welsh
Junkmaster
Ok, I have been PMing Gunslinger and we both agree that we should open Chapter 4 to a bit of brain storming.
Right now Chapter 3 is coming to a close. Ideally it should take us about a week to shut it down, but at the rate of posts it will probably take two, maybe three weeks. Then a brief pause (a week or so) and then Chapter 4.
My guess is that Chapter 3 will end like this-
Rogue will finish up with what's going on with the University and will eventually unify that group with the rest of the caravan. New players, this is also a good time to join and a good place to contribute. IF you want to get in without a character, pick up an NPC. There are plenty to go around.
Gunslinger will probaby get Caleb and Jeeva to Grey Cliffs were the siege is going on in earnest.
The caravan will probably form something of an alliance with the De Silva refugees, although the De Silvas will eventually go off and do their own thing- horse raising and trading probably. For the time being they have a reason to ally with the caravan as they have a mutual enemy.
Again, if you are new, feel free to come in. If you are old, come back. If you don't want to pick a new character, play an NPC.
OK, quick review of Fang's World for everyone. We have much more of this world still explore
Well might as well review and perhaps up date Fang's World-
SO here goes (note that there are lots of additions in the places which have been featured in this thread)
"Tabis
This is our central town, Tabis relies on it’s agricultural success in the breeding of Brahman to it’s advantage, trading for knowledge and weapons which they (along with food) proceed to stockpile. It can be dangerous to travel to this town, but despite this, most caravan companies travel here. Tabis is the center, a nucleus, of trade routes, although Tabis inhabitants are often forced to wander out themselves in search of trade.
Additions- Tabis sits in the center of a ruined city. It's outskirts, such as Wainright Park are knows to be quite dangerous. Generally there isn't much local law outside the central city, so residents need to be more careful.
As such, their caravan companies are known for their bravery and success despite extreme odds against them. Both the Border Patrol Forces, Red Eye Trading and the Laramie Caravan Company have set up main offices here. Travelers coming from Tabis are hardened, veteran warriors otherwise they would be out of business already, they are always brave and the vast majority can be described as heroic. The rest of the population finds itself working either as farmers or in the orchestrating of trade agreements. Some travelers who come here can afford to ‘buy’ protection on outgoing caravans. In addition to an economy based on agriculture and herding, Tabis also has a substantial tourist industry- featuring casinos, brothels, inns and taverns.
Additions- in addition to local trade
Additional notes- Tabis was recently been blocaded by a Raider alliance with ties to the political establishment of Tabis. The resolution of this blocade was the subject matter of chapter 1. Currently Tabis is rebuilding. A number of its leaders have been killed but the town is mending, especially with its new chief of police, Yacob. Caravans are again operating, but are currently cooperating to break through other blocades on towns throughout the area. In addition to the above, there is a sizeable group of ghouls that have lived and operated, as a sort of "untouchable" class withing Tabis. Furthermore, there is a new industry at foot involving the harvesting of deathclaw eggs and the creation of a new cooking fuel based on the oils found in local deathclaws. Yacob's family and a number of ghouls are rumored to be in joint venture.
Gray Cliffs
Set on the edge of the ocean, the Gray Cliffs is what remains of a pre-war town somewhat expanded after the war, though many of the buildings (except those sheltered in between the cliffs themselves) are somewhat in shambles. One can find haven in Gray Cliffs and its inhabitants have good, successful lives. Many people wander in on caravans and remain for long periods of time, settling down here. With Fraternity territory to the north which can be plagued by raiders who make their way as far south as this town, travel in that direction is not particularly safe. The closest town across west is Tabis, though the route there is perilous as well, this may be another reason why so many people choose to remain here. Inhabitants are particularly sheltered from the politics of the world around. When they do choose to leave, it is usually for a short period of time.
Grey Cliffs have recently become a major destination for the group featured in Lone Wanderers. For reasons unclear the "conspiracy' or League of the Four Horsemen (also known as the League), have sent a group of captured Blades to Grey Cliffs as a display. There is something afoot in Grey Cliffs that seems to have significant importance for the rest of Fang's world. Protecting the town of Grey Cliffs is a fortified area manned by a small group of undermanned and underarmed Blades. It has recently been rumored that the reason of the interest in Grey CLiffs is the creation of a new synthetic fuel that can be used to power ancient engines and vehicles, something of strategic importance to the League.
