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4049679-Sixty Years After
4049679-Sixty Years After
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I wonder what my grandfather would think of the world as it now stands. I have read
histories of his days and see the shell of the life he must have lived. My father said
that the men of his father’s generation had fought wars across an ocean I have only
heard of in stories. They fought for oil I heard it said, though it did them little good.
All of the gasoline rotted in barrels before I was even born.
The warlike blood remains, just at much closer proximity. As I write, the fighting people
of the village are drilling themselves in the use of the flintlock. I fear we will have war
before winter, our overlords from the south seem to thirst for it.
I wonder if we are to ever climb back up to the heights of the Old World. I wonder if
we will have wars for oil once more. I wonder if we will rebuild those aging concrete
husks that we climbed as youths. The military men talk propaganda about it often
enough, how through unity we will return to what it was like. As I read more, I am not
so sure that’s a good thing. Is our world tragedy or opportunity?
Gods, I am sounding like a poet. I must return to my buckskin, it’s been in with the dye
solution for long enough. If we are to go to war, we need proper coats.
Introduction
Though they were never reanimated humans, they got the name
zombies from most folks. Some still call them local names: rabid
men, the accursed, infected, etc. The name may not be the best
for them, as their speed and intelligence make them a far
greater threat than the shambling depictions zombies have had in
pre-collapse media.
This was the true new beginning. The days of fear were
over, though their trauma will ring down in our people’s memory
for untold generations.
Population
The population of California is in the tens of thousands.
It is recovering and growing. Other areas had more survivors
such as the rural center of the country where lower population
density made zombies easier to deal with.
Many survivors in the early years migrated from Nevada into
California as their food depots ran out and the desert was
unable to support them, especially since a lot of areas close to
good water access for agriculture were too highly urbanized to
be safe back then.
A small trickle has come in since from the East: farmers
whose wells ran dry and lacked the heavy machines to dig deeper
ones. Most head east becoming pastoralists on the great plains
or even farther to the fertile lands of the Mississippi. But
still some, go West.
The generation that remembers the world before is reaching
their twilight. With less medicine and less secure food, they
die easier. Some communities give them priority in honor of
their unique memories, but when hard times come food must go to
those whose labor is needed most. It’s a sad truth.
There was a low birth rate during the time of fear but it
rebounded when the gates opened. The population has been growing
since. Some groups see repopulation as a goal, especially the
religious ones who view the apocalypse as some sort of biblical
flood.
Water
A major concern given the climate of California. It is
needed for drinking but far more goes to agriculture which takes
it at a much bigger scale. Its weight makes it impractical to
get it at distance for agriculture or to build even a hunter
gatherer settlement too far from a source.
Rain is a lot lighter in California than most of the
country. The rains come during the winter and spring and vary
year on year. People work hard to collect it, using various
systems from simple to complex to get it into cisterns for the
dry parts of the year.
Water can be collected from streams. Doesn’t make them year
round reliable though, dry winters make drier summers. Some
groups add water from them into cisterns so that they have a
backup for if they go dry, though often it might be more viable
to just walk to a better source rather.
I don’t need to explain how to get water from a big river,
reservoir, or lake, at least not on a small scale. But if you
want to water fields, you might want something larger than just
carrying pots. One can make a pump system using muscle, wind, or
solar power to pull it into pipes (so much piping exists in the
modern world to scavenge). Much of the Sacramento River Delta is
actually above the level of the land around it with levees
keeping them apart. This means a siphon can pull water over the
ledge and down into the field with no labor necessary.
Wells supply it in some parts. They can be powered by wind,
solar, or muscle to pull up water. New wells are not worth the
labor in most scenarios and deepening wells is completely not
viable so farmers work with what they’ve got. Decades of ground
water recovery with no well use has made ground water recover in
some spots, allowing a lot of use before they run dry. There are
also much less people than land, allowing farmers to move on
when wells run dry.
Many communities doing smaller scale agriculture use Ollas,
buried unglazed pots that passively irrigate gardens. They pour
in water every once in a while from whatever their source may be
and it keeps the soil moist.
Food
Hunting and gathering is the practice for many peoples. It
gives their groups less surplus but is more nutritious,
flexible, and requires less overhead. Hunting is done with
flintlock or arrow but never firearms using rounds with primer
unless out of desperation. Game has rebounded as areas once
agricultural have been reclaimed by nature. Horses, if a group
has them, are extremely helpful for hunting, pastoralism,
agriculture, war, and travel.
In the Delta, birds are hunted especially. The new and old
wetlands make a great environment for them. The reeds growing
along the banks are gathered for a variety of purposes from
saltpeter to textiles.
Fishing is extremely common on the Delta and Bay. This is
done from both the shore and the boat. Fishing supports
sedentary communities as the supplies are rich enough to allow
it. It was the main support for many of the floating and island
communities for years.
Small scale agriculture is common within sedentary fishing
and hunting communities as well as what passes as towns
nowadays. How much is grown varies based on water and labor
available to a community. Medicinal herbs are a very common
thing grown by communities as relying on gathering them is too
unreliable.
Pastoralism is another major mode of agriculture. The
Spanish used California for ranching and to ranching much of it
has returned. This is done in both nomadic and sedentary
manners. It was phased out historically in a lot of areas
because with better technology wells could be dug and the land
grew in value, neither applies here. Land is very available and
the labor to improve it is expensive. Pastoralists can also get
other goods from animals. Buckskin can be made of cowhide, wool
is more labor intensive and thus expensive, and animal dung is
highly valuable. That animal waste is used by the pure sedentary
pastoralists to make gardens or to make saltpeter
Pastoralism can mix with the other forms of food
production. Sedentary farmers, fishers, and hunters can keep
some animals around fenced in. Farmers especially value animals
to pull plows and fertilize fields. Nomadic pastoralists can
supplement their herds with hunting parties.
The final major food source is intensive agriculture. This
needs water as covered early as well as labor and capital. A
group needs to have the surplus to set up and do all the work
before they can get the first of the rewards. This is a level of
investment that stops many hunter gatherers from devoting
themselves to farming. The labor is performed by the community
members though some communities hire trusted outsiders (usually
hunter gatherers) to perform labor during planting and
harvesting.
They grow a variety of crops as was done before the
apocalypse. Legumes are grown and fields are rotated to keep the
soil good. Some farmers, in tents and with movable equipment,
just work the land dry and move on to free land. This is a hated
practice and there have been feuds over it.
