Steam and Sand
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== Cornwall == | == Cornwall == | ||
- | '''James Deorham''' - The idealistic James Deorham is Prime Minister of Cornwall. He is young, though older than his rival, King Richard. He is a good hearted person, fair and spectacled, who spent most of his life as a student and firmly believes in the ideals of democracy that his nation fights for - however, he was and will always be a student and not a fighter. He also is not the most charismatic leader, but his people respect him for his knowledge and decisions and the cabinet that he has assembled. He only hopes he has the sheer force of will to see the people protected on his | + | '''James Deorham''' - The idealistic James Deorham is Prime Minister of Cornwall. He is young, though older than his rival, King Richard. He is a good hearted person, fair and spectacled, who spent most of his life as a student and firmly believes in the ideals of democracy that his nation fights for - however, he was and will always be a student and not a fighter. He also is not the most charismatic leader, but his people respect him for his knowledge and decisions and the cabinet that he has assembled. He only hopes he has the sheer force of will to see the people protected on his peninsula through the dark times ahead. |
'''[[Francis Skinner]]''' | '''[[Francis Skinner]]''' |
Revision as of 04:23, 18 July 2009
Contents |
Overview
The Event has left England a barren wasteland, with sandy deserts, rocky badlands and dead ash heaths. However, it is not the end of human civilization in this part of the world. People scrambled along as they do and eked out life in the inhospitable climate. One effect of the Event was mass carbonization and further carbonization – coal is very abundant in the country side, especially anthracite coal. Steam is thus the main way to get around – electricity is available, but expensive and difficult to acquire. There is no magic energy – whatever studies had been done in that field are long lost.
A more difficult resource to get a hold of is water. The only settlements in the area are known affectionately as Atriums. They consist of a circle of buildings placed right next to each other, with a wall tight around the outside. Over the buildings is placed a special glass dome, with humidity catchers, this becoming the main source of water. The middle of the town is always left as a small open area, where “rain” is allowed to fall and small crops are allowed to be grown. While the important buildings are in this above ground circle, the populations of Atriums can actually be much larger, as many people live in the cool underground areas, which can be quite expansive.
While life is hard to come by, raw minerals are not. Most Atriums have a Factory Complex attached, where vehicles, walkers and constructs of every size and type imaginable are built to let people travel and explore the wastes. These are either built beside or next to the atrium and are usually walled for security purposes. In this world, nothing is more valued and prized than a good steam rig. Ranging for massive tanks, to speedy autos, to cumbersome walkers, people will find any sort of way to get around.
People dress similar to how they did before the event, but much of the finer clothes and materials have been lost. Thus, through necessity, clothing has moved closer to that of rough areas like the American frontier, rather than urban or rural England, noticeably among the higher classes who simply don’t have the materials for elaborate and fancy dress. English style working clothing is still popular and useful for its durability. When outside the cities, people wear many layers of covering clothes to protect them from the heat of the deserts and the occasional sandstorm. Goggles and face protection is also common, as well as whatever gear one might be carrying with them. Most people end up looking like a combination of a Saharan nomad and a heavily armed engineer.
Relics of the older age can often be found across the wasteland, from the rusting shells of old factories to the beached carcasses of old steam ships to the empty shade of ruins that were once majestic gothic cathedrals. These are valuable and often can be sold for a tidy profit. There are lots of old ruins and such, especially in the south. The most valuable find one can make is an airship frame. The technology to make these has been lost and many scientists would pay a fortune to be able to study one. Scavenging is a popular way to make money, but can be dangerous. Despite the new governments, the lack of control and the empty spaces has made robbery and murder another profitable venture. Parties on foot are often mowed down by bandits in fast vehicles and even travelers in large armed vehicles may find themselves under attack from a coordinated mounted bandit attack.
There are already political powers emerging. In the north are the States of York and Lancashire. These two states vie for increased power. Lancashire has some of the largest Factory Complexes on the Isles. They are a very capitalist society, run by an elected parliament, although it could very well be called a Corproratocracy. While York is less industrialized, it is the larger state and has a few very well supplied Atriums, having mastered the new style of agriculture. It is ruled by a council, who elect members based on merit. Much of the political structure of York is communal, with resources being spread across the population.
In the south, rising from the ruins of London and the surrounding counties, is the self claimed “Kingdom of Anglia”. Despite the title, it only has a firm hold on London and the south east of England. It is a dictatorship lead by a Monarch with a single party parliament and has strict control of its people, attempting to forge a nation that can expand and reclaim England.