Red Water
The town of Red Water is the most communal center of merchants and traders. It depends almost entirely on trade with outsiders and much of it is dedicated to tourism. The center of the town is ruled by the Trappers, hunters who kill animals, skin them and sell off their remains. These can be for practical use, however in places are used as currency. These two factions are constantly at war, and in occasions this makes the town uninhabitable for visitors. The conflict does not look like it will end any time soon. Merchants can be found selling almost anything in the market’s of Red Water, legal or otherwise. Prices, and the personality of the traders varies heavily. In times when the trade in Red Water is not good, many Merchants venture out to set up shop in another town. Some of the traders own a small shop or house in another town which they can travel to and stay in during these times. Trappers live in Red Water because the animal population (especially Geckos) is heavy there. They may travel off elsewhere to sell their skins, but they usually remain where the source is heaviest. There is a strong sense of unity and community bonding around the Trapper Town especially because of the ‘war’ with the Merchants. Red Water has very little caravaning trade, though those that do exist are prosperous, often used by the Trappers to ship out Skins, Red Water usually relies on business coming to it, not the other way around.
Additionally, recently Red Waters is going through a stage of relative peace as elites of both the Traders and the Merchants are cooperating. It is believed that this cooperation is not quite voluntary but has been forced upon them by a stronger power, rumored to be the same conspiracy behind the recent Raider attacks on towns.
Fraternity of the Blade
The Fraternity is perhaps the most unusual of factions in the Wasteland. Every operative of the organization wears a mask of some description upon his face which is never removed. Little is known about the Fraternity except that they are heroes. Their home territory is far east on the wasteland, eventually bordering the sea. This territory (or at least its borders) can be plagued by raiders. Even without these, it is forbidden to enter this sacred territory without the permission of the Fraternity. Outsiders are never allowed into central territory, and even then, can only visit the outside territory if they escorted by a patrol. Through their territory, there are many encampments. Patrols wander between these, picking up and depositing personnel as they go. Travelers forced to enter their territory can be ‘dropped off’ at these encampments until a patrol heading outward arrives. What the secrets of the Fraternity are, and the goal of the organization are kept very secret and operatives who leave the main territory will never speak of their overall goals, (though their immediate goals are usually obvious.) The Fraternity is widely acknowledged for its heroism, and because of that nature of the organization, nobody really cares about them being so secretive.
Additional notes- Recently the Blades have suffered a serious set back when one of their encampments was destroyed. This encampment, outside of the town of Tabis, is perhaps the most significant lose the Blades have suffered in memory. Although it is rumored that the Blades were overwhelmed by a mixed force of slavers and raiders, there is speculation that a greater force was at work. IN addition the Blades are currently deployed in Grey Cliffs where they are defending it from attack from a mixed group of raiders and mercenaries, although it is believed that the League is behind this attack, and they have brought another faction against the Blades- the Slayers.
Carba
Carba is the window into the true desolation of the north, beyond this point, the wastes are truly terrible. Vicious sand storms wreak havoc, there is no civilization or immediate source of food or water, except that sometimes there can be violent thunder storms, also there are predatory animals ready to attack. Carba is the last safe town before this. It is here that one can buy all the equipment needed to even attempt traversing this terrain. Carba is relatively isolated from the politics of the south. Many people decide to leave Carba because of its independence, although others choose to remain in this would be haven.
Border Town
This town is on the Border of the Earthen Shores, it is perhaps the most dangerous of towns what with the threat of raider attacks from the west. Not to mention the scorching heat, only the tough can bear living in Border Town, and even then, few remain for long periods of time. The Border Patrol Forces base themselves here, and the Laramie Trucking Corp maintains an important outpost. There is a large metallic wall several layers thick that surrounds the town. The streets are close together and very cramped in an attempt to block the sun out above, many of the buildings are empty and are up for rent by passing merchants who wish to use them as warehouses or as shops. Frequent caravans 0comes to Border Town as the east of the town is relatively safe. Other than the Border Patrol, there are very few people who remain in the town for a lengthy period of time. Caravaners come and go very frequently on the inbound and outgoing caravans. Border Town can be subject to heavy raiders attacks from the west, though the current Chieftain is focusing the majority of the raider’s assets elsewhere and has not had time for large raids.
