Geography

GEOGRAPHY

DEAD CITY (Chora)

Once a thriving metropolis, DEAD CITY is now home to only bones and rust. Or so it’s said, at least. No one has ever actually traveled beyond the the Burning Swamp and made it back, and most assume that if Chora survived the world’s destruction, then surely someone ought to have come by and given word by now.

Some scavengers have theorized that Chora might be a possible source of metal for future repair projects, if the southern ruins run empty.

THE BURNING SWAMP

Positioned north and east of the plains, and just beyond the cold desert, THE BURNING SWAMP is said to be the origin of the water problems plaguing the southern homesteads. No human or mutant has ever been able to drink the water found here, though the nomads say there’s still life found within the swamp. Both the plants and the animals within this area are warped and twisted, carnivorous things who feed on travelers and upon each other.

While the plants are as inedible as the water, there are some hunters who report no ill effects from consuming the fauna.

THE DESERT

While the northern part of the desert was once said to be forested, much of it the desert is as it was before the fall of civilization: cold and dry. During the night, death by hypothermia is not unheard of. Wind and sandstorms are frequent, and every so often, the wind exposes the ruins of civilization.

Prey is scare, and so is water, but the desert occasionally attracts scavengers, or hides raiding warbands. Most peaceful nomads dwell in the plains further to the south, though some are known to traverse between the plains, the desert, and the burning swamp in search of prey.

GLOBETOWN

Located on the edge of the desert, bordering the plains, Globetown draws water from an underground aquifer. An old 3D theater forms the basis for a temple dedicated to the “Spirit of Aquafina”, which is the basis for the local religion.

It has few actual inhabitants, aside from merchants, as the land around it is not well-off enough to farm. Typically frequented by all walks of life, be they raiders or nomads or southern homesteaders. It sports an arena, a junkyard, and an open market.

The town itself is made of adobe, and protected by numerous rusting metal spikes embedded into the material.

THE PLAINS

Arid scrubland whose soil is unsuitable for farming crops, and yet continues to produce grass and grass-feeding fauna. Typically inhabited by nomad tribes, who move from one area to the next when prey is depleted.

Dawn of Aquarius

This tribe has roots in the old world’s hippie and counterculture movement, though they have forgotten much of their history and keep only the concept of free love and share the land alive. They are typically regarded as thieves by the homesteaders and cityfolk since their concept of “personal possessions” is blurry.

Oracles of the Long Night

The remnants of a doomsday cult, split off from its parent at Nanegar. The Oracles remember the time when ash blocked the sky, and believe that humanity can only survive by remaining mobile.

The tribe is almost entirely mutant.

Children of Fenris

A tribe composed of genetically-uplifted dogs and wolves, who are an off-shot of Jeremiah. They are said to be the best hunters and trackers, and frequently come into conflict with other tribes over food and resources.

Other

Assorted smaller tribes.

THE SOUTHERN HOMESTEADS

Just south of the plains is a collection of homesteads, all focused around one spring. While there are a multitude of old ruins in this area, many of them have been depleted of useful metal goods.

Jeremiah

Once an American military base, Jeremiah is now the fortified center for homesteaders in the east. The population consists of farmers and suspicious, military-minded folk. The local faith is of a Christian bent, although it is not as it once was before the fall.

It is notable that the population is not entirely human; there are genetically uplifted animals among their ranks, descendants of military experimentation.

Nanegar

A collection of former cultists holed up in a subterranean bunker. They have made attempts to cultivate the land and put up defensible walls, though the outside of their bunker is more booby-trapped than it is farmland.

They are unfriendly to outsiders, if not outright hostile. They do not allow mutants within their ranks, unless they are directly related to the head of the family.

Maka Kai

A settlement far to the west overlooking the salt cliffs. Maka is situated in the most ‘lush’ part of the plateau. That’s still not saying much; crops are as hard to grow here as they are elsewhere, but they aren’t as stunted. For all its success, Maka is the frequent target of raiding warbands.

Much of the population is Polynesian, and some of their faith and culture lives on – albeit, in a slightly different form than before.

Other

This is not an exhaustive list; there are smaller homesteads here and there.

THE SALT CLIFFS

A series of sheer cliffs that end in salt-covered land. Nothing grows here. They encircle the known area, and no one who has traveled past the salt cliffs has ever come back from the trip.

Geography

All That Remains kathaclysm