Ruins
The old world is crumbling. Rebar rots inside of concrete
and makes it weak. Bridges have collapsed. Exposed metal has
corroded. Weather, small earthquakes and time have made their
marks.
Electronics as a whole are mostly shot. There are no
replacement parts either. Solar panels still work but there’s
not much to do with them from the old world, just the simple
machines you can make with wire and magnets.
Many buildings have fallen but not all. Wood rots, concrete
collapses, and brick does not stand up well to an earthquake.
Roofs give in, leaving their walls behind. Fires have consumed a
good few towns though climate change has eased and there are no
man made causes anymore.
Petrochemicals are practically gone now. Some of them
degraded into uselessness. Propane doesn’t degrade but its
containers do. Even if you find a tank that hasn’t leaked, have
fun getting it out safely. Methane can be produced with the
right linings of a garbage pit though using it well is tough and
likely not worth the effort.
Some advanced machines have been saved, preserved, and
remain in use but they are few and far between. Their numbers
decrease every day as they fail and cannot be replaced or
repaired.
Buildings
Old ruins are lived in by some. Their roofs are considered
dangerous to live under, especially in case of earthquakes.
Textiles, wood, or adobe can be put over gaps or to make new
roofs. Wood supports are built to reinforce sagging walls.
Nomads often like to set up in ruins as temporary camps, though
they made no alterations that they can’t just strip down within
hours. Even if a group does not want to use most of a ruin for
safety reasons, there’s still some useful parts such as having a
nice flat foundation to build upon.
The building materials are locally produced usually as it
rarely warrants the cost to move large amounts of them for most
types of material. Hides from wild game or livestock can be
tanned for use. Wood from various species of tree are cut and
used, some are even brought along the delta to parts that lack
good lumber. Adobe mud bricks are made and used very widely.
Reeds can be dried and bundled to make thatch for roofing or
walls. Dirt can also just be gathered and packed against other
substances for insulation and protection from the elements.
The elements influence design greatly. The housing closer
to the water has less fluctuations of extremes of temperature.
For the hot months, groups will set up sunshades out of thatch
or hide so that stationary work can be done in the cooling
breeze and out of the sun. Rains must be protected against
though in drier parts that is not much of a concern.
Location plays a role as well. The further from areas of
earthquake concern, or where the people believe is earthquake
concern, the more willing people are to live in ruins or under
adobe (which doesn’t hold up well). In the wetlands, people
often live on floating or stilt houses, which is out of
tradition and protection from raiders. In the mountains, houses
are built to deal with snowfall.
Many settlements have walls, palisades, or other
fortifications. This started during the time of fear, as it
provides rather effective protection. Settlements expanded
outside of their original walls afterward as they grew. Some
built new walls, motivated by the threat of raiders. Others just
relied on falling back into their old walls. Some new
settlements built new walls while others did not, depending on
how much threat there is in the region. Walls are made of wood
though packed earth is used to create useful cover for
defenders, same with trenches. Trenches are usually built around
the edge of a settlement, even if the settlement has expanded
since. Sometimes settlements will build a keep, made of thick
enough materials to take gunshots with slits to fire out of.
This is meant to be a final location for the people of the
village to fall back to, often with places for the storage of
valuables.
Clothing
Much clothing remains from before, though age has taken its
toll. Scavengers have taken much of the good stuff that remains
in stores and storehouses. Improper storage has ruined much of
it with moisture and pests destroying what may have been good
fabrics. Wear and tear has broken down others over the years.
Often the good bits of fabric are cut from pieces and sewn
together into new garments.
Grown textiles, mainly hemp, is produced though that is
limited by the high cost to grow, spin, and otherwise prepare.
That also applies to harvested textiles like bamboo and reeds
though to a smaller degree. Wool needs to be spun which can take
many hours even if a settlement has spinning wheels which not
all of them do. Drop spindles are used by some nomads as they
walk their broken highway paths.
Buckskin is a major part of the new textile production. It
is produced from cattle as well as deer. Brain tanning takes
less time by my estimation than wool spinning which makes the
buckskin cheaper, though both are expensive as many communities
have very few people with the skills to do either. It isn’t that
good against rain but that’s not a problem most of the year. It
is used for a variety of purposes. Walnut husks (and probably
other nuts) can be used to tan it red or black.
These fabrics are used in a mix of new and old styles.
Clothing is generally light for most of the year, with extra
layers added as they are needed. Many old styles remain:
jackets, shirts, trousers, and so on. They are a bit more
utilitarian sure but generally similar. Styles not really in the
normal way of things have also come into dominance such as wide
brimmed hats made of reeds or bamboo, moccasins, or separate
leggings from tunics (attached so one can pass through
undergrowth without risking cuts on legs).
Jewelry lasts better as we tend to value precious metals
which are generally corrosion resistant. This makes their value
socially far lesser. Gold is easy to melt and work making it a
useful metal where metal is needed but not exceptional hardness
but not exactly the most precious of metals. What is considered
much more socially valuable is the amount of man hours put into
the creation of a piece, the skill of the crafter, and from how
far away it was sourced. How this shows varies wildly across
location and culture.
Makeup from before has degraded to uselessness but there
are some primitive methods that people use. Minerals and powders
can be made to serve as blush or eyeshadow. Warpaint is used by
some groups. Cultural attitudes are extremely varied on makeup
ranging from daily use, to elaborate ceremonial styles, and even
prohibition by certain sects.
Warfare
Many groups seek to avoid it as much as possible. They hope
for rebuilding of humanity, reforging of non violent societal
bonds, and repopulation. But even those people are unable to
completely reject it as threats abound in this new world.
War is waged on a smaller scale with this smaller society.
Forces are more warbands than they are armies, with numbers very
rarely above a few dozen. The capacity to support a large force
is limited as logistical capacity is very small for even the
most organized of groups. Groups can feed themselves by hunting
or raiding farms but settlements are fortified for a reason and
hunting parties are vulnerable to enemies on their own turf.
Firearms are deadly at range even if only with the less
good designs and powders. This forces battles to be skirmishes,
ambushes, and sieges. Foliage, ruins, and purpose built
fortification provide cover that is essential. Ambushes by
stealth or quick approach are crucial tactics. Fortifications
are a common element of many settlements, which requires a siege
of some form. Cannon isn’t used much but some of the large
factions invest in such fortification breaking weapons.