Additional notes- Political changes with the Chieftain and the participation of a resident businessman/politician "Kroeger the traitor" led to fall and capture of Bordertown to local raiders. However the alliance of raiders has fallen apart with the death of Kroeger. Border Patrol forces have since moved back into Bordertown and are again attempting to clear the area of dangerous raiders and tribals. Bordertown has had a violent history, recent events are par the course.
The Earthen Shores
This large basin is a massive dried up lake west of Border Town which is no a hive of raiders and slavers who live in shanty encampments. The scorching sun blazes from above, making the basin one large hellhole. Anything goes here, there are no laws or rules to adhere to. The ruler of the Earthen Shores is he who sits upon the Iron Throne, a literal throne made out of scrap iron and steel, built high at the head of the palace. The ruler is known as a Chieftain, and he rules until he dies, one way or another. The current ruler is going through many revisions to ‘policy’ and a lot is changing. Nobody knows much about the raiders and slavers here. Many seem to be nomadic, wandering between shanty encampments, always changing home, fighting and competing amongst themselves. Others nearer the central Palace and the throne (which can also be known as the Steel Throne) are less nomadic and remain longer in the central city, and if they do leave, often return as soon as possible.
Additional notes- There is substantial evidence that either within the Earthen shore or beyond it lies a substantial resource of military armament and supply. Such supplies were recently sold, in bulk, to various raiders in turn for their alliance and services. The location of this base is unknown.
The Ghouls Reactor
The Ghouls, to the south east of the Wastes, are operating a nuclear reactor. It is optimized to the point it is spitting out power tenfold the amount needed to sustain itself, and the excess is put into ‘batteries’ and sold to outsiders. The Ghouls never contact outsiders however, they go through a local tribe which believes that they are their spirits. The Ghouls have also seemingly discovered a technique to effectively make a pure-strain human into a ghoul (which the Tribes often go along with ‘being made into spirits.’) The reactor is frequently under the threat of invasion, but as yet nobody seems to have made an attack on it.
Additional notes- The ghouls have a substantial, if largely invisible, presence throughout the Wastes. Often working in less savory occupations, ghouls are the "low" class of inhabitants. However, the ghouls have also been collectors of artifacts and the keepers of science, philosophy and lost humanities, and thus are often the most cultured and sophisticated of Wastes inhabitants. They are prone to live in large caverns beneath the surface.
Furthermore- it has been recently discovered that the Ghouls maintained a large university based on a pre-war campus, largely in isolation to the rest of the world. Here the ghouls carried out extended research on a variety of scientific projects. However, the University has been recently attacked and is in ruins. Most of the population has since dispersed and rumors abound of unknown "boogey monsters" living within the ruin, although most of these rumors have been dismissed as fantasy.
The Council
The Council of the All Knowing, or the Council of Knowledge, act out of an old pew-war Vault. The Vault has taken heavy damage and was practically dead when they came across it. But from one room of computer tied up to the library network, they learnt everything that was needed to know, both about the wastes, pre-war matters and many trivialities as well as information that could be potentially useful. For one thing, they now knew how to go about fixing parts of the vault in which they were able to turn the power on in. They also created many ‘hidden rooms’ or so the rumors say. The Council is divided into the Circle of Elders and Three Orders, the third Order works with the guards patrolling the town built above and around the Vault. The other two Orders purposes are unknown, although one is seemingly dedicated to espionage as they have spies, and in some cases saboteurs all over the Wastes. Little more is known, very few who go to the Council ever come back, and those who do always fumble denying knowledge or refusing to talk about their experience.
The Bringers of Fate
This faction acts out of a large pre-war shopping mall which has been converted to their base of operation. The building has now been converted into a Library dedicated to knowledge in the form of books or pip-boy data disks. Within the faction, there are a great many sub-factions who are given areas of the Library for their own usage. Although, some shops still exist, trading in any number of essential or non-essential commodities, a Caravaning organization has been set up to trade away their excess supplies and to acquire the resources they need. The head three of each of these families is known as a Master (Mistress) and the highest among them as a Lord (Lady.) The most powerful of the families have their Lord named as a Prince (Princess) and the most powerful of all is hailed as the Sovereign, the ultimate ruler of the Library. The current Sovereign is convinced that the last remaning shops should be closed down and converted into further Libraries, at least for now, as he has his eyes set on the Ghouls’ Reactor and is desperately seeking a way to claim it as his own. Although past Sovereigns have left the library open for others to browse through, and to make purchases from the Families, the current ruler has the Library closed to all Outsiders except those he expressly allows entry. (Who are given special robes to wear, like those of the Bringers themselves but a different color.) The Library is somewhere north of the Council’s Vault, close in part to the Earthen Shores, Border Town and Red Water. They rarely ever leave the Library except on caravans, although potential operatives are said to be spread throughout the wastes as spies.
