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NATIONS AND TRIBES
![]() ![]() All walks of nomad life are
represented in the Market. It is required by Council that each of the seven nomad
nations has a permanent representative at the
Nomad Market. These seven men and women are
the head of the Nomad Council and are the absolute
authority over everything that happens here.
They meet privately in the Council Aerie, and
convene over the rest of the council in the main
pavilion below. All of the recognized tribes have members on the
Council, and though only the the seven Nations are
required to have permanent representation, many tribal
representatives also reside in the Market year
round. In fact, the only way for a tribe to be recognized is to
have a member on the Council. Raffen-Shiv are not
allowed to sit on the Council, nor are any tribes affiliated with them allowed to join. ![]() Each Nation has its own
permanent tent, this is where business that is
strictly within the nation gets carried
out. Tribal leaders bring their motions, complaints, and
disputes here. The major tribes also have their own permanent tents, and family leaders bring their
concerns and ideas to their Tribal leaders, who in turn bring it to the attention of
their Nation representative. Each Nation and
the families that make them up, have their own way
of deciding on their next representatives, from, simple
voting to contests, in some of the smaller fa miles it is actually considered
a punishment. Council meetings themselves are held from monday through friday, from 10 am to 6 pm.
These meetings are highly disciplined, with each
effected member of any resolution getting their
turn to speak if they so desire. Shouting
matches often break out however, and the entire system can get bogged down
very fast. Still it isn't as bad as the U.S.
senate or British Parliament, and most
disagreements are settled by the end of the
day. Any dispute that persists is either
settled by the Tribal Champion in combat, or by
the Council Heads, whose word is final. ![]() ![]() ![]() ![]() THE SNAKE NATIONThe snake nation, being the most disorganized and the largest of the seven nations, oddly enough has the least tribal delegates. Tribal delegates affiliated with the Snake nation comprise 8 percent of the Nomad Council. This is in line with their desire to remain free and unburdened. They see the council as too similar to the governments that brought about the fall. Still, while they make up only 9 percent of the Council, Snake nation affiliates make up over half over the merchants in the market. ![]() THE JODESBeing the Nation that is most concerned with agriculture, it is no surprise that the Jodes have almost a complete monopoly on fresh produce, pork, sheep, and beef products. They also bring horses and camels to trade at auction. Being the leading agricultural producer, not only among the nomadic community, but in the United States, affords them a measure of influence that exceeds their actual means. While they are not typically warriors, their numbers make up for their lack of combat abilities, and they often procure protection and escort from other more conflict capable tribes. They are also one of the most ethnically and culturally diverse nations. The Jodes control 23 percent of the council. ![]() THE BLOOD NATIONAs a nation made up of former gang members and entertainers, it should come as no surprise to anyone that the Bloods control the vast majority of gambling, drugs, and brothels in the Market. The Bloods are also responsible for putting on both the Battle Race and the Dome fights. In addition they are usually the ones setting up theaters in the Camp Lot, and most of the wandering performers are Bloods as well. As far as the council goes, the Bloods tribal affiliate delegates tend to go with the majority when it comes to voting, though they do control about 15 percent of the council on an average day. ![]() METACORPA nomad Nation only by the loosest definition, Metacorp is still by far the most financially secure. More of a large loosely structured mega corporation than than a nomadic force, Metacorp controls vast sums of money and resources, and is the number one employer of nomads outside of the agricultural field. Meta representatives scour the nomad community for innovative technology ideas, and honest and reliable warriors. Their presence in the Nomad Market is small, with only a few dealers selling brand new wares for cash only, the rest of their presence
in the market is made up of recruiters on the
lookout for new talent and technology ideas.
