GW Locale - The Peninsula

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[While I finish up Version 1 of the GW Community Atlas enjoy this locale - the ruins of Door County Peninsula in Wisconsin - Beware LONG posts)

Post 1:

The Peninsula (Door County Peninsula, Wisconsin) by Craedus

[Peninsula map Coming Soon!!!]

Old Door County in Wisconsin, now known as “The Peninsula,” has quickly evolved into a self sufficient community.  
Because of its geographical location (surrounded on three sides by water and a wide river on the fourth) the people of the
peninsula had to find a way to support themselves or perish.  Sister’s Refugee has become a haven for all refugee’s,
supporting a large portion of the people of the Peninsula.  Cherry Harbor has evolved into the commercial center of the
land exporting its cherry products to the villes to the south.  A trade route, extending across the entire length of the
Peninsula, ensures that every ville has access to the materials they need to survive year after year in the harsh lands.  
Many of the villes are situated close to the coastlines allowing them to harvest fish and other lake bound sources of food.  

But this also allows for certain undesirable possibilities.  The villes are under constant raid by water born pirates that
travel across the Bay of Green to pillage the coastal villes.  And the Peninsula’s isolation from the rest of Wisconsin
makes it an inviting target for bandits and thieves who believe the Peninsula villes to be easy target.  

There is no one leader that rules over the whole of the Peninsula.  Each ville has it’s own ruler (or Baron) that oversees
the prosperity of his domain.  Each ville has it’s our defense to protect its lands and assets. This doesn’t mean though
that villes won’t band together to turn back a particularly difficult or dangerous opponent.

The Peninsula is also home to a variety of new life forms; twisted from their original form by the genetic radiation of the
Black Rain.  Giant Eagle (Rocs) and Bloodhawks torment adventurers who enter their forested homes.  Giant insectoids
like the Leaping Leechs, Giant Mosquitoes, and Steelhide Lurkers prey on the blood of the unsuspecting.  Giant creatures
like giant Sturgeon, Salmon and the Islander Tortoises rule the Bay of Green.  And many new humanoids have sprung up
to lay claim to the lands like the amphibious Murm and the water born Mer-people.

And scattered along the peninsula, in old state parks and forests, are the remains of military outposts, the vaults; some
still containing long lost tech and other pre-rain machinery.  All this awaits the adventurer brave enough to seek it out
and claim it for their own.

A QUICK NOTE OF SOME REFERNECE FOUND BELOW – The following material was developed for my
personal Gamma World game world.  Feel free to use or change whatever you need to make the Peninsula fit into your
game world.  I have altered some of the material below, leaving it vague in places, so that it would more easily fit into
your gaming world. I have found with the new Gamma World box set (based on the Dungeons & Dragons fourth edition
rules,) the Peninsula is big enough, and holds enough adventure, to raise characters to 10th level easily.

A quick history of my world (short version): Early in the twenty-first century, as the world began to embrace technology
(food generators, robotic farms, powerful PCs that fit into phones and watches, etc.) tensions began to rise. Civil unrest
grew as factions clashed over such topics as global warming, the economy, politics, religion, etc., until a mysterious
faction, “The Apocalypse Force,” made itself known.  They threatened to destroy all life on Earth and start over if the
people of earth couldn’t fix their problems.  As the Apocalypse Force began to move their forces into the general populace
the governments of the world began developing a plan to rid themselves of the AF.  As this plan grew in size and scope
the AF continued to warn the people of Earth of their impending doom.  As the “day of reckoning” approached the
government began to splinter under pressure of how they were to rid themselves of the AF.  The politicians where worried
about saving face with the people of the world.  The military was worried about destroying every last AF.  The scientific
world worried about the lasting effect on the world (as they knew the military would use nuclear devices to destroy the AF.)  
Each three factions of the world governments developed their own doomsday plans.  When the Day of Reckoning dawned and
the AF struck the end battle was horrific and unexpected.  The AF poured from a multitude of secret bases and used dirty
bombs, earthshakers (bombs causing earthquakes) and strange plasma based weapons to destroy mankind.  The military
combated these weapons with bombs (including nukes) of there own.  The scientific world used Neutron bombs to try and
wipe out the AF forces without destroying the world.  All of this would have destroyed the world ten times over if not to for
the politicians.  They were able to gather rogue agents from each of the other factions to help them develop an EMP device
that would destroy the detonation devices of all the other faction’s bombs but not destroy the delicate components of the
worlds computers and such.  As in all wars not everything went as planned.  Some of the nukes, earthshakers and neutron
bombs detonated but a vast majority of them were destroyed.  In the end the nuclear radiation, the bio-genetic radiation of
the neutron bombs and the EMP strike helped blanket the world in a layer of genetic radiation that affected every living thing
on the planet.  Many were quickly twisted into lumps of flesh that died immediately but of the people, creatures and plants
that survived, strange new life forms and creatures rose up to claim the savage new world.

