RolePlay onLine RPoL Logo

, welcome to Hawking

04:49, 25th April 2024 (GMT+0)

Setting Details.

Posted by MarshalFor group 0
Marshal
GM, 1 post
Tue 13 Apr 2021
at 01:03
  • msg #1

Setting Details

Geographic Boundary Markers:

Hawking is a Kingdom that has arisen over the past 25 years in south east Texas.

Southern most City: Brownsville, TX
South West most City: Del Rio, TX
Northern most City: Athens, TX
Western most City: San Antonio, TX

Capital: Hawkinsville, TX

Largest City: Houston, TX

Citizenship:

While some individuals are grandfathered in the rules for citizenship are as follows.

1. Be the offspring of a citizen.
      a. Between the ages of 16-22 serve minimum of 4 years in armed services.
      b. Alternatively, obtain a position within equivalent services (University of Occult
         Sciences, 13th Hour Church, or municipal police force).
2. Adult none citizens may obtain citizenship by volunteering to serve six years in the
   armed services, or provide an equivalently valuable service.  Additionally, all must pass
   a Junker background check, and swear an oath of fealty to the reigning monarch.

Citizens by royal decree can posses land rights, vote for councilors within their peerage (only governors can vote for representatives in Council of Governors, and only none Governors can vote for representatives in Council of Citizens), receive full protection of law, privilege of trial if accused of crimes, right to jury, and presumption of innocence.  Citizens have freedom of speech (actual laws limit this somewhat), freedom to own and carry arms (indeed are expected to do so), protection of property, and protection from excessive search and seizure (not nearly as extensive as real world but the government official must at least verbalize an official reason, and can be sanctioned if it is found to be frivolous), and freedom to practice most religions (evil cults excluded).  Citizens also do not have to pay as many taxes as legal residents, and on those they do they receive preferential rates.  Citizens are awarded their official ID at age sixteen as provisional citizens.  This idea is updated upon completion of their military service.  Tradition requires the ID to be updated if the citizen dies during military service even if they die before completing 4 years.

Legal Residents cannot posses land rights (they can own a building but not the land it is on), cannot vote (nor legally donate to campaigns), have limited right to trial, no right to jury trial, and while they have right to presumption of innocence the burden of evidence is usually capped to preponderance.  Their rights to carry arms can be restricted (usually are not but in certain sensitive areas they are), right to protection of property, protection from excessive search and seizure (again not nearly as extensive as in real world, and unfortunately judges are a little more forgiving when government officials violate foreigners rights), and freedom to practice most religions (evil cults excluded, and truly foreign religions may draw more attention).  Freedom of speech is more limited.

Legal residents are required to carry Government issued ID (acquired at border stations).  This details their names, origins, tolls and taxes paid, and any licenses they posses.  It is possible for a none citizen to "pass" for a citizen by acquiring forged documents (lucrative trade) but this is a significant crime.

Government:

Form of Government: Monarchy with limited legislature.

Executive: Triumvirate.
Legislature: Two bodies. Council of Governors, and Council of Citizens.
Judicial: Triumvirate Court, and lower Triumvirate Court.
Constitution or Law of the Land: Law of None Contradiction, Law of Succession, and Law of Wisdom.

Description:

Heads of State: Royal Triumvirate: The Queen is 1st among equals but can be overruled if opposed by both the Royal Consort, and Royal Seneschal.

Queen: Elisabeth Hawking Actual, Age: 41, Apparent Age: 24
Royal Consort: Lady Trinity, Actual Age: ? (est. 38), Apparent Age: 22
Royal Seneschal: Victoria Longstreet, Actual Age: 70, Apparent Age: 16

There is also a Council of Governors, and Council of Citizens.  The Council of Governors is made up of the pseudo-aristocracy who govern areas of the country for the Queen.  There are currently 6 members who are elected from the governors. The Council of Citizens are elected from the citizenry.  Currently there are 30 members of this body.

Laws may be proposed by either Council but must be confirmed by both, and affirmed by the Queen.  The Queen can unilaterally veto any law.  The Royal Consort and Seneschal can send legislation back requesting changes.  If both Consort and Seneschal mutually agree they may collectively veto legislation.  Laws may also be passed or repealed unilaterally by the Queen unless apposed by both the Royal Consort, and Royal Seneschal.

The Triumvirate Court is literally the triumvirate sitting in court to hear a legal case.  The tradition is to allow parties to make their case.  The triumvirate may ask questions, and consult external experts, or council.  Their opinion is final.