Tucked away in the far west is the Republic of Cornwall. A small number of cities united into a Federation, with an elected leader. They do not have much power and are threatened by the Kingdom, despite being perhaps the only stable functioning democracy.
The lands between York and Lancashire and the Kingdom are known as the Free Lands of Mercia, taking up most of the middle lands. There are many cities in this area, but it exists in essentially a state of anarchism, with all the cities running themselves as they like. The only “government” is a group of nomad warriors known as the Knights of Mercia. They don’t hold any real political power. They receive taxes from each of the cities, which they collect whenever they visit. In return, they eliminate any bandits or warlords that may arise and keep the other nations from encroaching on Mercia. The Kingdom especially has had to been reminded that Mercia is a Free Land, not free land. The Knights also keep garrisons in each city. They defend the city and act as the police force and legal force, giving all of Mercia a set law system. The only power the Knights have is military and judicial. For everything else, the cities do as they please.
The lands to the north, Scotland, are ruled by a variety of nomadic clans, who sometimes move south to raid. There are also raiders living in fortresses in the mountains of Wales, who occasionally move to loot or pillage. Ireland is ruled mostly through a feudal system, the dukes not wielding much power on their own. Another occasional threat is raiding parties from Brittany, which is a slowly growing Catholic theocracy.
List of Nations and Organizations
English Nations
Lancashire - Capitalist Nation in the North West. The Lancashire flag is a red rose on a gold background. Lancashire soldiers wear olive jackets and caps with flaps and face coverage, often with goggles. They have a parliamentary government, though one biased towards the rich landowners. The current President is Henry Gaunt.
York - Socialist Nation in the North East. The York Flag is a white rose on a blue background. York soldiers wear grey longcoats and caps. It is lead by a council, the current Chairman being Clarence Conisburgh.
Mercia - Minarchist State in Central England. The flag of Mercia is a yellow St. Andrew's cross on a blue background. Mercia's army is entirely composed of the knights of Mercia. They wear black armour and Adrian helmets. The current Knight Master of the Knights of Mercia is Percival Trenton.
Cornwall - Republic in the South West. The Cornish flag is a white cross on a black background. Cornish troops wear tan khaki equipment, with blue trim and Bowie helmets. The current Prime Minister is James Deorham.
Anglia - Monarchy in the South East. The Anglian flag is a red cross on a white background. Anglia's conscripted troops wear brown Khaki uniforms with cloth garrison caps. The redcoats wear red uniforms with black trousers and pith helmets. The current monarch is King Richard IV.
Outer Nations
Scotland - Anarchist area to the North
Ireland - Divided Feudal Island to the West
Wales - Land of Communal Clan Owned Atriums to the West
Brittany - Catholic Theocracy across the sea to the South East
Organizations
Knights of Mercia - The only authority of Mercia, handling policing, law and military matters. Mercian Companies travel between cities, collecting taxes and switching members for police and judge duty. The Knights are skilled in unmounted and close combat, using fast rigs to make their rounds, always on the lookout for bandits. There is no real leader of the Knights, each company lead by an individual Lord. A strict code of honour keeps any company from going rogue and attempting to carve a piece of Mercia for itself - it is for this reason that the companies always rotate, so that one doesn't remain at one Atrium for too long and start to get ideas. Black armour protects their bodies and an Adrian helmet the top of their heads. If ever the Knights need to assemble, or there is an issue with the running of the knights, the Knight Master is responsible to take a hand as de facto leader. The current Knight Master is Percival Trenton.
Ironsides - A mobile group of anti-royalist fighters and often rebels in the South harrying Anglian expansion. Known for use of quick tracked vehicles and often found aiding Cornish forces. They are a serious and determined force who has come to be rivals of the flashy Cavaliers. They are very regimented and are suspicious of most northerners who don't openly fight for democracy, but they are willing to take any help they can get. They are also known for their distinctive lobstertail helmets, worn with light coloured jackets with dark blue trim.
Black Reivers - A feared and renowned group of mercenaries and raiders from the norther border region, fighting both for and against the Scots, depending on who's paying. They have a curious code of honour dictating their attacks and counterattacks. They are very good night fighters, having lenses that increase night vision, wear darkened armour and tend to be handy with explosives, letting them make holes in a settlement or fort's defense and then rush in. They wear black armour on vital body parts, with dark green clothing underneath.
Bermegrave Riggers - Bandit group operating between Brizzle Atrium and Bromwicham Atrium. They gained power by looting abandoned train yards in the area. They are often very good at camoflague, disguising whole rigs in the hills and rocks, then bursting out at potential prey. Despite being hunted by the Knights of Mercia, they remain elusive and difficult to eliminate.