They also pour more money into the nomad community
as a whole than any other source. It is for
this reason that Metacorp, the smallest of Nations,
has managed to control 25 percent of the Council.![]() THE
ALDECALDOSIt is well known that the tribes associated with the Aldecaldos specialize in transport, shipping, and construction, from their contracts to rebuild roads in the midwest, to their forays into New York and Pittsburgh. The Aldecaldo nation is able to maintain organization while at the same time being loose enough to flourish as migrant workers, mostly taking on reconstruction work, rebuilding our country after the Collapse. The work is long and slow, and there is a still a long way to go, which works well for them. Because of their contractual status, outgoing attitude, and outspoken ties to the media, the Aldecaldos have managed 15 percent control over the Council. ![]() THELAS NATIONThe Thelas affiliated tribes control the seas, lakes, and rivers. They are the only ones who regularly deal with the forgotten souls in Lost Angeles, (other than the Raffen-Shiv) and any of the corporations who wish to transport their goods over the seas are better off hiring the Thelas as escorts, if not simply hiring them to do it altogether.. Even Static fisherman often end up allying themselves with the Thelas for protection. It is their importance to world shipping and the fishing industry that has allowed the Thelas to control 14 percent of the council.. ![]() THE FOLKThe Folk Nation, primarily concerned with salvage and construction, is the largest force active in the rebuilding of Chicago. And while their affiliates are scattered across the northern midwest, they are mostly based in Illinois. With efforts to rebuild Chicago well underway, the Folk are getting closer to achieving their goal of rejoining Static society, and most of the tribes affiliated are either working with them in Chicago, or in other parts of the country rebuilding the cities hit hardest by the Collapse, all in the hopes of staking their property claims as citizens and owners when the work is done. They are the least active in the Council, with only 5 percent control on average, and usually only vote on matters that pertain directly to them. ![]() RAFFEN-SHIVThe Raffen-Shiv, both as a nation, and as individual tribes are not allowed any seats on the council. This does not stop them from having an influence in the market. Many Raffen-Shiv come to the market to barter their spoils, and it can be quite tense when they are around, especially for nomads of other alliances who have had dealings with them in the past. It is only because the Raffen seem to respect the "holy ground" of the market that their
presence is tolerated. That and to keep them out could possibly cause a war the nomad community as a whole can't afford to
wage. Still minor problems do come up.
There have been many times when normal nomads
have recognized a Raffen-Shiv who attacked them, raped them, or killed a loved one. There have been other times when Raffen have recognized their victims, some even going as far as to let on when and where they will be holding their next slave auction. Grieving parents have been known to go to these auctions and bid on their missing children, only to have the Raffen around them
jack up the price so high that it's next to impossible for the parents to match. Or simply killing the parents outright, or their tribe. For this reason any Raffen who come into the Mark et are watched very carefully by the Lawgivers. The Raffen-Shiv are not fools, they very rarely cause any trouble inside the market, and almost never travel in groups of less than ten.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The Tribes within the varying
nations are each unique unto themselves, but
most have adopted similar costuming for ease
of identification.
![]() ![]() ![]() ![]() ![]() ![]() ![]() TECHNOMANCERS
are instantly recognizable, not only because they all wear gas masks or air filters and long robes or
coats, but because they are loaded down with hand
made tools and exotic scratch built gadgets.
The Technomancers are the number one innovators of nomad technology, and their wares are highly sought after. Their numbers have grown in the last year since their new leader decided they should start actively recruiting people who show the right amount of potential. They are still
exceedingly mysterious however. Due to
increased funding, and exclusive contracts with Metacorp, some of
the simpler Technomancer technology has begun seeing mass production and sales into Static
society. Technomancers are the mechanical
monks of the new world, wandering the roads in
search of new ideas and ways of thinking.![]() ![]() ![]() ![]() THE
GYPSY HEARTS are a relatively new
Tribe. Originally they were all Romany, but
over the years they have taken on anyone who
wanted to join, especially runaways and other lost
children. The main point of interest of the
Gypsy Hearts is their leader, Lubya Derenko, an immigrant Romanian. She is
gathering a reputation as one of the best Jitte
fighters in the nomad community. She teaches
it to every member of her tribe who is capable of learning. She personally
assigns her best students to take leadership of
the smaller packs of her tribe. The
art of the knife is very important to the Gypsy
Hearts, and you must make your own before you can
be accepted as an adult in the tribe. While
the knife is the primary weapon of the tribe, they do use guns, as many an unwary marauding band have
found to their dismay. Each night at camp is
celebrated with music and dance, and the Gypsy Hearts follow the Romany customs very
strictly. The Gypsy Hearts are affiliated with the Snake Nation, but have worked with the Aldecaldo's and the
Blood's quite often. They avoid tribes associated with the Folk, considering them
Gaje, or false gypsies, due to their desire to
rejoin static society. They maintain a close
friendship with several packs in the Thelas
nation, and have been known to work temporarily
with Jodes in exchange for food. They spend
most of their time in Oregon and Washington, but
have been known to travel as far as Iowa.![]() ![]() ![]() ![]() ![]() ![]() THE STORM RIDERS are one of the largest combat Tribes in the
nomad community, outside of the
Raffen-Shiv. Unlike the Raffen-Shiv, who are
their mortal enemies, the Storm Riders generally
don't cause any mayhem, and never target
innocents. In fact, they almost exclusively
target Raffen-Shiv, hunting down any small packs
they can find. The Storm Riders often hire
themselves out as escorts, and have a reputation
for coming to the rescue of any nomads attacked on
the road. Unfortunately they also have been known to come into conflict with Hi-Way, more often than not with deadly results. No one is quite sure of the origins of the Storm Riders, but rumors abound. Stories range from them once being suburban teenagers to former Raffen-Shiv who grew disgusted with the indiscriminate killing and cowardice. What is for sure is that they are highly skilled road warriors, and when not actually moving down
the road they are partying. They live every moment of their lives as if it were there last. The Storm riders are loosely affiliated with the Aldecaldo Nation, but have worked with every nation
but the Thelas. They have no home territory,
but simply go where the roads take them.