Fortifications provide cover, protected ways to fall back, and
good firing positions over being able to hold out enemies
completely, perhaps comparable to Mauri forts or blockhouses.
Bullets are a limiting factor. The bullets from before are
mostly spent. Those that remain are closely guarded and are only
used sparingly. New bullets are much more common. These use
black powder as the main propellant, weaker and more dirty than
smokeless but far far easier to make. To be able to use a
functional pre collapse gun you need to have a bullet that
contains primer, the material that explodes when the hammer hits
it. These pre-collapse guns and any newly made one’s that ignite
primer with a hammer are referred to as ‘hammer fire guns’.
Without primer you have to revert to flintlocks or other systems
of ignition of gunpowder. Cartridges with primer are far more
expensive than the blackpowder needed to fire the other weapons.
Primer is produced through a series of hard and dangerous
chemical reactions. The raw materials include acids, elemental
mercury, and actually functional chemistry equipment. This
limits primer production to large factions or areas with complex
trade networks. The important sources for this game are that the
Sacramentos, SDR, and some barely known Oregon folks can produce
it. It is a valuable trade good.
Without it, flintlocks have come into fashion. Many are
modifications of hammer fire guns, while others are of new make.
They fire a lot slower but that is made up for in far less cost
per shot. They are not ideal weapons of war but are very good
for economical hunting and emergency fighting.
Electric ignition black powder weapons have come into
fashion as well. Batteries are made in various ways and used to
create charge that sparks the blackpowder on the pull of a
trigger. The advantage is that you can fire a lot quicker than
the flintlock. The downside is that it is just as reliable, the
equipment is bulky and costly. It is most useful for fighting
from fixed fortifications rather than in the field, especially
for groups with problems getting their hands on primer.
Armor exists from before, mainly ceramic plates. Kevlar is
useless. Ceramic plates remain intact but grow rarer year on
year as they are not repairable nor replaceable. New plates,
produced out of ceramic and fiberglass, are weaker and heavier
than the real ones they imitate.
Currency
Bullets are a common currency as they are transportable and
valuable to all. This also includes primer sold by weight. The
value varies widely, mainly by how many hammer fire weapons a
group has and how far they are from the nearest producer/trader.
It is not exactly a good currency within a group though as
hammer fire weapons are very commonly communal items for
defense.
Water is a good in some areas but that’s only in deserts.
Otherwise it is too expensive to transport for its worth. The
same applies to many types of food and building goods. Alcohol,
salt and other luxuries provide an exception as they are highly
valuable by weight. Precious metals are used but not universally
as scavenging has made them plentiful to the point of near
worthlessness in some areas.
The San Diego Remnant is large enough that it’s internal
scrip “ration tokens” are a legitimate currency even a bit
outside its borders. They are recast plastic slips molded with
their insignia. Many other groups have similar internal scrip
but it is usually never used outside their own walls.
Equipment stats
Ammunition:
Firearms:
Hammer Fire: Same stats as weapons from before except with lower
reliability at GM discretion. Can only fire Leftover or Primered
bullets. Very often have reduced ROF.
Flintlock stats:
Armor:
Thermite:
Vehicles:
Explosives:
Hand Grenades:
Molotov Cocktails have same stats and can be made in same way
Artillery:
Small 7 2 - 15 -2 1
cannon
Cannon 10 2 - 20 -2 1
Medicine:
Antibiotics: rules remain the same for their use. They are
incredibly expensive and only produced by a large community up
in Oregon and brought down by ships along the coast.
Spirits: can be used to disinfect a wound for a +1 on the
check, consumes one unit (there are 5 units per one ½ weight
bottle). These are preferably extremely high alcohol.
Herbs: to collect medically useful herbs roll survival and
medical aid, you only get medical herbs if both succeed. It
takes two shifts (one searching, one preparing) for every
attempt and success only yields one dose. A herb garden can be
cultivated to avoid having to roll a survival roll every time.
Herb effectiveness is from +1 to +3 depending on referee fiat.
What problems they can help with is also on referee fiat.
Sterilization: surgical tools must be sterilized before
surgery can be done. Settlements will often make a primitive
autoclave for this purpose. When such a thing is not available,
tools are cleaned with lye, extreme heat, or medical (too strong
for drinking) spirits. Surgery without it causes a roll for
infection same as wound infection rules.
Factions: The Cabrites
Named for the Spanish word for goats, they are a culture of
pastoralists and scavengers that exist in many areas around the
bay but are politically dominant in the range from San Francisco
to San Jose.
They don’t just herd goats but a wide variety of animals,
basically anything they can get their hands on. Goats are just
important in the way that they are especially good for
pastoralism in ruins as they eat the plants of the cracks. They
supplement pastoralism with hunting, fishing, and trade as the
circumstances permit.
As much as they can while still watching their animals,
they scavenge. This is more disassembly than the simple pass
throughs they did in the first decade. They take any material
that is easy to remove, salvageable, and economically worth the
effort. Thermite is sometimes necessary for breaking things
apart. The ratio between scavenging and herding the animals
varies widely from person to person and day to day. They use
herding dogs to reduce the necessary effort and sometimes people
on horses (in areas where that is possible).
They are very protective of their lands. A lot of other
groups are not given that at this point there is little
competition for land. The Cabrites take a longer view. They want
to preserve the amount of salvage for their descendants and not
just themselves. To this end, outsiders disrespecting their land
rights are retaliated against (this is anything from fishing,
logging, hunting, herding, or of course scavenging).
They are organized into large pseudo-extended families.
These evolved from the traveling bands that developed into the
Cabrites after the time of fear ended. Blood matters a lot less
than adoptive family. Within groups there can be entirely
unrelated nuclear families that nonetheless are treated as one
family under one name.
The families act as one economic and political unit.
Internal structure varies with a mix of informal rules,
consensus, and seniority determining decision making. They own
animals, territory, and other major property collectively.
Members can move between families fluidly (though one does not
bring property like animals that are considered family
possessions with them) and there are still traditional familial
relations that can cross the boundaries between the Cabrite
families. These crossing relationships form important bonds to
facilitate alliance and trade between Cabrite family units and
are thus often encouraged and specifically chosen.
