[center][h1][b][i]World Overview[/i][/b][/h1] [h3]Notable Factions of the West Coast[/h3][/center] [quote] [b][i]Ambrosian Defence Force:[/i][/b] One of the largest settlements on the West Coast, it hosts considerable military capabilities within its walls. Led by Colonel Melinda Cho, they have been making excursions out west to try and root out the worst of the Raider camps. [b][i]The Crystalline Pledge:[/i][/b] One of the few "Religions" to crop out of the Fall without being completely insane. Preaching understanding and the acceptance of Mages, they do a lot of charity work, lending out Mages to those to poor to build proper magi-tech equipment. They also rehabilitate and attempt to turn Shardheads into proper Mages. The result vary. [b][i]Hunters Guild:[/i][/b] Spread across pretty much all of the coast and even into the more hostile Mid West, Hunters Guild employ trackers and pathfinders with experience in hunting the new and dangerous fauna. Started somewhere around Ambrosias founding, the men and women of the Guild are some of the grittiest, most nonsensical people you will ever meet. They risk life and limb exterminating beasts for outposts and forward settlements while making a decent coin selling the beasts to researchers and craftsmen. [b][i]The Clan:[/i][/b] A raider group that given Ambrosian cargo trains some trouble over the years. The Clan consist of a odd hundred raiders of varius noteriaty. They adhere to a ultra violent and brutal system for their internal hierarchy. The Clans current leader is "Kain Redeyes", a magical [b][i]Ambrosian Crystal Foundation:[/i][/b] Crystal Miners. Large company that specializise in mining crystal clusters and cutting shards for Magitech use. They employ a odd 400 hundred people across town and double that all across the West coast as they run most of the raw crystal trade by legal means. They are pretty much vital to the existence of Ambrosia. [b][i]Jorgens Engineering and Innovation:[/i][/b] Weapon and General Magi-Tech manufacturers. Jorgen was a old timer who knew opportunity when he saw it. He employed a bunch of engineers that all make and maintain magi-tech armaments for the city aswell as private clients. Now dead, his two daughters Marie and Elizabeth run the company and have become the foremost Magi-Tech providers in the region. [b][i]Harley's Armaments:[/i][/b] Weapon Manufacturers. Specified in non mage-tech, old school weaponry and conventional firearms. Harley is known as shrewd businessman and have employed more then a few thugs to get her way in the past. But Harley is a local patriot, and see Ambrosia as her home nad its citizens as her brothers and sisters. Many scavengers do business with her, selling her pre-Fall weaponry that she then restores. Due to her many contacts outside city limits she has become a essential part of Ambrosian politics. [b][i]The Brave Frontier:[/i][/b] A Engineering and Building firm, known for their work with the infrastructure of the city. Rich as creosote due to being there from the start. They were the ones to build and reinforce the city walls among many other things. They often send men and women out with the caravans to help build up new settlements along the way. [b][i]West Coast Peacekeepers:[/i][/b] The Arbiters are the police of the wastes. Employing men and women of staunch, political and ideological bedrock. These men and women are positioned to aid deputy's and sheriffs in smaller settlements as well as being tasked with keeping the order in Ambrosia. [b][i]Yellow Vests:[/i][/b] A mercenary organization led by "The Jarl", it consists mainly of men and women who with a background as either ADF or the WCP and similar high discipline organizations. They mainly lend out their men and women for caravan guard duty but have been known to handle VIP protection and guarding private interests. [/quote] [center][h3]Dangers of a new world[/h3][/center] [quote] [b]Mythical Beasts:[/b] There are creatures out there, that has no place existing. These beasts vary in sizes and danger, but some, like the great Sea Serpents, are seemingly impossible to deal with. Many of them are imbued with magi, such as the Lightning Stag that posses horns crusted with small lightning gems. These beasts and creatures are the main source of income for many a adventurous hunter. [b]Raiders:[/b] Not everyone integrate into society, there are more then a few groups that live by the principle that stealing and plundering is the way to go. [b]Shard Walkers:[/b] One of the most grizzly things to come as a result of the Fall, is the Shard Walkers. Shambling, incoherent corpses riddled with all manners of shards, these beings are no more human then any other beast. It uncertain what exactly made them that way, but they radiate strong magical currents and react to magic around them. They are capable of magic on a instinctive, reflexive level and will counter any spell or magi-tech weapon leveled against them. [b]Ether Storms:[/b] Massive, violent storms sometimes blow in from the sea. These bring with them small, minuscule shards of crystal that gather in the clouds and unleash strange weather phenomena such as lightning storms that spawns lightning elementals or huge chunks of ice falling from the sky on otherwise clear summer day.