Shamus's Raiders - A clan of aggressive Scottish Raiders lead by the notorious Shamus the Boar. Known for the various devastating raids made against Ireland. They are known for their vicious and bloodthirsty tactics, combined with a willingness to do anything to win, often utilizing many flame and explosive weapons. Certain parts of Northern Ireland are basically vassals to Shamus the Boar.
Fynydd Bechgyn - A famous group of bandits that make their living stealing from caravans that try to cross the mountains into Wales. Occaisonally can be found to give mercenary service - are known for their mobile guns mounted on walkers. Their effectiveness has led to the slightly isolated status of Wales, which not all the Welsh mind. To some they are brigands, to others a type of folk hero.
The St. Malo Corsairs - A group of pirates from the Breton city of St. Malo, who make daring raids along the southern coasts of England. Their prescence has prevented any major nautical advancements from England, even Anglia unable to form a comparitive navy. With the new conflicts, the corsairs are making a lucrative profit selling themselves to either Cornwall or Anglia.
Cavaliers - These are the last remnants of English nobility. Many of the upper classes were blamed for the processes leading up to the event and for unneeded haughtiness in the survival process afterwards. The King of Anglia put severe restrictions on their power and moved most of them closer to Westminster - he claimed this was to free the lower classes, but was more to solidify his own power. It is required that all nobles of a certain age join the Cavaliers, a military force that the King uses recklessly to patrol the growing territory of Anglia. They commonly go to battle in smaller vehicles, the signature one being the side carred motor cycle - The nobles hire citizens to drive these while they fire at the enemy mounted on the special sidecars, similar to the ancient style of fighting from chariots. They wear white uniforms with ornate gold and red trim.
Luddites - A tribe of persons who move through the desert with no shelter or transport, clustering around whatever water sources they can find, these often being underground. The Luddites blame technology for the Event and ruthlessly attack any persons coming near their caves or habitations, smashing both them and their machines with stone clubs. Their habit of living in caves and without any type of technology has lead them to have a more than slightly "boogeyman" reputation.
Mortifants - A religious sect who blames the weaknesses of man for the calamity. They ritually scar themselves as penance for their sins. Often, groups have been seen to remove whole body parts, replacing them with metal ones, to "purify" themselves. They believe that God found life unfit and by removing their humanity they move themselves closer to him. They are present in most areas, but tend to stick to themselves.
Druids - A mysterious group working in the south, who believe in the spirits of the lost nature. They know surely that the green will return one day, if they but heed the words of the gods that were sadly forgotten long ago. Robed and hooded, they have been rumoured to capture travelers for sacrifices or worse. They have been rumoured to be stalking the ruins of Warminster and Stonehenge and terrifying both refugees and Anglian conscripts.
Novists - A group organized by the King of Anglia, the closest thing to scholars, but are really more treasure hunters. They have been granted a headquaters in Oxford, with the mission to excavate as much old technology, valuables and learnings as they can, with the hopes that it can be used for Anglia. While some older members like to think of it as an archealogical society, it's purpose is really more aggressive looting to insure that the treasures of the past end up with the right country. Novists move in organized caravans - they are recognizable by their khakis and brimmed hats and their pushy attitude to anyone who might accidently be on their dig site, or have picked up an artifact they want.
Sea Lords - A group of seaborne traders, fighters and explorers from across the sea, based in the Scandinavian countries. They are the most effective naval force and have created a monopoly on the east, north and even west coasts. They are content to trade with nations but are fairly isolationist, not wanting their countries to be visited. They are also viscous if they feel their superiority is threatened in their areas of trade. The one settlement the Sea Lords have in Britain is the Isle of Man, which they run as an entirely neutral shipping and trade post - even if the neutrality is enforced. Other smaller outposts are maintained on many of the outer islands of Scotland. They wear grey sailor's sweaters and uniforms.
Travelers - The name for a nomadic group of people that wander in groups across both Britain and Ireland. Are often refered to as Gypsies. They are actually formed of many such traveling folk that kept on going past the event, merging together what clans were weakened and mostly going on with life as they had, adapting well. They travel from Atrium to Atrium, trading wares. Many discount them as mere peddlers - however, many old Travelers know very valuable secrets about pre-Event places and objects, past down through generations that never stopped wandering and never stopped remembering. Travelers are famous as being the best bare-knuckle boxers in all of England, beating any man who challenges them. Sometimes Travelers decked in sturdy armour and spiked metal gloves sell themselves out as mercenaries.