The Lower Triumvirate Court: Current law and tradition allows for three members to serve as the head of the lower triumvirate court.  One is selected by the Triumvirate, one by the Council of Governors, and one by the Council of Citizens.  The lower triumvirate court oversees the actions of all lower courts (County, Municipal, and Circuit).  They are also the last court to appeal to before appealing to the Triumvirate Court.

Law of the Land:

There are three laws that no one may repeal or modify including the reigning monarch.  These are the Law of None Contradiction, Law of Succession, and Law of Wisdom.

Law of None Contradiction:

All laws and decrees are required to not contradict themselves or each other.  If laws or decrees are found to contradict the contradiction must be resolved within six months.  Until resolution the law or decree is to be interpreted to favor the largest number of people, and those most impacted by law or decree.  The lower triumvirate court will usually try to resolve such issues but the Triumvirate has final say.

Law of Succession:

An unmarried Monarch cannot take or retain the throne.  If the Royal Consort dies the Monarch has one year and one day to find another.  A Royal Consort cannot be removed from office by the Monarch without the consent of Royal Advisor. Only members of the Royal Family (including extended Royal Family) are to be considered as potential successors to the throne.

Law of Wisdom:

A siting Monarch must have an advisor.  The Royal Advisor cannot be removed from office unless treason, or gross incompetence is proven to both the Monarch, and Consort.  The Royal Advisor must be replaced within 90 days.

Economics:

Taxes:

In the Kingdom an individual can pay any taxes in the form of coin, food, goods, and labor.  In the past five years coin has begun to overtake goods but is still less than labor.

The Kingdom places a toll on the Royal Highways.  There are guard stations posted at regular intervals along the toll manned by Rangers.  Each post patrols a fifty mile stretch of highway (25 miles on each side of the station).  Patrols and stations can issue travel passes.  The toll exacted is typically $0.05 per mile for traveling none citizens.  This rate is reduced for foreign merchants to $0.02 per mile.  Citizens may travel 50 miles without taxation and pay only $0.01 per mile after.  Merchant citizens are exempt from the tax.  Taxes are usually included in all travel costs when paying for passage.

Businesses, buildings, and merchant stalls are taxed by the local municipality.  There are fees that can be calculated daily, weekly, monthly, and yearly depending on the business.  A typical fee for a day stall is $25.00.  Actual costs may depend on stall location, and product.

All Kingdom docks are required to collect docking fees.  The actual fee depends largely on the size of the boat or ship.  Small fishing boats owned and operated by citizen are given exemptions from this tax.

There is a $5.00 per pound tax on the sale of Ghost Rock inside the Kingdom.  This fee is reduced by %20 if the number pounds exceeds half a ton, and decreased by half if it exceeds a ton.  This fee is paid directly to the Crown but municipalities, and Governors have been allowed to keep as much as half the tax in return for vigorous enforcement of the tax.

All citizens are required to provide three days a month of service to local community.  The majority serve either in the local militia, or a work gang.  Citizen employed by the government are given exemption.  Citizens below the age of 13 are exempt, as are citizens above the age of 55, women more than 2 months pregnant, those given exemption by licensed Doctor, and those who pay an exemption tax.  The exemption tax costs $500.00 per day for those under the age of 30, and $300 per day for those over.  Citizen with permanent illness that make serving in the military or work gang impractical are allowed to pay a percentage of their income (36 days of income calculated based upon the 36 worst earning days). If their illness is severe enough to make earning an income impractical then the tax is waived entirely.

Beyond that fees are collected for services, and court costs.

Crown Funding:
The Crown controls the largest and most prosperous agriculture fields and ranches.  They also control significant mineral wealth (oil, refined gasoline, petroleum based lubricants, and most importantly Ghost Crystal).  Finally the crown is the sole provider of Electrical power within the Kingdom, runs the Blood Bowl League, control the Royal Highways, control the largest number of textiles, and largest local provider of Junker technology.  They also own majority share in many other businesses.

The Crown extract taxes from Governors who in turn extract taxes from their regions (or Enterprise) according the to royal laws.

Overall:

The Kingdom GDP (to the extent such a thing exists) is primarily agricultural, mineral, salvage, and to a lesser extent technological.

The Kingdom is a net exporter of food.  It knowledge of genetic engineering, and assistance from the 13th Hour Church allow it to be the southern, and east most bread basket of the continent.