The Slayers
This faction is probably the least-known of all the factions, though anyone can picture the heavily armored grunts (or Paladins as they like to call themselves) that they send around, the faction’s motives are unknown. Their base is to the far north east of the wastes, and no one ever dares go there. Their politics work months ahead of every one else’s, and via some sort of a communication net, they are always able to keep up to date with the latest news all over the wastes and be in contact with each other and their superiors at the same time. The exact number of Paladins or other staff or their exact strengths and motives are heavily shrouded in mystery, and everything established thus far is simply guesswork.
Update- A faction of the Slayers is called the Nightblades. This is a group of highly trained assassins. Fewer in number and less armored that the Slayers main group, the Nightblades are lethal hand-to-hand fighters. Furthermore, there is reason to believe that the Slayers have recently allied with an external group- the League of Eastern Vaults (also known as the League of the Four Horsemen, also known simply as either the League of the Conspiracy). It is also rumored that this new arrangement has led to some division among the Slayers.
Furthermore-
Old Hispaniole- Much further to the South of Fang's World is a region which did not suffer significant damage during the Great War. This area is largely unexplored, seperated from Fang's World by great deserts and mountains as well as an assortment of strange desert creatures. The people here live poor and often desperate lives, speaking a foreign language, and living what lives they can make out of the rough earth and avoiding bandit. Further south where an array of small local kingdoms run by semi-feudal families (the Dons) that often sought to make temporary alliances through marriages or trade and military alliances. However, this system of small semi-feudal holdings has recently been dominated by a new threat, which has been slowly moving north. This new threat operates through an elaborate array of secret agents backed up by the terror of a group of horsemen, the Oprezki. Although relatively few in number, the Oprezki are very mobile and brutal. Those Dons that have not sworn alligence have been put by the sword. One clan has escaped north, and is rumored to have stolen a number of horses from the Oprezki. However, it is believed that the Oprezki are the forward vanguard of a larger, yet unknown force whose motives are as yet a mystery.
The Order of the Crooked Cross- marked by their symbol, a crooked cross that depicts the crucifiction of a man, the Order of The Crooked Cross is currently a popular faith among the people of Fang's World. Members of the Crooked Cross are also common among caravan outposts, where a few individuals maintain supplies and brahma for passing travelers. The Order is comprised of a group of priests, some of which wander from town to town, and have significant faithful in each town.
The Railway- Recently discovered, there is a pre-war train network that exists under parts of Fangs World. Although largely abandoned since the war, it has recently been discovered to be partially operational, and seems to link parts of east coast to former military bases in the West.
The League of Eastern Vaults- Far to the East. the formal name of a federation of vault communities. These vaults rely on slaves for labor to work both their large plantations and manufacturing plants, ruled by former the descendents of Vault Dwellers. These vault dwellers have created an ideology in which vault dwellers are believed to be genetically superior to non-vault dwellers. The League is often a market for slaves both from areas West of the Eastern Vaults and from the islands far to the South. The military might of the League is found in its technology but also a corp of slave soldiers- the Janissaries. But the league rarely uses its military power, or is overt in its policy, preferring to use a shadowy network of agents and allies to further its designs. The nearest outpost of the League is a city situated at the meeting place of a great river and the sea, called Big Easy, a place of trade, gambling, prostitution, and other assorted vices.
Mormos- also called Mormon Land, New Zion, Land of the Latter Day Saints. To the far Northwest- This area is centered around a city close to a great Salt sea. Home of a faith based colony called the Latter Day Saints, this group stored signficant resources before the great war through vaults of its own design. Surrounded by difficult mountains and joined by faith, the mormos have been fairly insular, although their fanatical zealousness may eventually lead them to crusade outside of their sacred homeland.
The Horde- Way way to the North, to the land of snow and ice, where giant white mutant bears are rumored to live, supposed exists a giant migrating band of raiders called the Horde. Although it was said that the Horde once moved South, little has been heard from this group in recent years. It is believed that the Horde suffered a power struggle from within, and has since either collapsed, broke apart into smaller raider clans or has otherwise lost is zeal in conquest.
