The Local Sprawl
Lands of the Tribe
|It was thought that this had been a massive botanical garden that had grown far out of
control. Since then, it has become a wild forest that has evolved to the conditions
of the sprawl. Massive artificial lamps and holography provide a day/night cycle
though malfunctions are common. As such, the plant life has developed
chemosynthesis as a solution to power fluctuations. This place is home to the
Arborean Tribe who have made these steppes their ancestral home for
generations. It is thought that once the Divers had been the descendants of
ancient Arboreans that had discovered the Lift House.
|The Plant is a massive structure once thought to generate or distribute power to this level.
It is now derelict and serves as the hub to the tribe known as Planters. Within the
structure, the planters found machining equipment and materials needed to
manufacture a number of things, houses, batteries, communications, etc. They
made all of these things, however, the planters chose to focus on weapons. They
planters have gotten exceedingly good at building disposable and prolific weapons
with a high rate of reliability. Nearly every one of their tribe members is armed in
some way, as such most disputes are adjudicated via duel.
|The Technomad Freehold Ghira|
|The largest of the Technomad settlements. Ghira serves as a waystation for those
who travel the sprawl, a place to rest, a place to trade, and a place to gather food
and water. Like the settlements of the far past that spring up around an oasis, this
came to be because of an artifact that is capable of replicating nourishment and
food of all kinds, in addition to some more mundane hospitality items. It is
wonderous and is by far the greatest treasure of the Technomads. Technomads
have a number of rules and cultural traditions centering around hospitality.
|The Devils Spine|
|The Devils Spine, was once another means of accessing the surface for the
the village of Turbine. It was, like the lift house, a fortress and a thoroughfare that
allowed for trade and defense. This was good for a while until the Planters betrayed
the Divers. In response to a marriage and an alliance that never happened, the
planters abandoned the mutual defense of the passageway during a False life
invasion. This left the Divers with the little course but to defend the Devils Spine
by themselves. The Spine eventually fell, and it forced the Divers to seal the passage
permanently. The Devils spine is now thought to be inhabited by a False-life presence
and is off limits to all but those granted permission by the village chief.
Known Hunting Grounds
|Once a large manufacturing center, it is now dormant. Strange things happen here,
malfunctioning machines, apparitions, even reports of Divers seeing Ghosts.
It is thought by the loremasters that this place was once the cradle to an advanced elder tribe.
Though, they are all gone now. While the dangers is great, this place offers plenty of
tech to salvage.
|The Electric Field|
|Where lightning arcs from towers of wires and ariels. Powerful components and
cyphers can be found here as well as ports and access wells to sprawl infrastructure like sludge pipes,
nescessary for growing food. Though once thought to be a safe place to hunt, in recent years it
has become more inhospitable as Half-life and Accretians have moved into the area. With its proximity
to the Devils Spine and the Red Blocks this is a dangerous area indeed, however, the area around
the rotting shrine is avoided by both groups of hostiles and is a favored area for pulse divers.
|The Builders Run|
|Here a massive builder, crazed by continuous work with no rest, continually builds and rebuilds
this zone at random. It is a fear that the builder would go insane enough to break free of its build
and rampage through the tribal lands. That siad, the builders constant crazed construction produces in
its wake artifacts and cyphers ripe for the taking. However, this is an area frequented by False-life
which makes venturing there a dangerous prospect.
|This is a primordial land of untammed beasts of metal and flesh. The treasures to be
found here are plentiful as the creatures all carry with them some form of technology within
their bodies. Further, much food can be found here as well if you know where to look. This is
one of the safest areas to hunt for artifacts.
|The massive sprawling blocks where the ancients once called home,
now abandoned but still full of potential treasure and discovery. When traveling through them, the
discoveries and dangers will be far more unpredictable. Though the types of dangers encountered
will follow regional patterns. To the north, you are likly to run accross Umbramen or half-lives as
your primary threat, with the occasional biobeast, apparition, or tribal raider causing mischief.
To the south and west, you are most likely to encounter Accretian, or Near-Deads as the primary
threat with the occasional appearance by lifeless, feral beasts, or apparitions.
In all of these areas, you are likely to find the life-less, but especially near places of importance
or significance to the Sprawl.
Dangers of the Sprawl
|The False-life are an enigma wrapped in silence, dissease, and death. It is beleived
that the purpose of the False-life was to act as protectors or security long ago. Now, they act as
exterminators to humanity. Routing us out wherever we make a home. They are believed to be the
cause of many a great elder tribes destruction and they are spoken of as bogeymen in modern
folklore. Rumors of their capabilities range from entire False-life armies materializing out of thin
air, to sewing a pestilence that turns humans into more of them. They are capable of great
destruction, and if encountered, the best tactic is to avoid them if possible.
|The Half-Life are a fanatic cult obsessed with the idea of propagating a new form
of life, one they beleive supirior to either false life or humanity. In essence, they are a race of
individuals who have become monstrous via their madness for cybernetic enhancement.
Most of these silicone creatures go so far with their enhancement that they appear no longer
human. It is recommended that these be shot on sight if the advantage is available.
|Another near-human tribe that is not overly hostile to humanity, but because of their
external similarities to false-life, they do not associate with humans who view them
as monsters. When they interact with humans it is always through intermediaries or
in the guise of humans. Accretian are most protective of places they view as sacred
and will react violently to anyone venturing into such areas. Their motivations are a
mystery, as is how they came to be. The Accretian seem to be composed mostly of
lifeless, but may operate through biological intermediaries.
Avoid confrontation if possible.
|Are a xenophobic tribe of near-humans that live within the south-western block of The
Sprawl. They are a suspicious and violent people, holding dominion over whatever territory they
claim. They are all athletically gifted and engage in violent and potent melee. It is fortunate that
they take great pains to mark their territory and claimed hunting grounds. You will know it when
you see the heads on pikes. Though they do not attack unless provoked, the language barrier
between them and tribal folks makes negotiating a peaceful resolution to conflict difficult.
|A mysterious near-human tribe that seems to live in a constant state of violence. In
fact it is suspected that violence may be their primary method of communication. There is no reasoning
with these people, the only thing they seem to understand is violence. Every member of this near-human
the tribe is violent to humanity. It is like every one of them was infected with pure rage and all their thoughts
focus on inflicting that rage on someone else. What’s worse, some were caputred alive by them
and somehow the Near-Dead indoctrinated them into their bloodlust. Avoid at all costs, or kill on sight.
|Lifeless are just that, without life. This is a broad term that could apply to any
sentient machine, biological constructs, or even former city functions that hold no alligiance to
the false life. Some are friendly, others are crazed and maddened by isolation, and others obey
an even darker purpose. Approach at your own risk.
It is thoght that some of the false life may be the result of some experiment in mechromancy as their
apparent mindlessnes seems to follow some greater pattern.
|Biologically engineered creatures, hyper-evolved insects, rodents, biomech monsters,
they all fall into this category.
|Local Tribesfolk who do not head the words of their elders and try to cause trouble.
This ranges from roving gangs of thugs to militia members out for blood.
These are criminals under tribal law, capture if possible. Else, kill on sight.
|Anything that can not be reasonably explained.|