Surviving Communities: Difference between revisions
No edit summary |
|||
| Line 12: | Line 12: | ||
==The | ==The Harbor== | ||
<font color="#DAA520">Porte Dernière</font> is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen. | |||
= | <font color="#DAA520">The Whalers</font> are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler families. | ||
<font color="#DAA520">The Railmen</font> began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers. | |||
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to bring back pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem. | |||
==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. | <font color="#DAA520">Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.</font> 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 provisions and rare wares 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. | Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares 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 16:42, 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 Harbor
Porte Dernière is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.
The Whalers are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler families.
The Railmen began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to bring back pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.
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 provisions and rare wares 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.
Return to Main Page