Ok, so where do you want to go with all of this?
Right now Chapter 3 is coming to a close. Ideally it should take us about a week to shut it down, but at the rate of posts it will probably take two, maybe three weeks. Then a brief pause (a week or so) and then Chapter 4.
My guess is that Chapter 3 will end like this-
Rogue will finish up with what's going on with the University and will eventually unify that group with the rest of the caravan. New players, this is also a good time to join and a good place to contribute. IF you want to get in without a character, pick up an NPC. There are plenty to go around.
Gunslinger will probaby get Caleb and Jeeva to Grey Cliffs were the siege is going on in earnest.
The caravan will probably form something of an alliance with the De Silva refugees, although the De Silvas will eventually go off and do their own thing- horse raising and trading probably. For the time being they have a reason to ally with the caravan as they have a mutual enemy.
Again, if you are new, feel free to come in. If you are old, come back. If you don't want to pick a new character, play an NPC.
OK, quick review of Fang's World for everyone. We have much more of this world still explore
Well might as well review and perhaps up date Fang's World-
SO here goes (note that there are lots of additions in the places which have been featured in this thread)
"Tabis
This is our central town, Tabis relies on it’s agricultural success in the breeding of Brahman to it’s advantage, trading for knowledge and weapons which they (along with food) proceed to stockpile. It can be dangerous to travel to this town, but despite this, most caravan companies travel here. Tabis is the center, a nucleus, of trade routes, although Tabis inhabitants are often forced to wander out themselves in search of trade.
Additions- Tabis sits in the center of a ruined city. It's outskirts, such as Wainright Park are knows to be quite dangerous. Generally there isn't much local law outside the central city, so residents need to be more careful.
As such, their caravan companies are known for their bravery and success despite extreme odds against them. Both the Border Patrol Forces, Red Eye Trading and the Laramie Caravan Company have set up main offices here. Travelers coming from Tabis are hardened, veteran warriors otherwise they would be out of business already, they are always brave and the vast majority can be described as heroic. The rest of the population finds itself working either as farmers or in the orchestrating of trade agreements. Some travelers who come here can afford to ‘buy’ protection on outgoing caravans. In addition to an economy based on agriculture and herding, Tabis also has a substantial tourist industry- featuring casinos, brothels, inns and taverns.
Additions- in addition to local trade
Additional notes- Tabis was recently been blocaded by a Raider alliance with ties to the political establishment of Tabis. The resolution of this blocade was the subject matter of chapter 1. Currently Tabis is rebuilding. A number of its leaders have been killed but the town is mending, especially with its new chief of police, Yacob. Caravans are again operating, but are currently cooperating to break through other blocades on towns throughout the area. In addition to the above, there is a sizeable group of ghouls that have lived and operated, as a sort of "untouchable" class withing Tabis. Furthermore, there is a new industry at foot involving the harvesting of deathclaw eggs and the creation of a new cooking fuel based on the oils found in local deathclaws. Yacob's family and a number of ghouls are rumored to be in joint venture.
Gray Cliffs
Set on the edge of the ocean, the Gray Cliffs is what remains of a pre-war town somewhat expanded after the war, though many of the buildings (except those sheltered in between the cliffs themselves) are somewhat in shambles. One can find haven in Gray Cliffs and its inhabitants have good, successful lives. Many people wander in on caravans and remain for long periods of time, settling down here. With Fraternity territory to the north which can be plagued by raiders who make their way as far south as this town, travel in that direction is not particularly safe. The closest town across west is Tabis, though the route there is perilous as well, this may be another reason why so many people choose to remain here. Inhabitants are particularly sheltered from the politics of the world around. When they do choose to leave, it is usually for a short period of time.
Grey Cliffs have recently become a major destination for the group featured in Lone Wanderers. For reasons unclear the "conspiracy' or League of the Four Horsemen (also known as the League), have sent a group of captured Blades to Grey Cliffs as a display. There is something afoot in Grey Cliffs that seems to have significant importance for the rest of Fang's world. Protecting the town of Grey Cliffs is a fortified area manned by a small group of undermanned and underarmed Blades. It has recently been rumored that the reason of the interest in Grey CLiffs is the creation of a new synthetic fuel that can be used to power ancient engines and vehicles, something of strategic importance to the League.