The Kingdom has many oil pumps (not as many as the OPEC cities, or Oil Town) but it also has restored refineries in Texas City (suburb of Houston).  This allows it to refine gasoline, and petroleum based lubricants.  While they do not produce enough to spread gasoline far and wide their capabilities are growing. Beyond that they also produce Ghost Rock by refining Ghost Crystal.

The Kingdom is able to run limited missions into near orbit and mine the debris fields for salvage.  This combined with normal salvage efforts allows them to sell high tech materials even if most of the materials are shunted to the University.

The Kingdom is primarily dependent on Junker technology.  While they have advanced old world medical, and genetic engineering technology it is safe to say that almost all other advanced technologies are designed and built by Junkers.  They are able manufacture advanced medicine, and antibiotics unavailable in most other parts of the world.  Beyond this their Crystal based Junker technology is highly prized.  While some other nations have managed to steal some limited knowledge of the production of such technology they lack crystal resources to truly advance it or manufacture it in quantity.  While all crystals will "grow" only "seed crystals" will grow rapidly enough to mine.

Entertainment:

In larger towns, and cities the most prestigious form of entertainment is watching Blood Bowl.  While the sport isn't quite as bloody or dangerous as pre-kingdom days it isn't uncommon for participants to be badly wounded or perish.  The citizens of Hawking have come to appreciate and love its bloody combination of football and gladiatorial combat.  The Blood Bowl official season is from beginning of October until the end of February.  Tryouts usually begin July but scouts are always looking.

Many towns maintain more traditional football teams (perhaps more violent then pre-J-day).  Many members of these teams see it as a means for training for the big leagues.

Beyond that bars, whore houses, theaters (where actors perform old movies), and radio are the most common forms of mass entertainment.  Larger cities also frequently have a "TV" station but most people cannot afford a TV.  Thankfully some enterprising individuals have turned a few old movie theaters into locations where people can pay to collectively watch TV.

Technology:

Like all other areas of the wasted west Hawking has access to a limited amount of old world technology.  Also like everywhere else this is becoming strained.  Trains, plains, and automobiles can only be repaired, and patched so many times.  Almost all factories and people experienced in the manufacture of these have died since the bombs fell.  People are having to relearn and rediscover how to build these things.

Presently technology is primarily limited to 1880-1890s range.  There are elements from the early 20th century (AM radio is common enough).  In Hawking there are only two exceptions to this rule.  1) Medical.  Their medical technology is good.  While anything beyond basics is expensive it is available. 2) Old world tech that has been preserved.  For example the Mall AI (now called Hawking's Eye) is carefully maintained and preserved with limited Junker Tech expansion.

Beyond that all other technology is limited.  While it is possible to find people who can "build" an internal combustion engine that engine will be entirely mechanical (no electronics) and be fuel inefficient.  It will also be expensive and "better" Junker tech can be had for a similar price.

Ironically it is the Combine that has the most access to pre-war technology.  Their facilities can restore, or build advanced equipment given salvaged raw resources. While they use some Junker tech it is limited.  Fortunately or unfortunately for the rest of the Wasted West they don't sell or trade much in the way of advanced tech.

Other areas may have access to slightly elevated technology in one, maybe two sectors (maybe they can produce large quantities of smokeless powder, or build a better gasoline engine).  However, as a rule most areas are stuck at the lower end of the 1880-1890s range.  The only advanced tech is that which has been carefully maintained, or Junker.

Travel:

Over the last 50 years their are fewer pre J-Day vehicles and parts in good repair.  While not uncommon they are growing less common and are being replaced by livestock, rediscovered technologies, and Junker technologies.

In Hawking's many people use horses, and dinos for overland travel.  Dinos are mutated lizards that have an appearance similar to large Velociraptors.  They are omnivores that have been domesticated.  They are valued because they can protect themselves, eat walker meat, and help alert individuals in a camp.  Horses are still used for endurance based work.  Well off individuals, traders, or businesses will still use vans and trucks.  About twenty five percent will be Junker tech.

Those unable to afford their own travel animals, or vehicles will pay for passage on steam or sail ships if their destination is near the Gulf, or pay for passage on the Royal Trains (these are actually very large armored busses that are connected together).  The Royal Trains only go to settlements and cities along the Royal Highway.  Some people may pay for coaches (actual stage coaches, or renting seat in someone's vehicle) if going to remote locations.  Depending on the destination, mode of travel, and circumstances this may be more or less expensive.

