Whats the worst that can happen?
War. War never changes.
The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower.
But war never changes.
In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth.
In 2077, the storm of world war had come again. In two brief hours, most of the planet was reduced to cinders. And from the ashes of nuclear devastation, a new civilization would struggle to arise.
You have grown up the member of a tribe or clan. Every day a fight, for survival, honour or with the land as you plant the crops that will help see your people through another season.
Their founder a scientist called Arthur Blast watched the bombs fall and expected to die. He didn’t. Feeling that technology had lead the world to this state he abandoned his life’s work and gathered survivors and lead them away from the cities and into the wasteland before settling and creating a new life for themselves. The tribal home is some what more advanced than the other tribes and clans in that it uses a irrigation system with a well that pulls water from the ground in buckets by using a pulley system powered by some one peddling a bike. They also posses more knowledge than others when it comes to basic medicine.
No one knows who founded this tribe but one thing is for sure. If you want something built well and fast the Rann are better than most. Their tribal dwellings actually resemble pre-war houses rather than huts of mud or canvas or animal hide tents. They can turn a cave into a home using little more than some fur and three lengths of wood.
3. Clan Tormick
4. Clan MacTregor
Officially little is known about Clans Tormick and MacTregor. The reality is that they were once a single unified clan. The formation of the two separate clans was a bloody affair. Both clans were lead brothers and each blamed the other for the death of their father. A mini civil war ensued, one which nearly destroyed the clan. A truce was called and the brothers lead their surviving followers away in opposite directions. Both clans have since grown again and have developed a kind of warrior culture. The long bitterness between the clans was set aside almost a century ago and while a strong competitiveness exists between the clans it would but unlikely that is could every blossom into war. With the full extent of the hate long forgotten along with even the names of the clans founders, both tribes fight from time to time minor skirmishes but little more. Some times they are even organised by the elders as a way of testing or toughening up the warriors of each clan. Usually though the organised fights are not to the death though death is not uncommon as is to be expected with an almost Spartan like existence. Both Clans however have very strong ties to the Dogg tribe as they find them the most like themselves boasting similar rites of passage and a straight forward attitude that gives no room for useless word play.
Harold Sekk is a ghoul as are three of the six ruling council for this tribe. Hardy and able those of the Sekk are guides and scavengers. Before the war Harold Sekk was homeless. No job and no education and while he is still no Testla he has learnt much in the past two hundred years. No one in the wasteland can boast more knowledge of plants be it edible, medicinal or poisonous Sekk is the man to ask.
The Dogg earned their name through their actions and so it is for the tribal members. The Tribe got its name for being hunters and trackers well beyond any of the other tribes and as for stealth none can touch them for skill. While they don’t have the knowledge of the Sekk for plants or the wasteland and how to use them the Dogg can hunt and track the perfect meat for any herb.
The Corps were formed by a business woman Clara Goodspeed and the people in the build she was CEO of. When the bombs fell they took shelter in the basement for over a week until the water and what little food they had ran out. The trauma of the events were a lot for them all to take in and people committed suicide. Goodspeed put a stop to that and enforced the company hierarchy of the group and by sheer force of will managed to pull the group together. The city they were in was irradiated and it forced them to leave. They gathered what they could and set out. Their leaders are voted in and voted out, they are traders and have even been known to act as diplomats and go between for inter tribe politics.
The Kahn Kahnate
There is one group that all fear however. The self styled emperor Nigra Kahn. He rules the land that the tribes inhabit. He does not meddle in the affairs of those he rules as long as they do not meddle in the way he rules them. He and his people live the furthest west of the other inhabitants of the wastes. He collects a ‘landlords’ tithe on what the tribes produce and even recruits some of his soldiers from the clans and the Dogg tribe. His personal physician hails from the Anuke tribe. On his own his forces out number the forces of at least three of the tribes but that is not what keeps him in power. From some where he gets all the guns, medical supplies and other equipment that the others don’t have access to. He has the power and technology and decides how it gets fed to the tribals he rules. To this end he has one rule. No weapons trade and because of this few outside of his small army has even touched a gun let alone know how it works. The tribes however do trade for medical supplies and protection from the occational bandit raid that dares to attack the tribes. Some time a bandit raid will enter the Kahn’s territory but never leave.
The following are active skills that everyone starts with.
Axes and Cleavers
All other skills are restricted with the following exemptions.
+15% mechanical stat
+15% Doctor or First aid (not both)
+10% Lockpick or Blunt Weapons (not both)
+20% Repair, wood work
3. Clan Tormick
+10% Bows, crossbows or Spears (not all three)
+10% Primitive Thrown
4. Clan MacTregor
+10% Axes and cleavers
+20% Wilderness Lore
+10% Wilderness Lore