Throughout the year, families move along paths throughout
the seasons within their marked territory. They usually travel
in informally aligned groups of families. These families set up
settlements together, sharing some resources and mutually
collaborating with each other. This includes shared education of
youth, mutual bargaining in trade, having a larger force to
defend themselves with, shared use of some mobile tools, and
having a larger scale which allows them to support more
specialists within the settlements. The alignments are not
permanent and can often flip year on year over disputes both
personal and political.
The moving villages rarely stay in place for more than a
few months but they are not the only Cabrite villages. There are
stationary ones, usually coastal. These settlements are not
always of Cabrite culture, even if completely surrounded by
Cabrites. Cabrite stationary villages are more than just fishing
villages but are also processors of animal products and salvage.
These processing villages can build the stationary
infrastructure the moving one’s cannot such as forges. They use
these forges, after cleaning the metal of rust and corrosion, to
recast/reforge salvaged metals into new tools, wire, or ingots
for external trade. They often slaughter and process animals and
their products: producing buckskin at a largish built up scale,
using non movable machines to turn raw wool into saleable goods,
and salting meat for trade. These communities get their food
from gardens, fishing, and trade. The trade makes the culture of
these settlements more commercial, with less of a focus on the
communal property of families. These villages, if possible, are
set up at the boundaries of different territories, such that
different groups will pass by them at different times of year
keeping trade and contact constant.
Animal waste is mixed with soil to create nitre beds that
can be used by the Cabrites to create saltpeter, an important
ingredient in black powder. This is an important trade good for
them as it is by far the cheapest for them to produce. Sedentary
people don’t have the herds to produce that much saltpeter and
need dung to fertilize crops. Other nomads keep moving too much
to do this. Processor villages using herder dung turn this waste
into valuable trade goods
Example: Borani
Another large judicial jurisdiction and dominant force in
San Jose. They are largely more militaristic than regular, ruled
by a supreme commander rather than a leader titled as judge.
They are notable for expansionist patterns, taking territory and
herds over small slights with their impressive cavalry force.
The current ruler is Paula of the Borani, a skilled commander
who trained under the SDR for a period in her youth.
Those under the Borani pay high tribute. This is made back
up as they are given the rewards of the military campaigns the
money helps fund. They do not fight themselves except to defend
against retaliatory attacks. This is atypical as will be
explained.
The Borani family rules from a system of forts they have
placed throughout their territory which serve as areas to raid
out of and retreat back into. These forts have thick but short
adobe walls and stout trench systems with the goal of favorable
casualty ratios.
Their warriors fight from horseback with a mix of weapons,
probably the largest host any ruling family possesses. They are
mounted and known to be highly skilled at ambushing and
outmaneuvering opponents in street battles.
Borani has made a strong and old alliance with the SDR,
especially collaborating to subdue the peoples along the coast
between Alameda and San Jose in return for training and bullets
for the Borani warriors.
Cabrite Culture
Cabrites originated from nomadic groups during the time of
fear and remain close culturally with them with people switching
from one to another often. They have also adapted some culture
from fishing people who have settled along their coasts,
especially the Cabrites in stationary villages.
Families break up into small groups in each tent. The
tents, made of decorated and painted hides, are well built and
have internal structure made of wood. The splitting into
sleeping groups is determined by both family politics and
personal preference but is typically kept within family lines.
There is little gender division of labor within the
Cabrites. Childraising is generally a task handled by chosen
elders shared between families. Cooking is generally also a
communal thing done based on preference or skill within each
family.
Fresh meat is eaten in soups and dairy products make up a
major part of their diets. This is supplemented with gathered
plants (as well as gardened plants and fish if you are from a
village) and imported foods like grains. Extra meat is cured or
turned into jerky for later consumption.
They wear a variety of clothes as all the previously stated
types are available to them (except reeds). Specific flares and
styles are often picked up by a family to make themselves
distinguishable and display their importance or wealth. There is
a lot of emphasis culturally on showing off with the direct
creations of your people rather than using bought clothes or
jewelry.
Music is a very wild mix of styles but the instruments are
relatively constant: drums, guitars, and horsehair fiddles. With
these they play a mix of new folk music, old country, and
surprisingly well adapted rap. Music shows up very often in
large gatherings as a way to open or close meetings or
festivities.
Festivals are a major occasion. Organizing them is a major
way that judges can flex their authority and wealth. They take
place at important times of the year. The most important is the
anniversary of the outbreak. For that occasion, they have many
performances focusing around teaching the traditions of the time
of fear to the young who don’t remember those days. Dramatic
mock fights between warriors in exaggerations of the makeshift
armor of the early nomads and masked “zombies” are the main
show, often drawing spectators from throughout the bay to come
watch.
The Cabrites put a lot more cultural focus on remembering
their history after the collapse rather than before it. They
tell of the heroes of those uncertain times: warriors fighting
off hordes of zombies and surviving by the skin of their teeth
or the first judges organizing the conflict to push the hunter
gatherer scavengers out of SF.
Religiously, Cabrites are very mixed. Christianity is
dominant but has changed with changing times. Catholicism as a
structure is practically gone but worship of catholic saints has
increased. There are also a few new saints that various Cabrites
believe in. This is hand in hand with some animist and
spiritualist elements being adopted. These beliefs vary very
widely between groups. Prayers are given to the land and animals
through the saints. This Cabrite blended religion has a slight
majority with the rest being mostly not religious or
protestants. There are some serious religious conflicts over the
scavenging of churches which the Cabrite religion followers will
not touch but others are more liberal in looting.
Cabrite Warfare
They have judge structures in place to prevent internal
violence within and between Cabrite groups. These are not always
successful and some groups like the Borani seek out
opportunities to war. Typically when facing an external threat,
Judges will band together in a way they would not when facing
other Cabrites.
Most Cabrite families keep around a few flintlocks and
train in their use. They prefer flintlocks as families other
than of a judge don’t usually want the expense of hammer fire.
Cabrite production of saltpeter also makes black powder
especially cheap for them. They use these for hunting trips into
the forests on occasion (the forests are too rough for herding
and are considered fair game as keeping down game there makes it
so less grass is eaten by them entering herded lands during non
grazing periods).
During times of real war, judges call together a militia
from their tributary families to go on campaign. These little
armies are led by the judge or chosen commander and tied
together by personal relation and mutual obligation over formal
rank and chain of command. The soldiers are not paid but instead
get a share of spoils taken in war. The judges are expected to
provide armor but not weapons or horses.
The Cabrites prefer raiding over taking ground in a fixed
manner. The goal is to inflict enough damage to bring the other
side to negotiation or to drive them into retreat. They are
usually overly cautious in wars with avoiding casualties being
preferred over quick victory or economic gain.
SDR Culture
They are a perpetuation of military culture and pre
outbreak culture. These values are taught to them standardized
through an education system run by veterans and soldiers. Their
view of the past is rose tinted American exceptionalism. Their
new manifest destiny is the “liberation” of the west to pave the
way for future democracy and freedom.
They preserve a corpus of literature that follows that
ideology they have their children read and absorb. They have
grand festivals for the “American” holidays of 4th of July and
Thanksgiving.
The hair regulations have remained the same except that men
have been permitted to have previously only female hairstyles.
Preference for specific hair styles varies between units as
often soldiers want to adopt as close to the styles of the
locals as is permitted. Other times they intentionally
contradict them.
They wear shirts, trousers, shorts, and jackets. They vary
but are constrained to those categories which are a lot more
limited than many other cultures. They are standardized to
neutral colors but vary in material and quality. The identifier
of an SDR soldier is wool dyed a specific shade of lightish navy
blue. The dye recipe is a controlled secret. SDR soldiers always
wear something of it, usually armbands and hats.
Religion plays a factor for some. It is not taught in
schools but is passed along in families. Religious services of
an interfaith nature are available in larger bases. It is
increasingly less common for SDR members to be religious.
SDR members are paid well in scrip made of recast plastic.
Many groups outside the SDR accept it so they have good spending
power. Luxuries are permitted within moderation, a system
relying heavily on looking the other way. Investments in local
businesses are not considered appropriate but are often
overlooked leading to all sorts of corruption.
The SDR’s culture is often very individualistic given the
differences between the tributary grunts and their member
officers. Things are more collectivist with those who work
closely with other members. There is not the most emphasis on
family, especially with how they get spread out across the SDR’s
length.
SDR Warfare
The SDR has an incredibly strong and well organized
military but it is spread thin and faces widespread opposition.
Their forces in the Bay Area are limited as it is the farthest
north point in their control.
They still have access to proper ceramic armor though they
are running out at a rate they do not like. They do make new
armor and use it but aren’t happy about it. They use hammer fire
weapons not exclusively but primarily. They are stingy about
giving armor and large amounts of bullets to tributary soldiers
though. SDR tactics are primarily on foot with horsemen acting
more as scouts than for quick movement.
Even their tributary soldiers are considered pretty well
trained by bay standards, though their penal troops not so much.
Their officers are considered very good soldiers and their
special forces unmatched. Casualties in officers and special
forces are not really that acceptable for the SDR and their
willingness to sacrifice tributary troops drives up tensions.
Tributary desertion is a major problem which they are struggling
to deal with. Punishment and retaliation has been escalating and
unhappiness is brewing in those settlements. SDR analysts are
already drawing plans to deal with insurrection or revolution.
They have a good few cannons and make pretty good use of
them with officers trained in how to calculate shots of both
direct fire bombards and squad-carried mortars. This includes
boats with cannons on them larger than three inches bore, which
is very rare and formidable.
Their forces are very large but they are spread thin. The
bay is the farthest north they have reached. They are
considering shifting more forces northward recently as attempts
to hold onto the Mexican coast have suffered high losses due to
a large confederacy forming against them. A shift north would
mostly still focus on strengthening their main settlement and
its satellite forts. SDR forts are produced in the same style
across their entire domain. They are two story buildings with
sand bag reinforced walls and many windows for shooting from.
Entrances are only on the second floor.
Arnold’s history
He was raised in a town ruled by a military remnant. They
trained him as a sharpshooter and he fought their enemies for a
few years. He hated them, how they crushed local independence
and forced people into their war machine. He hated their
expansionist goals. He started plotting.
He made close friends in the young generation of their men,
people like him with grudges against those they fought for. He
trained angry young men how to shoot with skill and stealth.
They were found out too soon. He did not have the men to
overthrow them so he took those that would follow and fled.
Arnold and his were bandits for a while, targeting military
remnants when they could. They picked up other bandits and
trained them, his ranks swelled. When he heard word of the SDR
and the fort in Oakland, he made his move.
With the fort secure, Arnold approached the surrounding
villages. He promised them protection like the SDR does but
without loss of independence or drafting of locals. Many the SDR
was threatening turned immediately to his side. He took other
towns by violence. He recruited from runaway tributary soldiers
and others seeking wealth through adventure.
This was not altruistic. Arnold took and still takes taxes
and opting out is not an option. Though, he does respect local
independence in a way the SDR does not. He built brutality as
his reputation, butchering captive SDR soldiers, bandits, and
anyone else who stands in his way.
He’s been rethinking his brutality recently. He wants his
organization to be democratic but is unwilling to give up
control yet. He fears that if he is seen as soft, his men will
replace him. He doesn’t like the culture of the group he has
built but sees no way out. He is aging. He cannot keep hold
forever and doesn’t know what to do but fight so that’s what
he’s doing. He is preparing slowly for a war with the SDR, his
final war, by building a coalition, training men, and testing
their borders.
Arnold now is an aging white man with graying hair, a
charismatic but tired smile, and still razor sharp instincts. He
wears blood stained armor still bearing an SDR brand on top of
fine scavenged clothing.
Arnold’s men
They are trained marksman irregulars. Arnold is good at
teaching and willing to drill them for hours to get them good.
They know the land well, reload quickly, and are skilled at
getting out of a position once it is compromised.
Some are from his military days, these are his old guard
and are extremely loyal. His recruited bandits are skilled and
very bloodthirsty, having often joined him for his gruesome
reputation. His recruited deserters are more normal people and
he has been trying to get them to be more ideologically
motivated for democracy and independence.
Loot is split based on a mix of seniority and participation
in fighting. Loot is kept as personal property while taxes are
collectively owned and usually just food, building materials,
and other such things. Many of his men invest some of their loot
into the local community, sure that nobody would be foolish
enough to doublecross a warlord over an agricultural deal.
His organization leans on the male side of things but he’s
been working on bringing in more women and non warriors.
Grumblings are all that’s come in response.
They tend to eat collectively and all live inside the fort,
which they have decorated with much finery. They welcome people
with great hospitality but never to stay inside the fort, having
a table for guests and a few of Arnold’s people in a well made
timber hall not far from its gate.