Red Water
The town of Red Water is the most communal center of merchants and traders. It depends almost entirely on trade with outsiders and much of it is dedicated to tourism. The center of the town is ruled by the Trappers, hunters who kill animals, skin them and sell off their remains. These can be for practical use, however in places are used as currency. These two factions are constantly at war, and in occasions this makes the town uninhabitable for visitors. The conflict does not look like it will end any time soon. Merchants can be found selling almost anything in the market’s of Red Water, legal or otherwise. Prices, and the personality of the traders varies heavily. In times when the trade in Red Water is not good, many Merchants venture out to set up shop in another town. Some of the traders own a small shop or house in another town which they can travel to and stay in during these times. Trappers live in Red Water because the animal population (especially Geckos) is heavy there. They may travel off elsewhere to sell their skins, but they usually remain where the source is heaviest. There is a strong sense of unity and community bonding around the Trapper Town especially because of the ‘war’ with the Merchants. Red Water has very little caravaning trade, though those that do exist are prosperous, often used by the Trappers to ship out Skins, Red Water usually relies on business coming to it, not the other way around.
Additionally, recently Red Waters is going through a stage of relative peace as elites of both the Traders and the Merchants are cooperating. It is believed that this cooperation is not quite voluntary but has been forced upon them by a stronger power, rumored to be the same conspiracy behind the recent Raider attacks on towns.
Fraternity of the Blade
The Fraternity is perhaps the most unusual of factions in the Wasteland. Every operative of the organization wears a mask of some description upon his face which is never removed. Little is known about the Fraternity except that they are heroes. Their home territory is far east on the wasteland, eventually bordering the sea. This territory (or at least its borders) can be plagued by raiders. Even without these, it is forbidden to enter this sacred territory without the permission of the Fraternity. Outsiders are never allowed into central territory, and even then, can only visit the outside territory if they escorted by a patrol. Through their territory, there are many encampments. Patrols wander between these, picking up and depositing personnel as they go. Travelers forced to enter their territory can be ‘dropped off’ at these encampments until a patrol heading outward arrives. What the secrets of the Fraternity are, and the goal of the organization are kept very secret and operatives who leave the main territory will never speak of their overall goals, (though their immediate goals are usually obvious.) The Fraternity is widely acknowledged for its heroism, and because of that nature of the organization, nobody really cares about them being so secretive.
Additional notes- Recently the Blades have suffered a serious set back when one of their encampments was destroyed. This encampment, outside of the town of Tabis, is perhaps the most significant lose the Blades have suffered in memory. Although it is rumored that the Blades were overwhelmed by a mixed force of slavers and raiders, there is speculation that a greater force was at work. IN addition the Blades are currently deployed in Grey Cliffs where they are defending it from attack from a mixed group of raiders and mercenaries, although it is believed that the League is behind this attack, and they have brought another faction against the Blades- the Slayers.
Carba
Carba is the window into the true desolation of the north, beyond this point, the wastes are truly terrible. Vicious sand storms wreak havoc, there is no civilization or immediate source of food or water, except that sometimes there can be violent thunder storms, also there are predatory animals ready to attack. Carba is the last safe town before this. It is here that one can buy all the equipment needed to even attempt traversing this terrain. Carba is relatively isolated from the politics of the south. Many people decide to leave Carba because of its independence, although others choose to remain in this would be haven.
Border Town
This town is on the Border of the Earthen Shores, it is perhaps the most dangerous of towns what with the threat of raider attacks from the west. Not to mention the scorching heat, only the tough can bear living in Border Town, and even then, few remain for long periods of time. The Border Patrol Forces base themselves here, and the Laramie Trucking Corp maintains an important outpost. There is a large metallic wall several layers thick that surrounds the town. The streets are close together and very cramped in an attempt to block the sun out above, many of the buildings are empty and are up for rent by passing merchants who wish to use them as warehouses or as shops. Frequent caravans 0comes to Border Town as the east of the town is relatively safe. Other than the Border Patrol, there are very few people who remain in the town for a lengthy period of time. Caravaners come and go very frequently on the inbound and outgoing caravans. Border Town can be subject to heavy raiders attacks from the west, though the current Chieftain is focusing the majority of the raider’s assets elsewhere and has not had time for large raids.
Additional notes- Political changes with the Chieftain and the participation of a resident businessman/politician "Kroeger the traitor" led to fall and capture of Bordertown to local raiders. However the alliance of raiders has fallen apart with the death of Kroeger. Border Patrol forces have since moved back into Bordertown and are again attempting to clear the area of dangerous raiders and tribals. Bordertown has had a violent history, recent events are par the course.
