  need  dictates,  sometimes  even  raiding  when  times  are  lean.  With  their  distinctive  rituals  and  beliefs,  and  widely  varying  modes  of  dress,  decoration,  weapons,  and  tools,  each  tribe  is  unique.

Shifting  rivalries  and  alliances  between  nearby  tribes  are  not  uncommon.  A  small  number  of  tribes  are  sedentary,  but  most  are  nomadic  or  partially  so,  moving  with  the  seasons  and  game  that  supports  them.


Among  the  most  feared  of  communities  are  the  raiders:  large  motorized  gangs  of  bandits  and  pirates  who  pillage,  scavenge  and  otherwise  steal  what  they  want  or  need  to  survive,  very  rarely  trading.  These  nomadic  groups  terrorize  travelers  and  ‘steads,  fight  among  themselves,  and  when  gathered  in  sufficient  numbers,  even  assault  bartertowns.  Invariably  ruled  by  the  strongest,  most  cunning  individuals,  raider  gangs  have  overrun  and  ravaged  no  small  number  of  other  communities.

Most  raider  gangs  have  a  large  proportion  of  mutant  members,  either  born  to  the gang  or  ostracized  from  other  communities  and  now  bearing  an  understandable  grudge.  Raider  gangs  range  in  size  from  several  dozen  individuals  to  several  hundred,  and  in  a  few  cases  multiple  large  bands  have  temporarily  united  under  particularly  charismatic  warlords  to  form  hordes  of  a  few  thousand

This message was last edited by the GM at 22:56, Sun 18 Nov 2018.

 GM, 5 posts
Sun 18 Nov 2018
at 01:37
Setting Information
Location Information

Information on locations players have heard of or discovered. More information will be added as you explore each location and discover its mysteries.

The Hub

An eastern Bartertown that began as a simple trading outpost and is a major economic hub. It is home mainly to traders, farmers, and craftspeople. A domineering local militia enforces law and order there, and a variety of work is always available to those with the sense to behave themselves. Trouble-makers are usually driven out or killed with impunity. Corruption is rampant and there are rumours of a seedy black market that have paid for the militia to look the other way in order to move their wares through and to The hub.


The northern wilds are home to a scattered collection of 'steads and tribes, and is notable for the dense forestry and abundance of wildlife. Vehicles are difficult to navigate up there and the most common means of transportation are ATVs, dirt bikes, and horses. Jericho is a 'stead known for trading in pelts, wild game, and high quality carpentry. It is also serves as the base for a gang of horse riders that defend the wilds' borders from outsiders.

Hell's Point

A community settled amid winding, rocky cliffs on the eastern coast overlooking the ocean, with ramshackle houses dotted helter-skelter at various altitudes on jagged outcrops. It is home to Raiders who use it as a base of operations and trades in weapons, illicit goods, and even people. They control the waters on their east and the roads surrounding the hillfoot.

S.S. Eternity

An extremely large, travelling ship that is typically anchored off the western coast. The sea-faring vessel dates back before the war. Not much is known about it to outsiders other than the name stenciled in faded letters on the side. It is a Remnant Enclave rumoured to harbour an all manner of technology and houses inhumane medical experiments.


A Trog Warren in the humid, muggy south housing a large number of mutants and trogs. It is notorious for slaughtering caravans, seemingly just for sport sometimes. The fumes in Vilewaters have a psychedelic effect when breathed in too long without a filter and people sometimes lose themselves to the delusions- which may explain the erratic behaviour of the people there.


A large, reclusive 'stead that consists entirely of mutants. It is in the northwest in the mountains and is surrounded by high walls and intimidating guard towers. Not much is known about it other than they don't allow non-mutants to come in the inner-walls.

Ash Town

A 'stead in the mid-south. The land around it is hot and arid. Large swaths of desert land have turned to a mix of glass shards and red sand from an impact that occurred there when the bombs fell. Ash Town is home to some remarkable mechanics and desert racing is a common and sometimes lucrative past time there.

Broken Metro

A remnant enclave in the east. The citizens live in a winding, underground network of metro lines underneath the ruins of an old city. They possess pre-war technology but unlike most remnant enclaves trade on occasion with outsiders; typically in things like medicine which they manufacture there.

This message was last edited by the GM at 01:37, Sun 18 Nov 2018.