_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Post 2:

VILLES:

The following list of places are villes, tiny pockets of “civilization,” that dot the savage countryside.  Adventurers can find safe places to rest and merchants to buy their hard earned loot (and sell them needed supplies.)  Each listing includes a short history of each ville along with any interesting facts about the ville and/or the goods they produce.  Also listed is the ville’s original pre-Black Rain name ( in parentheses) and a list of applicable adventure hooks originating in the ville.

Breakwater Harbor (Bailey's Harbor)
The people of old Bailey's Harbor were the only ones that did not eventually migrate to the safe haven’s of Sister's Refuge.  The harbor on the eastern side of the ville gave the people calm waters to land their boats in and plenty of fish to catch (the finger of land creating a natural break against the rough waters of Mish Lake.)  The old lighthouse made for a good watch tower and the ruins of the airport to the north of the ville supplied the villagers with just enough tech (and fuel) to keep them going.  The nearby Cherry Forest yielded enough meat (Cherry Harbor allows them to hunt the forest to help keep the critter population down) to supplement the fish they catch.  There is no road through the Cherry Forest (from Breakwater Harbor) so most traders have to go through Sister's Refuge on their way to Cherry Harbor.  Because of this, most of the trading from Breakwater Harbor is conducted with Sister's Refuge and not Cherry Harbor, except for traders looking to pick up a load of Cherry Water.  The people of Breakwater make sure none of their citizens steal from the Cherry Forest in hopes of keeping a good relationship with Cherry Harbor (although this occasionally happens with outlying homesteads - secretly of course.)  Within the last few years, Breakwater has been making plans to expand their ville into the bay directly north of them (old Moonlight Bay) but do not have the forces to clear the area of hostiles yet.

Adventure Hooks: (See adventure hooks 5 and 6 in the Adventure Hooks listing below)

Cherry Harbor (Egg Harbor):  This is more of an ever changing settlement than a permanent ville.  The main bulk of its inhabitants are semi-permanent workers that harvest the cherries from the wild cherry orchards (the Cherry Forest) to the west.  Many of the building in old "downtown area" of old Egg Harbor are now used to either store cherries or to make them into "Cherry Water" (which is a wine like liquid that has a high alcohol content.)  The finished Cherry Water is then shipped to Green Bay and the far away Trader's Town via boat and/or cart/wags.  Boats follow the shoreline down to Green Bay (sometimes raided by pirates) and the wags follow old highway 42 to Shattered Bridges and then follow the Trader’s Road (old highway 57) to Green Bay.  Some of the families that work here are "lifers," people that were originally in Egg Harbor before the Black Rain and never left; but most people have come down from Sister's Refuge to work and set up semi-permanent homes in the area.  The cherry orchards stretch as far north as the ruins of Fish Creek, to east almost as far as Breakwater Harbor and south to old highway V.  The ruins of Peninsula Center can be found in the eastern portion of the orchard.  Those ruins were often used to house workers, picking equipment and as an outpost for guards until it became too overgrown to be of any good (see Cherry Forest in the Points of Interest listing below).  The ruins are now a hideout for thieves and bandits. Cherry Harbor stretches along the coastline north and south of the original downtown area as far as Pickerton to the north and old Horseshoe Bay road to the south.  The Cherry Forest borders its entire border to the east.