Their leader is a mystery, nothing is known about
him outside the tribe other than his name is Logan
Slade.![]() ![]() ![]() ![]() THE
FORGOTTEN were originally a group of
orphans in Colorado. When the rock hit
Colorado Springs the blast caused the orphanage
caretaker to have a stroke. When the surrounding area was being
evacuated, the orphanage somehow got over looked
up in the mountains. All through the region
power was out and fires were raging. If that
wasn't bad enough, the sky was black from all the
dust for miles and miles around. When the
rock fell there were 32 children, the oldest was
16, the youngest was 2 months. Convinced
they should stay and wait for help, the children dug in. The only thing they could reach were a few abandoned
homes and a small grocery store. After two weeks, there was no rescue. They couldn't call out because the phones and everything else was
dead, and they were running out of food for the
infants. It was decided that the two oldest
boys, 15 and 16, should try and reach help.
They set out on foot in the darkness leaving the
next oldest, a 15 year old girl and a 14 year old boy, in
charge. Two hours after they left, the snow
started falling, no rescue ever came, and the boys
never returned. After 3 days of snowing without respite, it was decided it would be to dangerous to send anyone else
out. It was a heart breaking decision,
because the food for the babies was gone.
Things didn't clear up enough for them to leave
the orphanage for 8 months. All of the
babies died within the first month, and they were
not the only fatalities. Of the 32 children,
only 18 survived. When the snow finally
cleared and the sun began to shine again, they
left the orphanage seeking help at last. It was not to be.
Sara, the oldest girl led them down the road, where they were found by a group of
half crazed survivors looting through the
rubble. Sensing the danger Sara hid the others and approached the men. It was
a mistake. The men, in a fit of insanity, attacked her,
brutally raped her, and left her for dead. The 14 year old boy
Theo, next eldest in line, retrieved her after the men moved on and carried her back
to the orphanage. They had no way of knowing that the outside
world was still moving on, all they saw was the wasteland. So they snuck round,
scavenging for supplies and fortified the
orphanage. It was 5 years until they were found, by Malachi
Jode of all people, as they were traveling through
the area. It was a bitter meeting, and the
news that the world outside the area was fine was
a hard pill to swallow. The Forgotten, as
they were now being called, traveled with the
Jodes for two years, relearning how to interact
with people again. Then, after an argument
with Jode, Sara pulled the rest of the forgotten together and they left, opting to
return to Colorado. Now, at 27 Sara is still the oldest member of the tribe and leader, Theo is intensely loyal to her, as are all
the original forgotten. None of them have forgiven Static society for their plight, and
are hostile to any Statics who try to cross their territories.