[/quote] [/hider] [center][h3]Landmarks and Places[/h3][/center] More will be added as we go [b]Ambrosia:[/b] The biggest settlement around, a trading hub for all of the West Coast. Currently run by a council of five, led by ”Prime Minister” Thomas Melbourne, who's family founded Ambrosia. [b]Aqua Tower: [/b]A large, crystalline spire jutting out of the sea, four miles off the coast. Primary source for water crystals. Mining around it is extremely dangerous as the water is teeming with hostile fauna. The minings is done with nonmagical charges such as tnt, then waiting for the violent inland streams to bring it a more salvagble position closer to the coast. [b]The Great Red Peak.[/b] A massive crystal formation in what used to be Northen Los Angeles. The play is bereft of any human life, the ruins of the city completely overun by beasts. The Great peak istself is believed to be made out of pure fire crystals, making it the single most coveted mining area on the West coast. Sadly, its riddled with different kinds of beasts and dangers. [b]Alberta Station:[/b] A small settlement that has been growing quickly the past four years. Sustained by being a waystation to many western travelers heading for Ambrosia, they have recently laid claim to a old goldmine that now has lightning crystals in abundance. Mayor: Isaac Goldstein. [b]Junction Point[/b]: A now dead settlement, it was the place of a terrible massacre at the hand of ”The Clan”. Before, it had been a bustling settlement that mainly worked as a outpost for The Hunters Guild. Its downfall is what spurred the ADF to start actively hunting the raiders. Junction Point lays barren and desolate, and is a place few visit. [b]Mories Fort:[/b] A fort built about halfway between the Red Peak and Ambrosia, ADF garrisons it to keep a eye out for Fire elementals and other nasties that might come from the former LA area. Morries fort has proven itself instrumental in the ongoing project of building a supply chain towards Great Red Peaks future mining projects. [i][b]Time line of events;[/b][/i] [hider=Time Line] BF/AF (Before/After the Fall event) Year 0 (2050): The event, world goes dark as all sattelites are wiped out. Earth is pelted with a ran of crystal death for several days. The crystals warp the world, waking magic and creating entire new biomes and breaking the laws of physics. Science baffled, world falls into ruin as weather and beasts destroy everything. AF 3: Ambrosia rises from San Fransiscos ashes. Starts as a small community, locked in a territorial struggle with organized looters. AF 5: Ambrosia keeps gathering refugees, a army cashe is discovered and helps Ambrosia to establish a well armed militia. Looters getting fewer and less organized. The hostile new world is eating them up. AF 10 years; Ambrosia starts to erect proper walls around the core hub of the settlement. Reaching two 2 thusand survivors. Farmlands getting some serius overhaul. Domestication of large oxen like animals called Bay Bisons by the locals. AF; 20 Years; 10 000 citizens reached, about 3000 of those are born after the events. The rest are refugees that gotten to Ambrosia from their own scattered towns. Beast tamers are hard at work, trying to domesticate the different docile beasts that traverse the nearby land. Expansion starts, heavy losses as coventional arms can only take you so far. 25; Magitech is starting to become more commonplace, more agressive expansions take place. A part of the old San Fransisco bay is reclaimed. Water pumps are set up, giving the safehaven a functioning water supply again. 34; Ambrosia reaches 30 thusand citizens. Spread out in several districts in the old San Fransisico ruins. Connected by roades traversed by magitech propelled vehicles. Ambrosia people are ariving in droves from all over, flocking to the west coasts biggest safe haven. 40; Hunters bring down a thunder bird, marking the first ever of the killing of the legendary beast that terrorized them. Rapid expansions take place, bolstered by the knowledge that humanity can strike back again. 52; Rise of The Clan. Raiders grow more well armed and organized. The Settlement of Junction Point is sacked and destroyed down to the very last shack. A massive surge in armed guards and militias spring up as a result. The Ambrosian Defense Force begin to expand operation outwards from the city to help quell the Raider activity. 60: The RP starts. [/hider]