Adventure Hooks: (See adventure hooks 2 and 4 in the Adventure Hooks listing below)

Institute (Institute): Institute is the southernmost ville on the peninsula before you get to Shattered Bridges.  It can be found just to the east of old Highway 57 and enjoys almost complete isolation from the other villes (old Highway 57 is not a trade route like old Highway 42 is.)  For the most part the rest of the world doesn't even know that Institute still exists.  And that is just the way they like it.  The people of Institute don't have to rely on other people to help support their small ville.  The reason why is also the reason for their seclusion.  Institute has a working Food Generator prototype.  Just before the Black Rain the unit was to be delivered to Vault 187 on old Rock Island east of Wilder Island.  When the Black Rain struck and the unit was stranded in Institute.  Luckily for the ville one of the delivery men, also stranded there, was also a junior scientist who was supposed to install the unit in Vault 187.  Encouraged to remain in the ville, the scientist got the food generator running and spent the rest of his live in Institute servicing the unit when it needed repairs.  As he grew old the scientist also spent some of his time teaching a few others the secrets of repairing the unit.  This would ensure the next generation of villagers would have the know-how to keep the food generator in working order for decades to come.  It also inadvertently made the villagers of Institute to become comfortable (and in some cases revere) technology.  To this day the food generator is still in good working order.  All it needs is soil and food scraps (and/or human waste) to generate edible foodstuff.  The food created supplements the meat that is hunted to make sure there is enough for all villagers.  To avoid overpopulation (and over-taxing of the food generator), the population is monitor and highly controlled.  So is the secrecy of the ville and its food generator.  Outlanders that learn of the food generator are usually forced to join the ville forever or killed (most often) to keep the secret of the food generator.  To this day the secret has not gotten out.

Adventure Hooks: (See adventure hook 7 in the Adventure Hooks listing below)

Pickerton (Juddville) - This small tourist community was facing hard times after the Black Rain.  But they were a proud people and taught themselves how to plant crops and hunt the nearby lands for food; and although the ville didn't prosper and expand their efforts allowed the existing people survived.  As the Cherry Forest rapidly advanced on their ville the villagers of old Juddville were approached by the Baron of Cherry Harbor who wanted to annex the ville (to level it to make room for more cherry trees.)  The villagers refused all offers and even threaten to stake claim to any portion of the cherry forest that encroached on their lands.  After a year of negotiations the villagers of old Juddville agreed to become "affiliated" with Cherry Harbor.  Their ville would be a northern work station for the bigger ville to the south, its people working in the forest harvesting cherry and storing them in old Juddville until Cherry Harbor could collect them and convert them into Cherry Water.  Juddville would also be a way-stop for traders travel to and from Cherry Harbor.  In return Juddville would get food supplies from Cherry Harbor and protection from raiders, along with a small amount of cherries for themselves.  From that day on the people of Cherry Harbor referred to the ville as North Cherry Harbor or Cherryville.  The people of Juddville nicknamed themselves Picker Town or Pickerton after awhile (in reference to all the people that became cherry pickers (harvesters))

Portville or "Ferryville" (Northport) - This was once the small town of Northport whose existence was dependant on tourists that used its ferry system to transport their vehicles to Washington Island.  After the Black Rain most survivors move to Sister's Refuge, but a few stayed behind.  Those that did, continued to keep the ferry running, first to transport people to Wilder Island (they were curious to see if they could make a life for themselves on the secluded island) and eventually trader's looking to sell their goods to the islanders.  Because the ville has little to offer other than a scenic view of the lake and the ferry system, outsiders have nicknamed the ville Ferryville.

Adventure Hooks: (See adventure hook 3 in the Adventure Hooks listing below)

