The Gothorian incursion brought chaos to the United States.
The attacks tore down infrastructure networks; most prominently those for
energy transmission and communication. Governmental institutions were a
critical secondary target; any human in a uniform was considered an enemy combatant.
Civilian non-combatants were by-passed if they showed no overt resistance,
since labor would be needed for re-building under Gotham’s “rescue” initiative.
The first wave consisted of the Fae; creatures out of our myths and legends attacking designated infrastructure targets and personnel. Left without electricity and most types of communication, people prepared to defend their homes and families but were then left alone by the invaders.
The second wave brought the Gothorian rescuers into battle with the Fae. Scattered skirmishes did more infrastructure damage as the triumphant Gothorian troops drove their opponents into isolated portions of the countryside. The dead Fae left on the field reverted to their natural state of energy and returned to the Ethereal realms of their home worlds. The Gothorian dead came to be viewed as martyrs in the saving of the eastern seaboard United States.
The first wave consisted of the Fae; creatures out of our myths and legends attacking designated infrastructure targets and personnel. Left without electricity and most types of communication, people prepared to defend their homes and families but were then left alone by the invaders.
The second wave brought the Gothorian rescuers into battle with the Fae. Scattered skirmishes did more infrastructure damage as the triumphant Gothorian troops drove their opponents into isolated portions of the countryside. The dead Fae left on the field reverted to their natural state of energy and returned to the Ethereal realms of their home worlds. The Gothorian dead came to be viewed as martyrs in the saving of the eastern seaboard United States.
The Feudal Faction
The
incursion carried the fighting as far north as Boston, Massachusetts and the
expulsion of the Fae pushed the skirmishes up into Portsmouth and Nashua, New
Hampshire. The New Hampshire state capitol at Concord was spared most of the
battles but not the infrastructure loss. State agencies lead the effort to
recover as much as possible and provide direction for survivors. Organized
along the lines of their governmental agencies, the feudal hierarchy quickly
came into existence.
The Feudal faction’s greatest resource is people. Survivors from surrounding areas migrated to Concord, the seat of the Feudal system. Community organizers became the overseers of the limited resources available to provide for the citizens and migrants. Gotham reached out with an offer of assistance and trade was established. Then Gothorian advisors were added to the agency overseers’ staffs to assist in the coordination and distribution of Gotham’s supplies and personnel.
Security personnel collected as many armaments as they were able to find including private firearms and ammunition. They also organized the Home Defense Forces arming them with long polearms of various sorts; which at least gave them a reach advantage over the tooth and claw attacks of marauding Fae creatures. Gotham supplied black powder weapons and small patrol airships and crews to aid in these defenses. The Feudal Army was drawn from these core elements.
Rookies are recruited from the most athletic men and women and are trained in the use of Gothorian armaments. The principle weapon is the Victorian era black powder rifle with bayonet. A shortage of practice ammunition meant that the bayonet became the emphasis of training for much the same reason that spears and polearms are emphasized for the Home Defense militias. Their training also placed a premium on self-sacrifice for the greater good of all. This instills a sense of pride in being part of a greater good than one's mere self.
The Feudal faction’s greatest resource is people. Survivors from surrounding areas migrated to Concord, the seat of the Feudal system. Community organizers became the overseers of the limited resources available to provide for the citizens and migrants. Gotham reached out with an offer of assistance and trade was established. Then Gothorian advisors were added to the agency overseers’ staffs to assist in the coordination and distribution of Gotham’s supplies and personnel.
Security personnel collected as many armaments as they were able to find including private firearms and ammunition. They also organized the Home Defense Forces arming them with long polearms of various sorts; which at least gave them a reach advantage over the tooth and claw attacks of marauding Fae creatures. Gotham supplied black powder weapons and small patrol airships and crews to aid in these defenses. The Feudal Army was drawn from these core elements.
Rookies are recruited from the most athletic men and women and are trained in the use of Gothorian armaments. The principle weapon is the Victorian era black powder rifle with bayonet. A shortage of practice ammunition meant that the bayonet became the emphasis of training for much the same reason that spears and polearms are emphasized for the Home Defense militias. Their training also placed a premium on self-sacrifice for the greater good of all. This instills a sense of pride in being part of a greater good than one's mere self.