Sail Boat Travel: Typical Cost $0.75 per mile, min cost $20.00
Steam Ship Travel: Typical Cost $1.50 per mile, min cost $30.00.
Royal Train: Typical Cost $0.50 per mile, min cost $10.00.
Coach: Varies.  Anywhere from $.25 to $10.00 per mile.
Gas: $6.00 per gallon (85% of of mileage)
Spook Juice $12.00 per gallon (10% boost to mileage for none Junker vehicle).  Not available everywhere.
Gas Spook Juice Blend: $8.50 per gallon (Normal Mileage). See spook juice for availability.
G-Ray: $0.4-$1.00 per G-Ray.  Not available in all locations.
Note: Students and Graduates of the University can purchase G-Rays at University for $0.25 per G-Ray.

* All Costs are estimate of typical.  May be higher or lower depending on character location, and circumstances.

Religion:

The dominant religion in the the Kingdom of Hawking is the 13th Hour Church.  It combines the rhetoric of the Doomsayer schismatics with different traditional and heretical Christian traditions intermixed.

Some antrhomorphs and their descendants have raised the Queen, the Royal Advisor, Seraph, the Wizard (Tom), and the deceased Royal Consort (CAL) to pseudo divine status (similar to angels).

Traditional Christianity is the second most common.  Other religions include other traditional religions, tribal religions, and the more typical Schismatic Doomsayer faith.


The 13th Hour Hierarchy:
Rank 4-5:
The Bishops: The church is usually overseen by the Bishops, where one bishop presides over a set of churches. These bishops are overseen by an archbishop, who oversees a large geographical area. They take decisions with respect to the operation and daily activities for the churches as well as taking important decisions by organizing meetings of the heads at regular intervals. The Bishop must have a spouse and ideally children so that they can show their ability to effectively shepherd. They usually need to make all the decisions taken at the meetings public.

Rank 3:
Elders: The Elders have the responsibility to determine the doctrine through their examination of different scriptures. The elders of congregation are bound just as members to examine themselves according to scripture. The only people who have the ability to oversee the Elders are the Bishops. This authority cannot be transferred to anyone else nor can the decisions which are taken by the elders can be taken by anyone else in the hierarchy, except for the Bishops.

Rank 2:
Deacons: The Deacon is the servant of the Church. This position does not have any specific authority rather than that of taking care of the church. The deacons are also known as ‘elders in making’ as the deacons who fulfill their duties effectively go ahead to get promoted as elders. Many Churches have deacons as heads when there is no one who can be qualified as elders at that particular time.

Rank 0-1:
Pastor: A Pastor usually assists Deacons, or Elder but may also be referred to as Lay Pastures or 13th Hourmen.  13th Hourmen are responsible for evangelizing in distant lands, or remote places where the people lack access to a church.  They frequently travel.
This message was last edited by the GM at 16:15, Fri 06 Aug 2021.
Marshal
GM, 10 posts
Wed 28 Jul 2021
at 01:31
  • msg #2

Setting Details: Politics and Stuff

Overview:

Monarchist: 15%
Neutral, Leans Monarchist: 25%
Neutral: 35%
Neutral, Leans Democratic: 15%
Democratic: 10%

Alamo Republicans:

The Alamo Republicans are a small movement within Hawking with dedicated supporters.  Their primary goal is to move the Kingdom away from Monarchy and toward becoming a Republic.  Currently they support causes that include creating a Constitution, Bill of Rights, extending voting rights, limiting the power of the monarchy, consent of the governed, and a firm separation of government powers.

The majority of its members greatly admire and respect the Queen and extended royal family.  These members support obtaining their goals through none violent means.  However, a few are radical that occasionally commit acts of violence.

There is suspicion by a small but growing number of Hawking citizens that the group is dangerous, and possibly a front for New Texas Republic agents trying to sow dissent and discord.

Monarchist:

The monarchist are disparate groups of people who are fervent supporters of the Hawking Triumvirate (specifically the current royal family), the growing class system and accompanying semi-feudal system, or both.  Currently the most prominent groups are the Hawking Imperialist, Texas Monarchist, and Hawking Merchants Council.  The first group are fervent supporters of the Queen and Royal Family, the second group support the idea of Monarchy but tend to favor expanding and formalizing the class system over the current Queen or royal family, and the last are made up of influential merchants trying to obtain monopolies through Governorship.