They wear no uniform but a wide variety of good clothes
from whatever culture they originated from. They largely retain
the same culture but many have picked up an attitude of
glorification of war and warriors. This includes grandiose
prayer before battles, wild boasting, and non lethal honor
duels.
Governments
The delta is the least universal of any of the factions I
will list in government type. They are a general culture, not a
political entity. Though there are some common types that I will
draw differences between:
Kin Organized: These groups are organized around ties of
family. They can be run by a matriarch/patriarch or town council
style. There are two types of Kin Organized group, one where
it's only kin and one where there’s an ingroup and an outgroup.
The one’s where it is only kin are typically rather small and
often very decentralized. Example: a wide family network of
fisher people spread out through a flooded area that share
resources internally (informal trade), mutually bargain, and
protect each other. The larger type of kin group usually is
created by a kin group having enough power to bring outsiders
into the fold as subordinates. This could be through control of
some sort of capital resource (like a siphon water pump or solar
array) or coercive control over an area of valuable land.
Heterogeneous but unified: A settlement or group managed
independently of family ties (which of course will still matter,
it is just not the decider of ingroup out group here). These are
often tied together by group history (especially those
originating in the time of fear), more recent mutual interest
(different groups banding together to resist raids), geographic
location (especially on islands and old floating settlements) or
religion. They can be egalitarian or have coercive structures
internal (caused by control of governmental power, resources, or
martial power) or external (caused by the same factors as for
Kin Groups). Ruling is most commonly done by group vote or some
singular leader (though individual traditions are extremely
varied).
Venture Oriented: These are called crews if by water or
bands if by land and most commonly originate as (temporary)
split offs of other groups. They are organized around goals,
usually the profit of all members. These are the raiders and
traders that haunt the waters, the lines between the two
practically nonexistent (who you are matters more to what they
do to you than who they are). Some exist for other purposes such
as a large one that is trying to form a supply chain capable of
producing primer, but they are rarer. Ventures typically operate
by chosen laws formulated at the start and agreed to by all
joining members through oaths on divinity and good reputation.
Membership is not mutually exclusive with other groups, as for
example a fisher that is part of that example kin organized
government remains under it even if they are part of a sailing
crew. These connections remaining strong is actually extremely
important for most ventures, with that providing the allies and
trade partners they need.
Delta Politics
Identity, kinship, economic interests, common history and
personal relations create a complex network of alignment and
enmity between Delta groups. Alliances can change quickly.
Alliances turn on individual deaths as personal and kin bonds
are all that back them. An alliance without those can be broken
without problem as long as one provides the other with suitable
warning of the change. This impermanence of bonds makes their
politics fickle and very hard to understand to outsiders
Identity comes in two ways, all that can spark conflict or
tie alliances together. First: The Delta self identifies as a
separate culture to the rest of California and will actively
fight incursion from the outside. Second: Some of the large
delta communities from the early days that later split apart
still retain that as a group identity, most notably the
descendents of Ephermisle. Though split apart politically now,
they consider themselves as one people group.
Kinship plays an important part in inter community
relations. Marriage is used to seal alliances together. Larger
communities put less emphasis on individual ties and kin
oriented groups put great emphasis on any from the kin ingroup.
Non kin groups usually value blood ties of cousins as important
enough to keep it so such a bond only lasts one generation
unless they are a very small community or are very close to the
ally (as then the cousins will get to know each other).
Economic interests of course come into play. Important
trade partners are not backed out on or attacked. Competitors
for resources are targeted. Raiding provides great economic
returns, especially against soft targets. Economic damage, if
too excessive, can invite retaliation from those who relied on
the injured as part of their trade network.
Common histories are varied in importance and whether they
help or hurt relations. Alliances that last long build bonds
that self reinforce. Peoples who lived together during the time
of fear, if they parted well, hold those memories across
generations. Being seen as having a history of real betrayal
will ostracize a group.
Personal relations are extremely important. Personal bonds
between important members of groups are enough to back an
alliance (but are even more fickle than marriage). Feuds over
crimes, personal slights, and other such matters can wreck an
alliance or spark a war. These feuds can be settled through
duels. They can be lethal, blood, or knocking. Lethal and blood
duels are fought with machetes, an important weapon and tool to
the Delta peoples, with the difference being whether it ends at
first blood or last one living. Knocking duels are unarmed with
the person to lose being the first to have both feet off the
ground for at least two seconds. (Rules wise you run this as
unarmed close combat where instead of attacking a character
makes a move to knock which is a contest they need two more
successes than their opponent to win).
Delta Culture
The Delta culture was formed from a lot of very disparate
folks. The main groups are the interesting kind of characters
that already lived on the islands before or did Ephemerisle (a
pre collapse festival where they built a rafted together
community on the water once a year), the more wealthy folks who
own boats of some form for recreation, the serious fishing
types, the bold boat thieves, those who could swim to an island
or raft and the rando late arrivals who generous communities
helped survive. These communities internally weren’t tied
together from before unlike the nomads or preppers usually were,
even if the connections between them were a lot stronger than.
This diversity and mish mash within groups and sharing
between them has led to a generally kinda free wheeling
independent identity for the Delta peoples. They had to learn to
live with each other and have continued to do so.
Some groups do not follow this pattern, people who found
those like them during the early days and formed homogenous
patches who while still seen as Delta by right, did not join in
the mainstream culture. They stayed like that for a while but
things opened up somewhat with the next generation. Doesn’t work
demographics wise to keep tight longer than that. They are still
often very much culturally isolated, even if that is starting to
decrease.
Clothing is a very important tool in identity and a large
imported good for the delta. They display wealth and connections
through fabric type and quality but culture through its
recutting and styling. Gifts of clothing between allies is a
token worn as warning of who a group has at their back and sign
of loyalty. When an alliance is ended, clothing gifts are humbly
returned. Even if the differences between clothing styles of
different groups are small they are deliberate, such as a wide
brimmed hat made out of dried reeds that has a clipped flat edge
on the side of the right ear vs a hat without the clipped edge.
Singing while one sails is a time honored tradition and has
greatly affected their musical culture with much more importance
given to singing skill and choirs than to bands and instruments.
This is not to say they do not use instruments, of course they
do. Just that, they don’t put them front and center.