They have taken it upon themselves to rebuild
Colorado with the help of Aldecaldo affiliated
tribes in the area. Mostly they act as
guides and escorts through the area. They
have increased their numbers by taking unwanted or
lost children (some even claim they steal
children). They are officially Aldecaldo,
and have a single delegate at the council, whose
only concern is making sure supplies and salvage
are brought back and forth from Colorado by the
Aldecaldo's.![]() THE
LOST SHEPHERDS are a large tribe based
out of Texas, Nevada, and New Mexico. They
are the largest camel and horse breeders in the
United States. Their leader is an Egyptian
who came across just before the mid-east meltdown
named Hammid. His skill at tending and
caring for camels and horses is the reason for the tribes success. Well, that and his tribes unrivaled skill as guides through
the desert. Most of his tribe is made up of
native Americans and Mexicans. They
subcontract out scouts to anyone who needs
them. They also have advisers on hand to
help outfit vehicles and personnel for extended
desert survival. The Lost Shepherds have a
darker side as well, smuggling immigrants into the country and bringing them into the fold. They employ English teachers to help them blend in, and netrunners to build up fake identification and histories. They are not choosy, and will take anyone's money for this service, even slave traders and terrorists. They are also part of a large network of body smugglers, and if the
Jodes find out about it there could be serious repercussions. Obviously they are
allied with the Jodes, but have provided their
services to every nation, even the
Raffen-Shiv. They also work closely with
elements of the Thelas nation in their body
smuggling ring.![]() ![]() ![]() THE KINGSGUARD are a small
splinter cell loosely aligned with the Folk
Nation. Originally the Kingsguard was a
touring renaissance company, traveling the country
to the various Renaissance faires. When the
collapse hit, interest in these faires died almost
completely, and the disposable income to spend
there died even faster. Many of these people
had done nothing but follow the festivals for
years. In the beginning things were rough,
and most of the horses ended up as food, then the
king of the troupe, a man who was only known by
the name Arthur, formulated a plan for
survival. They would start a new lifestyle, true to the one they had
always dreamed of living. They would live by
the code of chivalry, traveling the land as
Knights, lords, ladies, squires, jesters, etc.,
with one small change. Instead of horses,
they would use motorcycles. This novelty was
original enough to attract crowds to their shows
once again. Not large crowds, but enough to
keep them fed. And so was born the Knights
Errant. Under Arthurs vision, the Knights
grew, as more and more people disillusioned with
the trappings of modern life and looking for a
better way were attracted to the lifestyle the Knights
offered. Things went well for a time, then
the unthinkable happened. During a show
outside of Kansas City, the Raffen Shiv
attacked. Since the beginning, the Knights had sworn
off firearms (one of the few issues of contention
among them) and they were woefully unprepared for
the marauders that beset them. In a
desperate attempt to move the fight away from the
civilian spectators, and non combatants, Arthur
chose 3 of his Knights, and ordered the rest to stay behind and evacuate as soon as
it was clear. Arthur and his 3 knights then
offered themselves as bait, leading the Raffen away from the area. The
plan succeeded, but at a cost, neither Arthur nor
his 3 Knights survived, slaughtered on the
road. The remaining Knights, and the rest of
the tribe changed their name to the Kingsguard, to
honor Arthur and his knights who made the ultimate
sacrifice. Today the Kingsgaurd has grown,
with over 200 members. It is ruled by its
own council, and the only time any one man has dominion over the tribe is during
times of war. The War Chief is a position
only won through yearly trial by combat, with the
winners of every show being tallied to decide who gets to participate. As much as they can they try to live by the
ways set forth by Arthur, and still refer to him
as their king, refusing to accept another
leader. The knights of the Kingsgaurd wear
motorcycle armor, fashioned to![]() resemble that of midievil armor. They make their own armor and weapons, and have a crew of mechanics who maintain their vehicles, especially the bikes. They have created their own
society, based on the legends of the knights of
old. They generally carry only melee
weapons, however they have an arsenal of firearms
now, and will never let the tragedy that took Arthur come to pass again. The shows they put on
are an important part of their society, jousting
and mock combat, with the winners of each show
being given special honors and privileges, until
the next show of course.![]() ![]() ![]() ![]() ![]() THE
HORSEMEN Prosthetic bodies are rare
enough in the nomad community, the Horsemen are
all full conversions, In fact they are the
only recorded family made up exclusively of highly
customized full cyborgs. Although they are
often associated with the Raffen-Shiv, the
Horsemen claim no nation, and have worked both
sides of the fence, as raiders and as
escorts. They most often ride alone, and
when they do![]() hire on
with a tribe, usually as outriders and escorts,
they remain only for the duration of the
run. Other than being extremely violent and
mercenary in nature, not much is known about
them. What is known is that the majority of
them ride extremely modified motorcycles, boosted
for speed with reinforced frames to support their
weight. They also always travel with a truck
that serves as a repair and
maintenence station for both the riders and their bikes. Of course being full borg,
they have little requirement for food, shelter or
clothins, but they likely have one or two highly
skilled techs in their small number. Borg
bodies are generally not suitable for the nomad
lifestyle, as lack of parts and skilled
cybertechnicians can make life very difficult in
the wastelands, but somehow the Horsemen plow
on. Rumors fly in the nomad community that
the Horsemen are ex-military, disillusioned vets
probably from some special forces team that served
in Africa or South America, or that they were once
cops, or even excaped criminals who managed to
undergo full conversion. Their numbers
appear to be between 8 and fifteen members.
The only thing anyone knows for sure is that they
will hire on for a price, and that meeting them on
the open road is usually a very bad omen.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |