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 Post Posted: Sat Oct 05, 2013 4:45 am 
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Evidently, that is not dead which may yet forever lie, and in strange eons even death may die.

So, obviously, the Friday deadline has come and gone, several unfinished regions, and several Great Old Ones showing up looking to make new ones. I'm extending the deadline by a week for now - get your regions in by next Friday, please. Everyone in thread has gotten their numbers.

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 Post Posted: Sun Oct 06, 2013 9:18 pm 
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Location: Up on the hill, down by the river.
The Old Army Base

Environment: Danger
Resources: Adequate
Technology: Futuristic

Aspects: Secret Government Bunkers Full of Killer Robots; Wealth Aplenty Where No-One Can Get It

The Army Base is a dangerous place. No one knows (no one can know) what purpose it served back before the world ended, but everyone agrees that it is a place of death now. The outer perimeter fences are mostly blown flat, but the bits that are still there are razor wire, and studded with ceramic conductors from when high voltages used to flow through them. High winds have blown a lot of sand and earth over the area, forming dunes and drifts, but most of the ground is paved with tarmac, and the buildings that stand are sturdy and heavily reinforced.

Down inside the structures there are vast underground corridors and vaults, filled with technology and materiel. The place would be a gold mine, figuratively, and any group who made it their home would be rich beyond imagination. The background rad count and wildlife aren't even a problem.

The problem is the robots. Ancient devices patrol the area, alone and in groups. Most of them senselessly follow their programmed routes, while others man checkpoints around the base. Inside there are even more, in better condition. The machines are hulking military models, designed for all-terrain and armed with huge automatic weapons, or powerful directed-energy projectors. They cut any interlopers to ribbons.

Not many people are brave, or stupid, enough to go messing about at The Old Army Base.

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 Post Posted: Mon Oct 07, 2013 3:02 pm 
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The Emirate Crater

Environment: Benign (1)
Resources: Sufficient (1)
Technology: Primitive (-3)

Life for the tribes of the Emirate is pretty good. Another tribe tends to be the most dangerous thing anyone could encounter, and barring occasional seasonal droughts and famines, the land provides for the needs of their people, herds, and horses. Nominally united under the banner of a single religious leader - the Emir - in reality the tribes are largely autonomous groups, each a collection of nomadic herders who keep a variety of relatively docile animals for food, clothing, and shelter.

Once every five years - lunar years, not solar years, based on a calendar of thirteen lunar months - the tribes gather at a location determined by the Emir to renew their faith, trade goods and arrange marriages that keep tribal interrelations largely friendly. The Emir preaches a philosophy extolling hard work, physical labour, and rejection of the trappings of the past, which the tribes believe inevitably led to the destruction that consumed the world.

Emirate tribesmen are consummate horsemen, operating almost at one with their steeds, and hunt using bows and spears. When a young tribal comes of age, they are granted their first steed, which becomes their most prized possession and closest companion. Many tribals value their relationship with their steed even over that of their spouse, though as tribes tend to gift mares to men and stallions to women, it is quite common for married tribals to have mated steeds as well.

The crater is largely devoid of any trace of the past; the Emir teaches that it was once home to a great fortress of the pre-war sinners, and it was wiped from the earth as punishment for its transgressions. The tribes cleanse and reclaim the land with their purity - their abstinence from use of pre-war technologies - and the mysterious illnesses that sometimes befall tribes who travel in certain areas is taken as a sign of their sin, which is quickly excised.

(I hate) Aspects: Unified Religious Identity, Lords of Horse and Bow

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 Post Posted: Mon Oct 07, 2013 11:39 pm 
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The Los Indios Armada

Environment: 3
Resources: 0
Technology: 3

Attributes: Big City of modern technology, Made from broken down military ships

The Los Indios Armada was once a feared fleet of nuclear-equipped vessels, the pride of a military whose name was lost in the war. At the end of the war, the ships were out to sea, and thus remained mercifully intact. However, when they returned to land, they found that the resources they needed to maintain ocean missions were shockingly short, and over time the Armada decided to conserve its resources by staying at land and becoming a city. The Armada is traditionally governed as though it were still Military, but thanks to its technology and relative lack of radiation, it remains one of the few places in the world that is comfortable to live in. That said, the city has only enough resources to sustain itself, and so it needs to trade for many of the other necessities. One of the vessels, the SS Gloster, is famous as a marketplace.

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 Post Posted: Thu Oct 10, 2013 12:50 am 
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Oyster Midden

Environment:
Fairly peaceful
Resources: Plentiful food, adequate raw materials.
Technology: Early Industrial Revolution

At the mouth of a minor river there stands a walled city, surrounded by hedge bordered pastures and fields on the land side and shallow waters on the other. Known as Oyster Midden in what seems to be a left handed acknowledgement of the vast number of molluscs they harvest every year, it's a prosperous and industrious community which produces numerous tools and goods for themselves and for trade. Granted, those tools and goods are not the high end of pre-war technology; in fact they're the sort of thing one could have expected to find in England between 1760 and 1830, give or take a few years. Still, they are well made and will wear well. Locally made gunpowder, and weapons which use it, are occasionally available; but the locals favor steel bowed heavy crossbows and melee weapons over muskets for most warlike purposes. In a pinch they have some more modern weaponry in their armory; but they are currently unable to produce adequate ammunition for them, and so only bring them out for emergencies.

Socially the locals are organized into a clan of three tribes; the clan's symbol is a Phoenix which appears frequently around the region, while the tribal symbols are rarely seen. How those three tribes interact amongst themselves is not widely known, save that it seems to work for them. Trade with outsiders is organized on the tribal level; buying and selling is done through their representatives. It is apparent that the locals are an orderly lot; visitors have been known to joke that there is no crime because it's against the law. They seem to value education, fight well when attacked, and are known to love to eat. Being a significant exporters of foodstuffs and sugar products they apparently have plenty of opportunity.

Beyond the local patrols there are the occasional bandits, and things which go bite/rip/chew in the night (or day); but most travelers can avoid them easily enough, or defend themselves against them if needs must. Travel by sea is considered safe in local waters, things get more interesting as you get farther away.

Aspects: Eat, Drink, and Work. I serve my tribe, and my tribe serves me. Do you want oysters with that?

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 Post Posted: Thu Oct 10, 2013 10:38 pm 
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Location: The ultimate evil, with hot and cold running water!
The Great City of Dustford

Environment: 3
Resources: -2
Technology: -1

Description: Dustford had one advantage once everything settled down. The remnants of a great arcology, cracked open to the elements, its shell managed to filter out a large portion of the radiation, compared to other areas. Its technology was burned out, however, and the land never supported food crops, being instead cultivated for basic greenery. B ecause of this, they ended up a beautiful, but land poor, town built int he shell of a greater one. The Arcology was dismantled to make houses of the highest polish, the massive walls of the dome making a natural gated community. Inside, a town of massive houses and clean, impressive looking neighborhoods formed.

Dustford had one other bargaining chip to help fight its shortages of food. Underneath the arcology was its source of water, a massive natural spring. To the surprise of those who still lived there, the water was remarkably clean, very low in radiation. Valuable to start with, they sold the water to the surrounding regions, using its last few vehicles b efore they broke down, and then horse drawn tanks, to deliver it.

As an energetic source of commerce, it fell to Dustford to help define a system of trade. For currency, they selected keys. Carry-able on chains and rings, unlikely to be useful except for a few specific ones, and built with grinding tech rarely preserved due to its lack of use, keys represented a superb form of currency.

Dustford's water lost value over time, as the radiation in other regions contaminated the water rather than it being useful to push away the rads, but the uppercrust in the Arcology, happy with their power and wealth, instead moved to take over the controls of the Keys, using their heavy trade to keep the values in line.

Now, Dustford is a town of plenty and scarcity. Even the rich do not have the resoures they like to display, but instead run a tight life barely held together by external sources of material and food. But to them, the appearance is all. They have respect as the rich, darn it, and noone will take that from them! And they are a safe, clean, town. They....make sure of it, no matter how they must address it. The leaders make sure to keep a tight control on the discourse and activities inside, both by law and by hidden muscle.

Outside the walls of the arcology, small communities persist in the flat fields. They have even less than the city, so they perceive the city, despite its exclusive mindset and high costs of entry, as a goal to strive for. To join the rich, the wealthy, the happy.

Aspects: Prefering the Gilded Home, All for the Greatest Good, the Key to Wealth.

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 Post Posted: Sat Oct 12, 2013 3:34 pm 
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The setting is now complete and ready for the game to begin. I'm also adding my own region to the mix, which I'll get to in just a second. After rolling the dice to figure out all the connections, puzzling over how to make the little bastards work, and applying a small amount of GM Fiat, I now have the following layout, which if anyone with more artistic skills wants to map for me, I'll greatly appreciate. Connections are as follows:

Silicate Vale borders Hidden Valley and Emirate Crater
Hidden Valley borders Silicate Vale, Emirate Crater, and Southern Wasteland
Emirate Crater borders Silicate Vale, Hidden Valley, Southern Wasteland, and Villa Lau
Southern Wasteland borders Hidden Valley, Emirate Crater, Villa Lau, Great City of Dustford, Abandoned Military Base, and Oyster Middens
Villa Lau borders Emirate Crater, Southern Wasteland, Great City of Dustford, Oyster Middens, and Los Indios Armada
Great City of Dustford borders Southern Wasteland, Villa Lau, Abandoned Military Base, and Oyster Middens
Abandoned Military Base borders Southern Wasteland and Great City of Dustford
Oyster Middens borders Southern Wasteland, Villa Lau, Great City of Dustford, and Los Indios Armada
Los Indios Armada borders Villa Lau and Oyster Middens

-----

The Bounded Fields are on the edge of the Eastern Sea, bordered to the North and West by the Great Stone Wall, an impassible mountain range. Nestled into this mountain range is the Silicate Vale, where three isolated tribes do battle around the ruins of a mighty city, slumbering fitfully. Around this mountain range, there are a series of badlands, gradually making their way to more habitable terrain. The Northern badlands are home to little more than gangs of violent thugs, the most notorious of which are a group of self-styled noble brigands led by a charismatic raider named Renaldo, operating out of the Hidden Valley. To the Southeast, the more friendly land is claimed by more amiable, yet primitive tribes, centered around the blighted Emirate Crater. Both of these regions border the great and terrible Southern Wasteland, from which no man returns.

To the East of the Badlands, the land grows yet more hospitable, becoming healthy enough to serve as farmland. This broad region centers around the VIlla Lau, a farmer's market where the disparate communities come together to trade their wares and stories. These farmlands border both the Southern Wasteland, and the ruins of an ancient and sprawling coastal city centered around the Dustford Arcology. The City of Dustford, once the only true source of clean water, still serves as a beacon of hope for people seeking to escape the meagerness of subsistence farmer living in the bordering regions. It is said that, South of this ancient city, there lies an abandoned Army Base, although few who have sought out these rumors have ever returned to tell the tale. East of the Farmlands and Northeast of the City, the land continues to grow well, fed by a branching set of rivers trickling out to the Eastern Sea. At the foot of one of these rivers, a walled city stands, controlling most of the coastal region. Finally, in the water itself, the fantastic and bizarre city of Los Indios, the remains of a pre-war armada, floats, a hub of trade for all those on the Eastern Shore.

-----

Final Region: The Southern Wasteland (-3 -2 -1)
Environment: Extreme Danger
Resources: Deficient
Technology: Pre-Industrial

They say the the Southern Wasteland is a place where men go to die. They say that no man who enters the Southern Wasteland ever returns, that the land itself hungers for human flesh and blood. These stories are exaggerations, but the danger that the Southern Wasteland poses is real. Once said to be a magnificent forest, nobody knows why the Wasteland became the way it is - it may have been a testbed for gruesome experiments by the powers from Before, it may have been a strategic target struck by deadly weaponry, or it may have simply been enveloped by the Flames and come out wrong. Whatever the reason, the edge of the Southern Wasteland is now a twisted place, full of sparse, deformed vegetation, bizarre mutated creatures, and pockets of lethal radiation. The deeper in you go, the worse things get, and nobody has ever gone in deep enough to know what lies in the Southern Wasteland's heart. There are monsters in the Southern Wasteland - things that cannot be killed, cannot be escaped, cannot be survived.

Yet people still travel into the Southern Wasteland, because the Southern Wasteland is everywhere. Almost every region in the Bounded Fields borders the Southern Wasteland, and cutting through the Southern Wasteland is an easy way to save time on your transit from one region to another. If you skirt the edges, you can usually make it through safely, and there's always one or two brave souls who realize that they can shave days, or even weeks, off of their travel from the Silicate Valley to Dustford by taking the straight route. If someone were to master the Southern Wasteland, they could cross nearly anywhere, or even find out what lies beyond. Unfortunately, the Southern Wasteland has no master but Death, and Death is a fickle master indeed.

Aspects: Don't Go Into the Wasteland, Land of Living Nightmares, The Perfect Shortcut

-----

Now that you've seen where your region is in the scope of things, try and figure out how it interacts with its neighbors. Come up with one final aspect that relates to this interaction, then post your thoughts, and we can get this game ready to go.

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 Post Posted: Sat Oct 12, 2013 6:07 pm 
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Oyster Midden

The Phoenix clan has long since concluded that corpses and refugees make terrible trade partners. In order to avoid this difficulty they are quite willing to support their neighbors in a crisis; providing troops and/or supplies as needed for quite nominal recompense (usually taken in kind, and rather after things have settled down again). They do not take kindly to being cheated, however; the residents of a village who conned them out of supplies based on a staged attack found themselves personae non grata thereafter. This proved awkward when a real attack came.

Aspect: A good neighbor to good neighbors.


A general thought on their place in the scheme of things: Oyster Midden is clearly one of the local breadbaskets for their neighbors, and the source of a lot of the regions' protein (dried fish, cheese). They are also a major supplier of salt (which they extract from the sea) and sweets (beet sugar) to the greater region. This, along with such manufactured goods as they sell, makes them quite prosperous. So while they are not themselves very adventurous people, they have the ability and willingness to act as patrons for reasonable sounding schemes of others in exchange for a piece of the action.

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 Post Posted: Sat Oct 12, 2013 6:42 pm 
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This is hardly a good map, but it's a rough blocking of where (I think?) the regions are in relation to each other according to the borders given and the description provided.

Image

Maybe that'll help someone make an actually good map?

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 Post Posted: Sun Oct 13, 2013 12:55 am 
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The Emirate Crater has the best horses that can be found, and a certain sufficiency of fodder therefore. The fact that it's all pretty well protected by light cavalry using said horses makes things a lot trickier; raids on the Valley need to be carefully planned, and usually feature some kind of distraction to get the horsemen out of the way while a bunch of supplies are carried away. Setting a fire in the grass works wonderfully (the Emirate is well aware that if they lose their pasture grounds, they will be unable to keep their horses); alternatively, striking during the regular clan meeting is an option. (This backfired pretty horribly on the raiders one year, when it turned out that the clan meeting was being held right next to the stores they were trying to raid; none of the raiding party survived that year).

Silicate Valley is the other possible source of food, and the only source of bullets (though they don't have horses). The southern Velator are the closest tribe to the Hidden Valley, and their solar-powered automated guard turrets make them a tough foe to face, let alone raid from. Fortunately for the raiders, there's a cave network in the intervening mountains, with exits inside the Velator's turret perimeter; Ronaldo puts a lot of effort into making sure that the Velator never, ever find this out; that entrance is not merely well hidden, but regularly guarded (there aren't enough raiders to guard it permanently). Raiders generally dress as Bhaator tribesmen or low-ranking Bhaalgorn footsoldiers (the ones without power armour) in order to persuade any retaliatory strikes to go looking in the wrong place. This is a factor in the continuing poor relations between the three tribes. The raiders will often launch a very loud and distracting attack against some poorly guarded target inside the turret perimeter, and then have another group swipe supplies from one of the storehouses while no-one is looking.

On more than one occasion, raiding groups have attempted to cross the Emirate Valley to raid from the reportedly rich lands beyond (Villa Lau). No-one has ever returned from these raids. Opinion is split; some say they were killed to a last man by the land's defenders, others theorise that they found a land so wonderful that they decided to settle there, never to return. Some say they never even made it there, being hunted down by angry Emirate tribes partway through the crater.

The entrances to the Southern Wasteland are never guarded. It would be a waste of time; anything that can make it through the Wasteland can easily deal with a few guards. Besides, there's nothing out there that anyone in the Valley particularly wants.

Aspect: Draw them off while we get the food

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 Post Posted: Mon Oct 14, 2013 9:32 pm 
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Agriculture produces some neat stuff, including bread, which is a popular "saddle food" among the tribes of the Emirate. Thus, whenever the tribes find their herds in the vicinity of Villa Lau and other farming communities, they stop by to trade for grains and bread (but never alcohol, extolled by the Emir as one of the evils of Pre-War society) in exchange for wool, leather, meat, horses, and herd animals largely used for labour on the farms.

Sometimes, young members of the tribes even sign on for a time as caravan guards for the more settled lands, though almost all eventually come back to their tribe when they're ready to start a family.

Aspect: Horse Traders

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 Post Posted: Wed Oct 16, 2013 11:33 pm 
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Waiting on Kaj, Dinn, Skitz, and Himi. Jared's "the Key to Wealth" aspect works for his third.

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 Post Posted: Sun Oct 20, 2013 2:08 am 
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The township of Villa Lau is situated as something of a central hub between the six large farms (and the headquarters of the Contenu Collective), and while the farmers themselves have varying opinions on the neighboring regions, there are a few things that they can agree upon. "Them horses from the Emirate work the hardest and taste the best; the Phoenix clan are mighty fine neighbors, and git us all we can't make ourselves; Dustford's nice for all that water they give us, but it's a bit too hoity toity for our likin'; and the SS Gloster is all right, but don't compare to Villa Lau, which is why we help 'em where we can, bless their hearts. All that said, it's a good thing we got them as neighbors, 'cause they're more likely to git hit by some bandit warlord than we are, and they got more protection."

The population agrees with the majority of that sentence. The Emirate horses are purchased and managed mostly by the Contenu Collective, who rent them out to farmers when needed, and eventually butcher them for the meat when they've served their purpose, but occasionally the lucky farmer can sneak in a purchase of one or two horses before the Collective begins collecting. And while the Emirate horses are welcomed with empty stomachs, the Emirate people are welcomed with open arms. Every farm but Strampelli's is happy to have an Emirate citizen in their home, treat them to dinner, and offer them a job if they have any desire to work. Thrash in particular is happiest to see them, as they are some of the largest purchasers of grain and bread, his commodity of choice, and he always makes an effort to get his boys in line when he hears a group is coming. He even makes an effort to not drink when they're staying with him, which makes him incredibly irritable to anyone else in town, who have to put up with his foul mood from the lack of alcohol. His farm typically has the largest amount of Emirate working in Villa Lau at any given time, which tends to be a good thing as his farm is one of the closest to the Crater, but also to the Wasteland, needing large, drier spaces to grow all that grain. Thrash may be able to hold his own, but there's only so much of a growing crop one can look after by himself. The Pippin Orchards tend to have the least amount of Emirate working for them, if any at all, simply due to the fact that the orchard doesn't really have room for horses, though the Pippin homes are, as with almost everyone, open to the Emirate, who are frequently loaded down with apples for the horses by the cheery farming family.

The Phoenix Clan is always considered equal company in the eyes of the Villa Lau, as Oyster Midden tends to have what Villa Lau lacks, and vice versa. Villa Lau has a regular shipment of goods sent to Oyster Midden and the Phoenix Clan, as consistent trade for the fish, dairy, and preservatives that Villa Lau simply doesn't have access too. The protection and assistance that the Phoenix Clan has provided with in times of emergency, be that a plague on crops, a particularly nasty raid, or even the aftermath of some horrible force of nature, has always been rewarded, and returned in kind. Any village or people that fail to respect the Phoenix clan are similarly banned from trade in the Farmer's Market, and are treated as harshly as bandits within the confines of the town and neighboring farms. The Pippin Orchards are the closest to Oyster Midden, and have the most immediate connection to the Phoenix Clan, jokingly referred to by some as "The reason them sea folk don't get scurvy," but as a result, the Pippin's are the first to get and spread word about what's going on past the Villa Lau border, and are treated as the trusted word about happening's. The Sunberry group have been known to send envoys into Oyster Midden even without trade, simply there to help out where they can, and learn about what's happening that isn't a dire emergency.