The Earthen Shores
This large basin is a massive dried up lake west of Border Town which is no a hive of raiders and slavers who live in shanty encampments. The scorching sun blazes from above, making the basin one large hellhole. Anything goes here, there are no laws or rules to adhere to. The ruler of the Earthen Shores is he who sits upon the Iron Throne, a literal throne made out of scrap iron and steel, built high at the head of the palace. The ruler is known as a Chieftain, and he rules until he dies, one way or another. The current ruler is going through many revisions to ‘policy’ and a lot is changing. Nobody knows much about the raiders and slavers here. Many seem to be nomadic, wandering between shanty encampments, always changing home, fighting and competing amongst themselves. Others nearer the central Palace and the throne (which can also be known as the Steel Throne) are less nomadic and remain longer in the central city, and if they do leave, often return as soon as possible.
Additional notes- There is substantial evidence that either within the Earthen shore or beyond it lies a substantial resource of military armament and supply. Such supplies were recently sold, in bulk, to various raiders in turn for their alliance and services. The location of this base is unknown.
The Ghouls Reactor
The Ghouls, to the south east of the Wastes, are operating a nuclear reactor. It is optimized to the point it is spitting out power tenfold the amount needed to sustain itself, and the excess is put into ‘batteries’ and sold to outsiders. The Ghouls never contact outsiders however, they go through a local tribe which believes that they are their spirits. The Ghouls have also seemingly discovered a technique to effectively make a pure-strain human into a ghoul (which the Tribes often go along with ‘being made into spirits.’) The reactor is frequently under the threat of invasion, but as yet nobody seems to have made an attack on it.
Additional notes- The ghouls have a substantial, if largely invisible, presence throughout the Wastes. Often working in less savory occupations, ghouls are the "low" class of inhabitants. However, the ghouls have also been collectors of artifacts and the keepers of science, philosophy and lost humanities, and thus are often the most cultured and sophisticated of Wastes inhabitants. They are prone to live in large caverns beneath the surface.
Furthermore- it has been recently discovered that the Ghouls maintained a large university based on a pre-war campus, largely in isolation to the rest of the world. Here the ghouls carried out extended research on a variety of scientific projects. However, the University has been recently attacked and is in ruins. Most of the population has since dispersed and rumors abound of unknown "boogey monsters" living within the ruin, although most of these rumors have been dismissed as fantasy.
The Council
The Council of the All Knowing, or the Council of Knowledge, act out of an old pew-war Vault. The Vault has taken heavy damage and was practically dead when they came across it. But from one room of computer tied up to the library network, they learnt everything that was needed to know, both about the wastes, pre-war matters and many trivialities as well as information that could be potentially useful. For one thing, they now knew how to go about fixing parts of the vault in which they were able to turn the power on in. They also created many ‘hidden rooms’ or so the rumors say. The Council is divided into the Circle of Elders and Three Orders, the third Order works with the guards patrolling the town built above and around the Vault. The other two Orders purposes are unknown, although one is seemingly dedicated to espionage as they have spies, and in some cases saboteurs all over the Wastes. Little more is known, very few who go to the Council ever come back, and those who do always fumble denying knowledge or refusing to talk about their experience.
The Bringers of Fate
This faction acts out of a large pre-war shopping mall which has been converted to their base of operation. The building has now been converted into a Library dedicated to knowledge in the form of books or pip-boy data disks. Within the faction, there are a great many sub-factions who are given areas of the Library for their own usage. Although, some shops still exist, trading in any number of essential or non-essential commodities, a Caravaning organization has been set up to trade away their excess supplies and to acquire the resources they need. The head three of each of these families is known as a Master (Mistress) and the highest among them as a Lord (Lady.) The most powerful of the families have their Lord named as a Prince (Princess) and the most powerful of all is hailed as the Sovereign, the ultimate ruler of the Library. The current Sovereign is convinced that the last remaning shops should be closed down and converted into further Libraries, at least for now, as he has his eyes set on the Ghouls’ Reactor and is desperately seeking a way to claim it as his own. Although past Sovereigns have left the library open for others to browse through, and to make purchases from the Families, the current ruler has the Library closed to all Outsiders except those he expressly allows entry. (Who are given special robes to wear, like those of the Bringers themselves but a different color.) The Library is somewhere north of the Council’s Vault, close in part to the Earthen Shores, Border Town and Red Water. They rarely ever leave the Library except on caravans, although potential operatives are said to be spread throughout the wastes as spies.