Redcoats - All Anglian citizens must serve some time in the army. While the regular conscripted troops wear brown uniforms, it is the elite Redcoats with their scarlet uniforms and pith helmets that have come to be feared and respected. They have become symbolic of Anglian power, leading assaults and taking far garrisons and going on missions that the regular forces can't be counted on to perform acceptably. If you see Redcoats, it means that the King wants something seriously.
Notable Atriums
Bromwicham Atrium - Atrium located little west of ruins of Birmingham. Is a central location within Mercia and sees regular movements of traders and scavengers moving between atriums. Has a growing upper class getting wealthy off this trade and a well stocked adjacent Factory Complex.
Brizzle Atrium - A seaside Atrium south west of Bromwichham. Built on and near Bristol and still preserves some parts of the old city. It is considered to be the last major Atrium in the south west of Mercia, before one moves to the contested southlands.
York Atrium - The capital Atrium of York. Is very large, being actually a few Atriums linked together. Also has many large rectangular greenhouses running from the main atriums. One of the most efficient food producing areas.
Mersepolis Atrium - The capital Atrium of Lancashire. This Atrium was constructed between the two large scrap heaps that were Liverpool and Manchester - thus, the community became very wealthy very fast, rapidly re-industrializing. It has the largest Factory Complex system of any Atrium and has begun to even manufacture goods for themselves that previously would have needed to be scavenged.
Westminster Atrium - Built in the centre of the ruins of London and over the City of Westminster, this Atrium is the capital Atrium of Anglia. It is massive and imposing, with an equally large underground section with tunnels spreading out throughout Greater London. It contains many palaces and cathedrals built in ornate style to celebrate the glory of Anglia, which cover the above ground area - this means that almost all of the lower classes are forced to live underground.
Plymouth Atrium - The capital Atrium of the Republic of Cornwall. This atrium is actually on the border of historical Cornwall, near the ruins of Plymouth. It is built over the River Tamar, which was dug up and set flowing again, providing water for the crops in the Atrium. There is a large wall around the outside - Plymouth, besides being the capital Atrium, is also the last bastion of the Cornwallian forces, before their peaceful lands further to the west.
Stonehenge Atrium - An Atrium housing most refugees from the area of the Salisbury plains. The old relics of Stonehenge actually were preserved within the central fields of the Atrium, being restored by the citizens as a symbol of good luck. The Atrium was once an easterm territory of Cornwall, but is now a western territory of Anglia, who severly damaged the condensation devices in taking it, making the upper Atrium levels uninhabitable. Rebuilding by the conquerers is slow and the citizens have either fled or cower underground.
Ciren Atrium - Was an Atrium lying due south of Bromwicham Atrium. Was actually a series of small Atriums connected together for better resources and protection. Was occaisonally used as a route to Brizzle, until it's destruction and looting by bandits, making the more western route the preferable one.
Oxford Atrium - A newer Atrium set up by Anglia to provide more room for the growing populace and cement their power in that area. Some areas of it are still undergoing construction. It is the Headquaters of the Novist Organisation.
Manx Atrium - A busy port-side Atrium constructed on the Isle of Man. It is a popular ocean trade port, even though owned by the Sea Lords, as they at least afford protection and most merchants do no mind the small payments they require for trading. It is known for having a large central tower that extends within the Atrium and then continues through the top of the dome, the top being a watch tower, observatory and lighthouse.
Warminster Atrium - An Anglian military base that was lost in the first few months of the war to a swift Cornwallian offensive. Though it traded hands many times, Anglia was never able to get a hold on it, so they had it demolished to prevent it's further use by either side, causing a large section of desert to become a very difficult journey.
Hadrian Atrium - A York Atrium usually given the title of the most northern atrium - not counting whatever lays over the border in Scotland. It is mostly a military base, though it does have some trade, albeit very strictly controlled and monitored. The local York military allows the border folk in grudgingly, never certain where their alliances lay. There are a few notable Reiver bands that often visit here as well.
Characters
7-7 Crew
Dear
Malcolm McCrory
Mercia
Percival Trenton - Percival Trenton is the Master of the Knights of Mercia and is thus technically the highest ranked person in that territory, even if his power is only military. Percival has been with the Knights since he was a young child and has grown into a firm hand of justice, even as he becomes grizzled and greyed. He is a good leader, even if he is beginning to have doubts that the "perfect freedom" that is set up in Mercia can remain for long - though he would sacrifice anything to keep it.
