Surviving Communities: Difference between revisions
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==Nomads== | ==Nomads== | ||
Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland. Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements. | |||
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering rare wares and information gathered from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness. | |||
Revision as of 15:52, 11 August 2025
Surviving Communities are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.
While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players. Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity.
These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes. Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus cannot be seized or controlled by players, as removing it would undermine the stability of the world.
It is not our intention to create conflict around them, deliberate antagonism will be met with a reasonable in-character response.
The Coal Miners
TKTK
The Railmen
TKTK
The Whalers
TKTK
Nomads
Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland. Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering rare wares and information gathered from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.
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