There is one major Delta faith, though it lacks a majority
of the Delta as in general religion is just very mixed. This
Delta faith is animist, with practitioners believing that with
the use of hallucinogenic substances they can attune with the
spirits of the river and its wildlife. The religion is
decentralized with vast differences in the details of theology
across the Delta. Prayers from those truly in line with the
spirits are seen to have great power so people will pay ascetics
(who use the supplies to survive and acquire hallucinogens) to
pray on their behalf.
A very popular art style is calligraphy. They paint
stylized words using naturally produced dies onto a sort of
papyrus-like paper made from the local reeds. In some of the
settlements, one’s signature is a thing of great cultural
importance and pride that is chosen as a part of their coming of
age ceremony. Prayers written with this style are rolled up and
burned during a popular midsummer festival, with people
unskilled in calligraphy commissioning prayers to be made in
their name.
Kinship bonds can be made later in life and not just
through marriage. Blood brotherhood (and sisterhood) is very
common and the easiest way to get into a family. There are many
rituals for it. This is used to back alliances and by large kin
organized settlements to expand the in group with chosen people
to add to their power (often outsider warriors)
Intoxicants of various forms are popular. Hempen products
especially are grown and sold from the islands in both
traditional Mexican and old world forms, if you know what I
mean. Produced grains are fermented or distilled into alcohol.
These are all liberally consumed but also exported for good
money that brings in the metal and fabric they need in return.
Delta Warfare
They raid a lot. It is the main form of warfare. The
infliction of casualties and economic damage for personal
enrichment and pressure for negotiation. These raids can be from
horse or ship, come at day or night, be done by a handful or a
whole horde, it is all variable.
Primer and weapons enter the delta from both sides.
Flintlocks are dominant for their use in hunting, which hammer
fire is not cost effective for. Bird hunters use shotguns,
making them the most dominant weapon in the delta. Armor is a
lot less common in the delta with scavenge and military remnants
being rarer there.
Cannons are used on ships, usually of not that large bore.
This is for sinking ships, shredding sails, and killing enemy
crew. The purchase and operation of them is expensive so only
richer groups have them.
Militias of defensive or offensive nature make up a
majority of forces with few groups having professional soldiers.
Though large kin group settlements often have semi professional
forces.
Nomad Culture
The merchant nomad’s material culture is extremely varied
as they don’t produce many of their own goods(with the exception
of textiles) and display wealth often through how wide afield
the sourcing of their possessions is. To a person in the Delta,
an Oregonite made ring is of much more perceived value than a
San Jose cabrite creation. This incentivizes extreme diversity
and discourages domestic production for trade (except in the
creation of items in imitation of those from far flung groups).
The settled ranchers have a bit of similar values of far flung
origins but match that with an increased value for goods
produced within the family structure as a method of displaying
family strength.
Ties of mutual obligation generally referred to as
“companionship” are the base social glue of the nomads.
Companions include family, close friends, and all those one is
currently traveling/living with (Note: for ranching communities
this only means those in your dwelling circle which is rarely
above two dozen even if the larger settlement is much bigger). A
tie of companionship is a formal matter, established through
ritual, though they will be ignored if one hasn’t interacted
with a companion in a long period. Companion bonds sometimes
come with expectations of gift giving but that is nowhere near
universal. They can be broken with reason through a witnessed
ritual.
Nomad traveling groups are generally then arranged people’s
companion ties, with leaders determined by group judgements
about experience and seniority. The leaders do not do individual
negotiation over trade goods but instead direct the group’s
movements, mediate internal disputes, and make agreements on
behalf of all. A group’s path (or composition) is usually chosen
so that they have at least some companion bonds with those they
will be trading with. This is to ensure trust on both sides.
Companion bonds also obligate aid to companions. These
obligations are a lot stronger in ranching communities where a
person who has fallen on hard times is expected to be taken care
of by their companions. Ranchers going on merchant caravan will
usually get loans of goods from companions, which they take to
market and sell. This gives them the initial investment capital
to become a merchant but it doesn’t take many mistakes for the
companions to lose their investment which may cost the foolish
merchant their companions.
The specifics of trading are done on an individual level.
The only collective property in a group are for travel and even
that is limited. Each nomad is expected to bring their own
supplies and trading goods as well as conduct their own trading.
They may get into the settlement through one person’s contacts
but after that it's a free for all of individual interest. Those
who don’t have goods to trade in that particular town guard
everyone’s property and are paid by each of the trading
merchants on that visit.
Like the Cabrites, the cultural stories told by the nomads
focus much more on the experiences of their people since the
outbreak rather than before it. This is very often through oral
tradition around the behaviors of their ancestors during the
time of fear and their heroic and daring survival stories. These
ballads are turned to song or poem and told both internally and
externally. Their history is thus an oral tradition.
They are a wide mix when it comes to religion. Some are
catholic, often with newly minted saints from the time of fear.
Some are protestant, with experiences creating weird new
reinterpretations of the bible. Many others turned to religions,
their pre outbreak ancestors knew little of. Religion is
considered a private matter and much less of a group activity
than with other factions.
In terms of clothing they wear utilitarian garb while
traveling. Wealth displays here are through quality of material
in its utilitarian purpose. These are light fabrics, often of
good scavenge origins. While visiting towns is another matter.
Each nomad has a special garb for their visits, robes they wear
on top of or instead of their normal garments. These are
sumptuously decorated with fine ornaments from as far afield as
the individual can afford. Ranchers wear a mix of these
fashions, preferring utilitarian for day to day and elaborate
ceremonial garments for their many festivals and holy days.
Nomad warfare:
Raiding is endemic but not indiscriminate. They don’t try
to attack fortifications. Their targets are the softest
available: lone or isolated homesteads, herds whose animals they
can steal, or other such helpless things outside town walls. The
most important rule of raiding is that it must be justified.
This can be through acts against any group the raider identifies
with (such as religion, companion network, or even
nomad/ranchers as a whole) or the target’s status as “accursed”.
The accursed status is a term levied against groups shunned from
nomad/rancher society for committing many crimes (such as
raiding without cause) or against non nomad/rancher groups that
are seen as a large threat. It is always disputed but generally
not levied without cause.
Raids try to move quickly and escape as any battle with
settled people will not be favorable to the small bands of
nomads. Usually this means attacks on horseback by as much
stealth and surprise as possible. Raids against other nomads and
ranchers have to be especially careful as retaliation may
immediately pursue one on horseback.