Lancashire
Henry Gaunt - Henry Gaunt is the President of Lancashire. He fits his name, being very old and thin, but considering him weak would be a mistake. Holding the position of President in the often corrupt and complex Lancashire Parliament is a testament to this. He is noted for his eyepatch, having lost the other eye fighting against York in years gone by. He is a taciturn fellow, quiet, but a very firm leader, to some it would seem one with an iron grip. He especially has little patience for York sympathizers within his own city. However, he is not spiteful - he has his values which he has earned and he will quietly hold on to them with the utmost tenacity, in the face of anything. He is also known to hide a very astute intelligence, coupled with his political know-how. If any of the leaders know how this Greatest Game is played, it is Henry Gaunt.
York
Clarence Conisburgh - A large, mustached, fiery orator in his middle ages, Clarence Conisburgh is the current Chairman of York. He grew up as a farmer and worker and has always believed that he speaks for the common man. He is a very popular leader, able to connect well with his populace, which insures his position. He is firmly opposed to any negotiation or reparation with Lancashire and his speeches have given most men of York the same mood. He is stubborn and bull headed, traits that are admired but which occasionally cause him to miss or willfully ignore certain points or points of view. He is also a bit suspicious of the old tech being dug up, worried that the scientists who have it will use it for their own selfish gains - he is slightly untrusting of anyone he considers "uppity" in whatever way. He considers himself a worker speaking for the workers.
Pelly Rahleck - One of the chief Intelligence Agents for York, Pelly is a short, scruffy man, almost comical in his cap, darkened glasses and jacket. Though a bit unrefined, he is still a decent agent, knowing many contacts over a wide area of land.
Anglia
King Richard IV - King Richard the Fourth is the unquestioned king and ruler of Anglia. Not much of his true nature is known, being a terrifying, near mythical presence to his populace and a puzzling enigma to even his closest advisors. He is known to be young, charismatic, clever, a dark, handsome noble and even a gentleman but has been seen to descend into periods of madness, anger, petulance and greed. This two faced nature makes him a very dangerous opponent - it is always unknown if his moves are pure madness or if there is another meaning hidden behind it...
The Charlesdyne Family - A noble family influential within Anglia, specifically within the Cavalier organization. Rupert Charlesdyne is the official head of the Cavaliers - though age and a leg injury have tempered him some, he is still energetic in his activities. His sons Frans and Anthony have also joined the cavaliers - the younger Frans takes after his father, while the older Anthony is a bit more careful, seeing the war as a vital military campaign, not an adventure.
Cornwall
James Deorham - The idealistic James Deorham is Prime Minister of Cornwall. He is young, though older than his rival, King Richard. He is a good hearted person, fair and spectacled, who spent most of his life as a student and firmly believes in the ideals of democracy that his nation fights for - however, he was and will always be a student and not a fighter. He also is not the most charismatic leader, but his people respect him for his knowledge and decisions and the cabinet that he has assembled. He only hopes he has the sheer force of will to see the people protected on his peninsula through the dark times ahead.
Outer Nations/ Unaffiliated
Vehicle Terms
Rig - Referring to a larger tracked vehicle, often based off old loco designs and sometimes carrying attatched carriages. Mostly used for transportation and cargo holding, but the large size make them difficult to attack and can carry a larger crew.
Tanks - Referring to sealed tracked vehicles that use large amounts of armour and sport larger types of weapons. Usually smaller than rigs, but there are some tanks that are larger than some rigs. Are hard to destroy, but tend to be slower than other vehicles, at least over longer distances. A good tank builder has to balance weapons, armour and speed to get the most out of the vehicle.
Autos - Term for light fast untracked vehicles. Are very fast and efficient on good ground, but are worse on rough terrain and can be easily destroyed.
Halftracks - A combination Auto - Rig. Better traction and storage capacity than an auto and the potential to mount larger weapons, but is a bit slower and harder to upkeep.
Walker - General term for any vehicles that uses mechanical legs for movement rather than wheels or treads. Smaller two legged versions are often used for city defense, but most travelling walkers are of the four of six legged variety. Usually not as fast as tracked vehicles, but the very well built walkers can move over terrain that no wheeled vehicle could.
Motor Cycle - Two wheeled vehicle built around basic idea of a bicycle. Is not often used for desert travel, being small and vulnerable and not able to cover long distances. However, a side car does allow for a second and possibly third rider for protection and extra storage or fuel space. Is usually used for shorter desert journies as a cheap transport metheod, or by bandits deploying from a nearby base or rig.