The Slayers
This faction is probably the least-known of all the factions, though anyone can picture the heavily armored grunts (or Paladins as they like to call themselves) that they send around, the faction’s motives are unknown. Their base is to the far north east of the wastes, and no one ever dares go there. Their politics work months ahead of every one else’s, and via some sort of a communication net, they are always able to keep up to date with the latest news all over the wastes and be in contact with each other and their superiors at the same time. The exact number of Paladins or other staff or their exact strengths and motives are heavily shrouded in mystery, and everything established thus far is simply guesswork.
Update- A faction of the Slayers is called the Nightblades. This is a group of highly trained assassins. Fewer in number and less armored that the Slayers main group, the Nightblades are lethal hand-to-hand fighters. Furthermore, there is reason to believe that the Slayers have recently allied with an external group- the League of Eastern Vaults (also known as the League of the Four Horsemen, also known simply as either the League of the Conspiracy). It is also rumored that this new arrangement has led to some division among the Slayers.
Furthermore-
Old Hispaniole- Much further to the South of Fang's World is a region which did not suffer significant damage during the Great War. This area is largely unexplored, seperated from Fang's World by great deserts and mountains as well as an assortment of strange desert creatures. The people here live poor and often desperate lives, speaking a foreign language, and living what lives they can make out of the rough earth and avoiding bandit. Further south where an array of small local kingdoms run by semi-feudal families (the Dons) that often sought to make temporary alliances through marriages or trade and military alliances. However, this system of small semi-feudal holdings has recently been dominated by a new threat, which has been slowly moving north. This new threat operates through an elaborate array of secret agents backed up by the terror of a group of horsemen, the Oprezki. Although relatively few in number, the Oprezki are very mobile and brutal. Those Dons that have not sworn alligence have been put by the sword. One clan has escaped north, and is rumored to have stolen a number of horses from the Oprezki. However, it is believed that the Oprezki are the forward vanguard of a larger, yet unknown force whose motives are as yet a mystery.
The Order of the Crooked Cross- marked by their symbol, a crooked cross that depicts the crucifiction of a man, the Order of The Crooked Cross is currently a popular faith among the people of Fang's World. Members of the Crooked Cross are also common among caravan outposts, where a few individuals maintain supplies and brahma for passing travelers. The Order is comprised of a group of priests, some of which wander from town to town, and have significant faithful in each town.
The Railway- Recently discovered, there is a pre-war train network that exists under parts of Fangs World. Although largely abandoned since the war, it has recently been discovered to be partially operational, and seems to link parts of east coast to former military bases in the West.
The League of Eastern Vaults- Far to the East. the formal name of a federation of vault communities. These vaults rely on slaves for labor to work both their large plantations and manufacturing plants, ruled by former the descendents of Vault Dwellers. These vault dwellers have created an ideology in which vault dwellers are believed to be genetically superior to non-vault dwellers. The League is often a market for slaves both from areas West of the Eastern Vaults and from the islands far to the South. The military might of the League is found in its technology but also a corp of slave soldiers- the Janissaries. But the league rarely uses its military power, or is overt in its policy, preferring to use a shadowy network of agents and allies to further its designs. The nearest outpost of the League is a city situated at the meeting place of a great river and the sea, called Big Easy, a place of trade, gambling, prostitution, and other assorted vices.
Mormos- also called Mormon Land, New Zion, Land of the Latter Day Saints. To the far Northwest- This area is centered around a city close to a great Salt sea. Home of a faith based colony called the Latter Day Saints, this group stored signficant resources before the great war through vaults of its own design. Surrounded by difficult mountains and joined by faith, the mormos have been fairly insular, although their fanatical zealousness may eventually lead them to crusade outside of their sacred homeland.
The Horde- Way way to the North, to the land of snow and ice, where giant white mutant bears are rumored to live, supposed exists a giant migrating band of raiders called the Horde. Although it was said that the Horde once moved South, little has been heard from this group in recent years. It is believed that the Horde suffered a power struggle from within, and has since either collapsed, broke apart into smaller raider clans or has otherwise lost is zeal in conquest.
Ok, so where do you want to go with all of this?