Nomads also must fear attack while on the road, which
necessitates their lookouts and scouts. Rival groups and bandits
see them as amazing targets. When attack is imminent they
(literally) circle the wagons and break out the best of whatever
weapons they were bringing for sale. This fear of raids (and
also betrayal/attack from the settled groups they trade with) is
another crucial part of the importance of companion ties.
One is expected to avenge their companions if they are
attacked, killed, or have other misdeeds done against them. This
means that causing injury against someone arouses not only their
companions but their companion’s companions. These will overlap
highly but this still means an individual murder nearly always
causes forces who don’t even know the dead to take arms. Any
sort of feud of this nature is justification for raids and some
warlike factions stay in a constant state of feud to permit
raids.
The spiraling of blood feuds can be prevented through an
agreement of restitution that gives resources from the
instigator to the victim, as mediated by a third party (very
often a priest if the two are of the same faith) or a trial.
Trial can be through an agreed judge (very often a religious
leader) or by combat. This is less common in cases of killings
where the stakes are higher. There is a third way to settle it
in the case of a killing, unless the killer is denying their
act. If the killer does not deny but defend their killing (such
as by saying it was part of a legitimate raid, self defense,
etc) and are killed by a companion (not companion of a
companion) of the original dead the feud ends there. This whole
process is justified often using the bible, a justice of an eye
for an eye.
They use the best quality weapons they can get their hands
on for defense, willing to burn primer in order to protect
everything they’ve got, while usually being a bit more frugal
for their raids.
Example Nomad Adventure:
A singular nomad goes to the players and tries to pay them
to hide him. Shortly afterward nomad pursuers show up and demand
to know where he went, threatening that the players will be
considered targets of their vengeance if they protect the
killer. If the players ask the singular nomad if they killed
anyone, the nomad will admit they did but only as vengeance for
the killing of a cousin.
The grand trees of the old woods protected them when evil
roamed. The grand trees of the old woods were where they
retreated when fear and isolation swept the world. The grand
trees of the old woods are things of great might and holiness.
The old forest must not be cut and the new forest must be aged
into it. The Children of Humbaba hold these truths close to
their hearts.
They are an animist religion that has formed from some of
the hunter gatherer communities that have resided in old growth
forests. They take their name from some nameless elder who
identified the spirit of the forest that protected them during
the time of fear as Humbaba, the forest demon from the Epic of
Gilgamesh. Humbaba’s mission was to protect the Cedar forest of
Lebanon. Their mission is to protect and foster the redwoods and
old growths.
They use the wood of fallen trees or invasive trees when
they need it but consider it sacrilege to cut down a native tree
for any purpose. They do controlled burns to improve the health
of the forest and most infamously, mutilate those who harvest
the trees they protect.
This takes the form of raids carried out while clad in
masks painted with contorted demonic faces. They do take
resources when they can (which plays a good part in motivation
for the raids even if the raids are religiously justified). This
makes them the sworn enemy of most of the settled peoples. They
blend in with the other hunter gatherer forest peoples at other
times, avoiding retaliation by those unwilling to fight them
all.
Weapons they buy from nomads, who do not deal in wood and
care little about what their weapons are used for. The spoils of
raids are used to get bullets, powder, and guns. People with no
use of native wood are quick to support the Children in
attacking their enemies, often giving them information and aid
in return for their enemies being the next target.
They especially spread when a state tries to extend control
onto hunter gatherers in wooded areas. The religion provides
backing and ideological support to resistance. This has been
playing out with the SDR’s attempts to reign in the hills
especially. Bandits and ranchers also have flocked to them for
similar support and justification for raids against loggers.
They are not formally organized but are generally all
aligned and each group led by sages. Their great holy site is
the remnants of the UC Santa Cruz campus, whose library teaches
their sages the ways of the world(most importantly how to
properly care for the forest). The SDR is preparing on the coast
for an attack on the campus. Ths SDR’s previous brutal campaigns
have prevented them from spreading into Southern California and
now they want to cut them at the source.
Caption: The holy redwoods they venerate
Archetypes:
These follow the same rules as the Archetypes in the
Player’s manual except that I leave it up to the players
entirely to determine character details beyond mechanics.
Gear:
The Players as a group likely should be given a vehicle of
some kind such as a wagon, good few bikes, or a boat. For
individual gear: everybody starts with 5 rations of food and 5
of water. Those who it makes sense to have good traveling gear
get a backpack, sleeping bag, and perhaps a tent.
Those with the best military gear (starting with this
should cost some drawback) get a good weapon, a helmet, and home
made plate. Those with military gear get a helmet and a good
weapon. Those who it makes sense to have a good weapon get one
as well (Bandits, lone couriers, etc). Hunters should have bows
or good flintlocks. People not in combat professions should have
decent weapons (typically) at most. Be careful giving extra
primered rounds even if it might make sense for them to have
more.
Players with “good weapons” get: a pre-collapse gun with
less than one reload of ammo, an electric fired gun with 15
shots and a small battery, or a selection of flintlock with over
40 shots. They can also get a melee weapon of some kind if that
makes sense.
Players with “decent weapons” get: a flintlock of a lower
quality and over 40 shots, or a pre collapse sidearm with one
reload of ammo.
People with a profession that requires gear get the gear
that makes sense for that. Merchants get a significant (as
determined by GM) amount of trade materials (ie alcohol, SDR
ration tokens, primered bullets). Usually don’t allow either of
these and good weapons/military gear.
Stats: NPCs of the region
Cabrites:
Name Str Agi Int Emp HP CUF Skills
SDR Military:
Name Str Agi Int Emp HP CUF Skills
Delta Peoples:
Name Str Agi Int Emp HP CUF Skills
Nomads:
Name Str Agi Int Emp HP CUF Skills
Raiders:
Name Str Agi Int Emp HP CUF Skills
Other:
Name Str Agi Int Emp HP CUF Skills
Rules:
They cannot be suppressed and they’re HP is more because
they don’t feel pain or fear. They fail death saves
automatically. They cannot swim and fear water. They cannot use
tools or weapons but are somewhat intelligent.
Crits lethal after a round disable instantly, after a
stretch disable after 2 rounds, after a shift disable after 5
rounds.
Any injury from them or large amounts of their blood left
on one’s skin for a stretch causes an infection. The infection
can count as -3 and is rolled every shift. One turns after their
HP hits 0, whereupon Zombie stats should be used.