Shattered Bridges (Sturgeon Bay): Shattered Bridges is the partially sunken ruins of the city of old Sturgeon Bay.  When the polar ice caps began to melt during the Black Rain, the rising waters weakened the support beams for the two bridges that spanned the canal that separated Sturgeon Bay and the Peninsula. The support beams quickly failed causing the bridges to fall into the canal (hence the renaming of the ville to Shattered Bridges.)  All that remains of the original bridges now are a series of rusty, jagged steel posts that jut above the water surface to random heights (approx 1 foot to 12 feet.)  Broken concrete slabs can still be found on the bottom of the canal, strewn haphazardly across its floor in roughly the same shape as its old form.  The villagers of Shattered Bridge have replaced the destroyed bridges with a new one and restored the trade route.  A new, reinforced wooden bridge has been built just above the old rusty support beams to allow traders to cross over the bay.  The rising waters have causes some of the coastal homes to be submerged and/or swept away.  Because the northwestern part of the city was made up of low grounds, much of it has been submerged causing the ville's inhabitants to move inward, closer to the center of the old city.  The same holds true for the villagers that once lived near the collapsed bridges.  Most of them migrated to the center of the old city to enjoy safety in numbers.  There are still a few people that live near the new bridge but most of these are sec forces and the bridge maintainers/repairers.  The rising waters have caused Sturgeon and Sawyer bay to expand.  Because of this old Sherwood Point has become an island.  The light house there still functions and is used as a lookout tower (to watch for storms or invading pirates.)  Because the floods were not instantaneous like some of the bio-rad attacks, many of the people from old Sturgeon Bay survived to help turn the ville into Shattered Bridges.  The villagers were able to: rebuild the bridge (to trade with villes on the peninsula), establish an effecting fishing trade, reinforce the ville to repel pirate attacks, develop various fish oils into a burnable fuel and perfect a crop rotation system for new farmlands to the south and west.  Because of this Shattered Bridge became a mecca for the scattered villes on the peninsula.  Many refugees from the Green Bay area (before it was rebuilt), Algoma (who have fled the Kewaunee blast), Brussels and various peninsula villes have settled here.  The main portion of the ville is now in the northwestern portion of the old city between Sherwood Island and the ruins of the Cherryland airport, with a few scattered residences in the fork between old highways 57 and 42 (located just before the collapse bridges.)

Adventure Hooks: (See adventure hook 8 in the Adventure Hooks listing below)

Sister' Refuge (Sister's Bay): This small town is the combination of all the small villages of old Door County that eventually fled to this location because of rising waters, lack of food, crazed mutants, etc.  Immigrants (in various amounts) came from old Egg Harbor, Bailey's Harbor, Ephraim, Fish Creek, Ellison Bay, Rowely's Bay and Gills Rock.  In the days after the Black Rain, as the storms subsided and the rising waters slowed, the town of Sister's Bay was in chaos.  The town had no clear direction to move forward in and people from all of the outlining farms and communities were flooding in.  It was a group of women from the local church that stepped up and took charge of the situation.  Sighting passages form the bible, they believed the town was saved from the floods by the grace of God, the women (soon to be known as the Sisterhood) took charge of organizing the people and running the ville.  The Sisterhood extended aid to any and all people that needed help.  They had fisherman fish the Bay of Green for food along with organizing the farmers of old Ephraim into a mighty farming force to prove crops.  The sister's themselves became renown healer's which help bolster the popularity (and value of the city,) offering this skill to any in need.  Because of this many hostile forces leave the city alone because of the secret aid they get from the sisters.  Unknown to the people of Sister's Refuge the sisters have on occasion healed the sick and wounded pirates that frequent the Bay of Green.  (The sister's don't believe in turning away anyone in need but do understand the need to withhold certain facts to avoid civil unrest.  It is because of this aid that the pirates do not raid Sister's Refuge.)  Because of the food and shelter the sisters of the ville offer, the ville has become known as Sister's Refuge. The ville is rather large (almost as big as Cherry Harbor), its farmland extending south almost to old highway Q (along old Settlement road) to the east as far as old Oldstage road and to the north as far as old Waters End road.

Adventure Hooks: (See adventure hook 9 in the Adventure Hooks listing below)