Hawking Imperialist:

The Hawking Imperialist are the largest political group within Hawking.  They are fervent supporters of the Monarchy, the Triumvirate, and government.  Their philosophy recognizes the rights of all people but explicitly rejects direct democracy, and to a lesser extent representative democracy.  Instead they firmly believe that the Triumvirate (Queen, Advisor, and Consort) are absolute rulers (some say divinely appointed) whose responsibility is to defend and enforce the rights of their subjects.  Representative democracy may be acceptable on the  local level (a town, or perhaps a county) but a litmus test of those representatives should be absolute loyalty to the Triumvirate.  The Imperialist view of the Governors is decidedly less favorable.  At best they see the Governors as a necessary evil that Monarchy and citizenry should be vigilant against.  Among the Governors numbers there are some that the Imperialist respect, and even love. Some they immensely dislike.  It isn't the men and women who make up the Governors that attract the suspicion of the Imperialist.  They fear that the Governors will one day threaten the Triumvirate.  History tells them this is so.  As a result they firmly stand behind the political position that Governorships are "appointed" positions of privilege that are not hereditary.  Many believe that the children of Governors should automatically be disqualified from holding their parents position.

Texas Monarchist:

The Texas Monarchist are the third (distant) largest political group within Hawking.  They take a slightly more nuanced view then the Imperialist.  Like them they support the primacy of the Monarchy, are suspicious of democracy, and believe in the subservience of the Governors to the crown.  However, where as the Imperialist believe that there should only be three classes of people (Royal, Citizen, and None Citizen) the Monarchist believe in a more stratified and structured society that includes the following: Royal, Governor, High Citizen, Low Citizen, None Citizen, and Penitent.  A form of Eugenics has taken root within the Monarchist to justify their beliefs and many of those who buy into firmly believe that Anthromorphs should be considered Low Citizens at best. Overall the primary goal of the Monarchist is to continue growing, and reinforcing the class structure that has already taken root within Hawking.

Hawking Merchants Council:

The Hawking Merchants Council are the second largest political group within Hawking.  Unlike the other two groups they are not specifically loyal to the current Monarchs, and are not primarily interested in growing the class structure.  They are merchant who are interested in creating guild like structures using the Governorships to gain monopolistic control over all industries within Hawking.  As for the Monarchy they believe that the Monarch should be a first among equals who is elected by the Governors from among their number.  The Governors themselves seek to turn into extended merchant families who each control some key aspect of the economy.  As for class they believe in it but not nearly to the extent either of the other two Monarchist factions do.
This message was last edited by the GM at 06:00, Sun 08 Aug 2021.
Marshal
GM, 11 posts
Sun 8 Aug 2021
at 06:12
  • msg #3

Setting Details: Social Classes

Social Class Overview:

At a glance there are at least three different social classes within the Hawking Kingdom.  These are the Nobility, the Citizenry, and None Citizenry.  The last two social classes are undeniably real.  Citizen of the Kingdom have more rights and privileges then none citizens.
 Only the most powerful and prestigious Outsiders could reasonably expect to be treated better.  Most outsiders would lump the Governors into the same bowl as the Royal Family. However, this isn't entirely true.  The Triumvirate have undeniably more power, rights, and privileges then the Governors and at this time Governorships are not hereditary.  All of this also ignores the existence of the Anthromorph community, Penitents, University of Occult Sciences, and growing influence of the 13th Hour Church.

The Triumvirate and the Royal Family:

The single most powerful class at this time is the members of the Triumvirate.  The Triumvirate recognize no accountability to any earthly authority other then to one another, and the Law of the Land. The power and charisma of the individual members of the Triumvirate has reinforced this image. As a result of their power the Triumvirate and their families enjoy privileges and luxuries that few people in the world have access to.  Additionally, their immediate families are the only people in the world legally eligible to be considered as heirs to the Hawking throne. However, it should be noted that outside of the direct members of the Triumvirate the members of the Royal Family are extended no extra legal protections as a matter of law.  They like all other citizens are subject to the laws of the land.  As a mater of reality many members of the Royal Family, especially those in the direct Royal Family (sons and daughters of the Queen), may be extended courtesies and breaks that few others would.

The Governors:

The Governors direct power varies between its membership.  Those actually given authority to  govern citizens in the Queens name have the most obvious power.  However, there are other Governors that are given effective monopolies over specific industries or areas of knowledge wield considerable if less obvious power.  As a matter of law Governors are extended rights and privileges that are necessary to perform their duties.  This makes them effectively a law unto themselves within their region and are only limited by Royal Law.  It is well known to all Governors that the Queens Rangers have agents among their population and employees keeping an eye on them.  Despite this some are given more leeway then others.  These are usually Governors whose territory borders hostile regions, or are leaders of particularly important industries.
This message was last edited by the GM at 02:52, Sat 25 Sept 2021.
Marshal
GM, 27 posts
Tue 21 Dec 2021
at 20:57
  • msg #4

Setting Details: Social Classes

Social Rank:

Social rank is measured on a scale of 0 - 10.  As a general rule the highest social rank a PC can obtain is rank 7 (Governorship over small and/or remote region).  Social Rank is not purchased using bounty but is earned based upon the background, edges, actions, and positions occupied by the player character.