The Reiver Faction
As the Incursion rolled over the southern part of New Hampshire many sheltered at home among neighbors and with friends. Others ventured out seeking opportunity amidst the chaos. Encounters with one another could lead to a truce or conflict and it was from these chance happenings that the semi-organized Reivers were born. Using their existing streetwise connections, they grew from local gangs to a more general confederation of thieves, smugglers and dealers.
Once the survival issues became settled, the Reivers were well positioned to satisfy the human appetites for diversion and pleasure. This league of scoundrels proved to be able to work together for mutual survival and not interfere with each other's operations the rest of the time. Crime is hard enough work without turf wars cutting into profitability.
Anyone is fair game among the gangs including other Reiver rivals. However, the preferred targets are the Fringe communities with their Goth overseers and the Guild's goblin-markets and trade caravans. Hit hard, grab whatever you can and hide back in the Core. That's the way it's done.
Youth represent the rookies of this faction recruited for their ability to shoot steady under pressure. Reivers must arm and equip themselves so auto-body brigantine armor is common; cut-up automobile panels sandwiched into pockets stitched or riveted into heavy cloth or padded jackets. You must always have a good rifle. Survivors graduate to full status Reivers; crack riflemen and experienced knifemen. Veterans are the natural leaders of raiding crews with reiving experience predating the Incursion.
As the Incursion rolled over the southern part of New Hampshire many sheltered at home among neighbors and with friends. Others ventured out seeking opportunity amidst the chaos. Encounters with one another could lead to a truce or conflict and it was from these chance happenings that the semi-organized Reivers were born. Using their existing streetwise connections, they grew from local gangs to a more general confederation of thieves, smugglers and dealers.
Once the survival issues became settled, the Reivers were well positioned to satisfy the human appetites for diversion and pleasure. This league of scoundrels proved to be able to work together for mutual survival and not interfere with each other's operations the rest of the time. Crime is hard enough work without turf wars cutting into profitability.
Anyone is fair game among the gangs including other Reiver rivals. However, the preferred targets are the Fringe communities with their Goth overseers and the Guild's goblin-markets and trade caravans. Hit hard, grab whatever you can and hide back in the Core. That's the way it's done.
Youth represent the rookies of this faction recruited for their ability to shoot steady under pressure. Reivers must arm and equip themselves so auto-body brigantine armor is common; cut-up automobile panels sandwiched into pockets stitched or riveted into heavy cloth or padded jackets. You must always have a good rifle. Survivors graduate to full status Reivers; crack riflemen and experienced knifemen. Veterans are the natural leaders of raiding crews with reiving experience predating the Incursion.
The Tribal Faction
The Incursion was a sign that earth’s betrayal was
complete. Alien invaders had come to do unto us what we had done to the native
populations and land of North American. The tribes are a diverse but united
force of defenders of the planet and natural resources that sustain them.
Rejecting most advanced technology as a disease infecting the earth’s body,
they live in oneness with nature and its’ creatures.
Most tribes are nomadic, moving in a cycle of seasons
and regional fertility. Working for others as needed to supplement what their
gathering and hunting provides. Their caravans appear when needed where needed.
Their faith is that the earth shall provide. Content to leave others alone,
they expect to be left alone in return. Trespass on their people at your own peril.
Their core defensive forces are the hunters called
Runners that employ bow and hand axe with equal skill. Their title refers to
their ability to shoot accurately while on the move. Naturally alert to their
environment, their sensitivity to that environment is higher than average. Physically
an active culture their warriors are athletic and tough.
Lightly armored they rely on stealth and the
concealing forest for protection. Their veterans are experts at stealth and
concealment; by the time the foe realizes the Runners are there, the arrow is
already in their chest or axe in the skull.
Core Faction Expansion 1 contains profiles for specialist members of the three factions above. Use the Frac'd Earth Rules link above to get to the Factions file.
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