The Great City of Dustford is treated with respect by the townsfolk, as they were the foremost providers of the water that the town sorely needed when the farms were only beginning. Villa Lau even picked up the key currency introduced by the City, though they honestly prefer bartering when possible. The citizens of Villa Lau outwardly act as though the City, what with it's walls, currency, water, society, and fancy living that doesn't require everyday toil and labor, are uptight, dishonest, and generally too rich for their blood, but in the confines of homes and the safety of gossip, people will make outlandish claims about the place, stating in no uncertain terms their desire to live there, or at the very least, visit for an extended period of time. But the only ones who do are a few representatives of the Contenu Collective, who provided Emirate horses to the City in order to continue the transfer of their water, and Claire Fields, who, despite living further away from the city than any other farm, regularly makes visits and trade there due to her production of wine, which obviously the rich need in large quantities, the citizens say among themselves. Claire, however, is mum about the place when asked on the few times she herself enters Villa Lau proper. Villa Lau is considered permanently indebted to the City, and always provides what is asked, but slowly, thanks to the conniving of the Contenu, Claire, and the Mayor of Villa Lau, they've been working their way out of a debt.

The Los Indios Armada and it's citizens are generally pitied by the citizens of Villa Lau, as they think the marketplace of the SS Gloster pales in comparison to Villa Lau's marketplace, and the military rule established within the confines of the region is considered restricting and unfair to the common man. As a result, they tend to send very little to the government of Los Indios, and a lot to the citizens who can sneak away to the Farmer's Market. So long as someone can prove they came from the Armada, they're often given great discounts on food in the Marketplace. The Zea Familia in particular is known to provide food and lodgings to the members of the Armada. Of course, not a single soul in Villa Lau ever talks about this pity they show to the Citizens of Los Indios, so whether they understand that they are being pitied or not is up for debate, let alone if they even deserve it. It's not as if anyone from Villa Lau has been to Los Indios.

And while the township of Villa Lau has a voluntary militia, and the farmers have plenty of ways to defend themselves, pretty much every other region is either better defended or has a stronger combative force, which makes the citizens of Villa Lau particularly happy. The only place not defended by another friendly region is the Wasteland, and if something can make it past that, and the farm of Gregorio Strampelli, then there's nothing the town or it's neighbors could do to stop it anyways.

All said and done, Villa Lau is varied in their individual treatment of their neighbors, but always provide for them regardless. And any that visit are more than welcome to stay there, should they so desire. After all, with such a nice town, despite the few eccentrics, why ever leave?

Aspect: Come for Provisions, Stay for the People

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 Post Posted: Sun Oct 20, 2013 12:52 pm 
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The Los Indios Armada has, or rather had, a very serious problem. That problem was that despite its comfortable conditions, it had no way of manufacturing its own food. Its neighbors in Oyster Midden never seemed to consider the city of steel to be in so much of a crisis that their very strict policies of trade allowed them to open their doors, especially since the apparent lack of communication between the governments of the Armada and Villa Nau gave the impression that their only other neighbor was not a good neighbor. Meanwhile, all attempts at fostering government endorsed trade with Villa Nau ended up with the haughty farmers viewing the city of technology as something of a hellish dystopia, and no official trade could be established.

This pickle was resolved when one merchant supplier from the Armada decided to take a trip, and found himself in the lap of luxury in the very friendly confines of Villa Nau. The surprisingly low prices on food made it seem like a buyers paradise, and the kind folks offered to help the merchants with lodging left a very positive impression of the region itself. That supplier returned with a full wagon to the Armada and shared the tale with his merchant friends. The notion of a buyers market that treats merchants like kings was very appealing, and spread like wildfire. It is now common practice for buyers of all kinds to make pilgrimages to Villa Nau to stock up and enjoy a little of the wholesome country life that they can't get in the big city. It's not like any of them actually asked the Villa Nau farmers what their import and export policies are.

Third Aspect: Misunderstood and Misunderstands Neighbors

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 Post Posted: Wed Oct 30, 2013 10:56 pm 
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The robotic guards of the Old Army Base have a weakness. Whatever methods they have to deal with sand and grit have been running down. There is talk (which may only be talk) that the southern reaches of the base are undefended, but that the only way there is through the Wastes.

The man who could seize the Military Base would have the means to equip an army, but he would have to survive the wastes, and the machines, to do it.

Aspect: There's Always a Back Door

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