Tonlin (center of Washington Island - named after Townline road) - The people of Washington Island were cut off from the mainland during the Black Rain.  A few people were able to escape using the ferry on the southeastern side of the island but most were trapped.  This isolation caused most of the original population to perish from starvation, but the remaining islanders learned to survive off hunting and fishing and the meager crops that could be grown.  As the small group of islanders flourished, they grew wilder and wilder, less law abiding - survival being the only objective.  They also grew to fear and hate anything tech based (blaming technology for causing the Black Rain and their eventual suffering.)  Because of this fear, the islanders avoid the small airport on the northwestern part of the island thinking it cursed and taboo.  Brave adventurers will still find many useful items there.  The islanders have created a small makeshift village in the center of the island among a small woods there.  It is named Tonlin named after the Townline road that runs through the center of the island.  The islanders have small settlements, fishing huts basically, at three of the four old harbors (old West Harbor in the west, old Detroit Harbor in the south, and old Jackson Harbor in the northeast (and also huts on the beaches west of old Hog Island.))  They avoid old Washington Harbor to the north which is just beyond the airport ruins.  To the northeast old Rock Island is still covered with a thick forest and in the fall months the islanders with travel to it to hunt meat for the winter months.  To the south old Detroit Island is often used to spy on the lands to the south (northern most tip of the peninsula.)  Being isolated for so long and after learning to be independent, the islanders do not want any uninvited visitors to "their" island.  They will often travel to old Detroit island, down along its length and to old Pilot island.  There they will use the abandon lighthouse as a look out to spy on the distance coastline near Portville.  The only time people are allowed onto the island is when traders are shipped over on the ferry from Portville; and then the trading is done on the beaches.  To the southwest of Wilder Island is another small island, old Plum island, that holds another abandon lighthouse. This island is sometimes used to train new warriors, as a rite of passage into their ranks, by completing an initiation.  Young men are given a canoe, sent out into the lake from the ferry docks, and told to paddle out to the island, brave the "monster" infested lands there, climb to the top of the light house and retrieve a specific object that has been left there (by the last initiate.)  Success means the young man is allowed to join the warriors of the islander.  Failure usually means death by monster, the lake or disappointed and angry islanders.

Adventure Hooks: (See adventure hook 10 in the Adventure Hooks listing below)

_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Post 3:

RUINS OF:

The following list of places are the ruins of pre-Black Rain towns and cities that dot the countryside.  Adventurers can find many opportunities to explore, finding mutants to battle and loot to be won.  Each listing includes a short history of each ruins along with any interesting facts about the area.  Also listed is a list of applicable adventure hooks originating in or around the ruins.

[Carlsville] - Even from a time before the Black Rain Carlsville was plagued by poor leadership.  After the Black Rain it got even worst.  The town's leadership was not equipped to deal with the sudden demand that the frightened and hungry villagers place on them.  When the ville’s leadership failed to plan accurately for a frigid winter (lack of wood and food) a quarter of the villagers died.  In the Spring the remaining villagers revolted and hung their Baron.  The ville sec chief (chief of police), who was a competent man and a great speaker, took charge of the ville (who coincidentally was name Carl.)  Carl made improvements immediately and the ville was able to weather then next winter, but the following spring it was evident that the ville was doomed.  They would never have enough supplies to allow all the people to survive year after year.  Their resources where just not renewing themselves quickly enough.  Carl talked the villagers into relocating and picked Shattered Bridges over Cherry Harbor, being the bigger ville of the two and had the most resources (and hopefully more willing to share.)  The people of Carlsville took all that they could with them never to return.  The rest of the ville was looted by a variety of people including adventurers, bandits, and various people travelling the trade route and even some villagers from Cherry Harbor.  Although well looted the buildings themselves are in good shape and often used as a waypoint by traders traveling old Highway 42 between Cherry Harbor and Shattered Bridges.

Adventure Hooks: (See adventure hook 11 in the Adventure Hooks listing below)


[Ephraim] - Before the Black Rain Ephraim was a community of farmsteads with no real township developed (town hall, fire station, post office, etc) relying on Sister's bay for those resources.  When the Black Rain struck the farmer's fled to the safest place they knew, Sister's Refuge.  Needing a massive amount of food to feed the multitude of people migrating to Sister's Refuge, the sisterhood quickly worked with the farmers to find away to keep their crops growing.  It was at this time that the farming village of Ephraim ceased to exist and their farms became part of the ville of Sister's Refuge.  There are a few abandoned farm houses on the south edge of the farmlands but most farmsteads have been up kept and repaired enough to continue to function as dwellings for the farmers.  Each farmer will defend their crops/fields to the death and are very suspicious of strangers ("outlanders")

Adventure Hooks: (See adventure hook 12 in the Adventure Hooks listing below)