All probationary citizens default to rank 1.  All citizens default to rank 2.

Other considerations:

- Posses Rank greater than 0 within 13th Hour Church. Varies but default to Rank 3 if citizen, and Rank 2 if none-citizen.  May further increase rank if other factors would also improve rank.
- Posses Rank greater than Rank 1 within Hawking Military.  Varies but default to Rank 2 if probationary citizen, and rank 3 if full citizen.  May further increase rank if other factors would also improve rank.
- Member of Queens Rangers automatically default to rank 3.  May further increase rank if other factors would also improve rank.
- Great Renown among large subset of Hawking.  Default to rank 1 if none citizen.  Default to rank 2 if probationary citizen.  Otherwise default to rank 3.  May further increase rank if other factors would also improve rank.
- Great Renown within Hawking.  Default to rank 2 if none citizen.  Default to rank 3 if probationary citizen.  Otherwise default to rank 4.  May further increase rank if other factors would also improve rank.

Character actions effect social rank over time.  Other factors would include the characters overall wealth (or perceived wealth), business ties, marital status, and holding any public positions.
Marshal
GM, 28 posts
Fri 24 Dec 2021
at 22:16
  • msg #5

Setting Details: Social Classes

Penitent:

The majority of penitents are individuals who have committed a none serious crime or are unable to settle a debt.  These individuals perform acts of labor for the Kingdom to repay their debts to society or as a settlement of their debts to others.  Their terms of service is temporary and narrowly defined.  A common form of service is as a conscript within the Hawking military (most frequently the Navy).

Other penitents have committed gross offenses against the Law (murder, rape, dino/horse rustling, high larceny, treason, and assault with intent to murder) can, and frequently do, end with that individual being sentenced to life as a penitent. These individuals effectively become property of the crown.  The least valuable of these (about half to two thirds) can expect to serve a life of hard labor inside the crystal mines.  These individuals are implanted with head banger chips, and punishment collars.  The remainder are mind wiped, chipped with trackers, and either placed into service or have their service sold to the Hawking public.

General Cost:

Low Skilled no significant potential: $2500.00
Low Skilled with noted potential: $3500.00
Skilled but no significant potential: $4000.00
Skilled with noted potential: $5000.00

Posses Arcane Background: +$1000.00 to +10000.00 (depends on AB, and skill at it).

Other edges may also increase the cost.  Rule of thumb is assume that a 1pt edge may increase by $100.00.  For every point above that double the previous sum. Ex: 2pt Costs $200.00, 3pth $400.00, and so on.  Some edges may cost more or less depending.  Some hindrances may also reduce the price.

Penitents can be purchased in installments by those of sufficient social rank, reputation, and/or connections.  Depending on the number of installments this will increase the final cost by 10%-30%.
This message was last edited by the GM at 22:19, Fri 24 Dec 2021.
Marshal
GM, 37 posts
Thu 27 Jan 2022
at 05:47
  • msg #6

Setting Details: Fashion

General:

Fashion in the Wasted West is varied.  In the majority of the Wasted West the "road warrior Chic" is common.  Since it has been decades since the last automated factory pumped out nearly identical clothing old methods of manufacturing attire have resurfaced.  Leather, and home spun cloth is just as common as salvaged pre-war clothing and often in better shape.  The style of clothing varies from place to place but in some regions like Hawking, Junkyard, Boise, and Turtle Island distinct styles have been developed.  Most barrow elements from the fifty years between 1870 - 1920 Western world coupled with modern world overtones.

Hawking fashion barrows elements from American Western attire strongly coupled with elements of Atomic and Steam Punk.  Hats, trench coats, gloves, skirts, and girdles are more common then pre-war.  People with money will often wear clothing made from leather, cotton, and spider silk.  People with less funds are usually limited to clothing made from hemp, and leather.

While many people still manufacture their own clothing there exist a strong textile business in Hawking.  They manufacture and design clothing for all income levels.
This message was last edited by the GM at 07:19, Sun 30 Jan 2022.
Sign In