[Ellison Bay] (Ellisonville) - The eventual downfall of old Ellison Bay began when the people of the Rock migrated east to Portville. The farmers of Ellisonville, who had successfully cultivated the lands to the southeast, had less people to trade with.  They could no longer trade vegetables for fish and no longer had a trade route to Wilder Island (which ended up being a bit of good luck for the people of Ellisonville - as the ferry and all aboard were eventually destroyed/killed.)  Ellisonville did its best to try and fish the Bay of Green but were slowly running out of food.  The crops were just not enough.  Then when their luck could not get any worse, the people of old Rowley's Bay started raiding their crops.  The skirmish escalated into a battle at the center of the farmland's which resulted in wiping out half of the residents of both villes.  The people of Ellisonville gave up; thinking rebuilding the ruined fields a lost cause, and migrated south to Sister's Refuge.  The ville was looted by the people of old Rowley's Bay and then left to fall into decay.  Most of the building are old and weathered and have been stripped clean of anything valuable including furniture and fixtures.

[Fish Creek] - Fish Creek was a small fishing ville that was content with living off the bounty of the Bay of Green and living in the shadow of Cherry Harbor to the south. They would occasionally trade fish for Cherry Water and send labor to Cherry Harbor when needed.  Unfortunately as the giant eagles began to take over the forest to the north, their hunting grounds expanded to include the ville of Fish Creek.  Late one afternoon the giant eagles raided the ville (one of the few times they hunted outside of the forest) and killed all of the villagers there.  A single person escaped the slaughter and fled to Cherry Harbor.  Because of this, most of the small houses in Fish Creek are in fair condition and full of loot.  There have been a few times when the people of Cherry Harbor have tried to loot the ville but quickly gave up the idea when the giant eagles became too big of a threat.  (One such looting raid was led by the lone survivor of the slaughter who was looking to reclaim his belonging that had been left behind.)

Adventure Hooks: (See adventure hook 13 in the Adventure Hooks listing below)

[Gills Rock] (The Rock) - In the years after the Black Rain, "the Rock" lost its ferry in a fight with the people of Tonlin.  The Tonlinites did not like the people of The Rock trespassing on their island and ambushed them from old Detroit island, killing most of the ferry's crew and sinking it.  With the harsh weather The Rock usually saw and no means to support themselves (losing the ferry) most of the villagers of the Rock immigrated to Portville where their ferryman talents could be put to good use. The ruins left behind are weather-beaten but still in fair condition.  Some items of interest have been left behind when the people of the Rock moved to Portville. All that is left of this town is a large stony hill that has a few buildings left on it including a lighthouse and an old ferry dock.  Once in a while drifters or a group of fishermen will make the ruins their home while passing through.

[Jacksonport] - There is not much left of these ruins.  During Black Rain when the water rose the foundation of this city weakened and slid toward the lake.  This caused a localized effect that was similar to an earthquake.  Most of the buildings collapsed or slid into the water.  The few survivors of the devastation fled north to Breakwater Harbor. There is little to be found in the Jacksonport ruins, not even adequate shelter, and no one inhabits the ruins on a permanent basis.  Occasionally fishermen from Breakwater will use the ruins as a resting point as they travel to and from Whitefish Beach.

[Peninsula Center] - These ruins, mostly dilapidated buildings, are now in the center of the Cherry Forest.  The old ville has been taken over by Cherry Trees as they advanced across the lands here. The workers of Cherry Forest had once cleared an area in the center of the ruins to build a temporary work station but soon found the benefits did not outweigh the work put into it.  The workers soon abandoned the place and only use it as an occasion rest stop when harvesting cherries in the area.  As of late a large band of bandits have moved into the ruins and are covertly reinforcing the ruins to use as a hideout.  They have slowly been stealing cherries from the forest to sell on the black market.  The bandits are biding their time until they are strong enough to raid Cherry Harbor.  They have a few agents working in the Cherry Forest alongside the regular workers.

Adventure Hooks: (See adventure hook 4 and 14 in the Adventure Hooks listing below)

[Rowley's Bay] (Rowley) - These ruins are weathered but in fair condition.  After the Black Rain all the villagers of old Rowley's Bay had left was their fishing. Most them were trained in the fishing industry so they felt sure food would not be a problem.  And at first it wasn't.  But slowly the fishing dried up.  For some reason unknown to the people of Rowley's the fish did not repopulate the waters around the bay.  Fearing starvation they looked for other sources of food.  They tried hunting in the forests to the north but quickly found that blood sucking birds (the Blood Hawks) had decimated the wildlife there - so that was not an option.  To the northwest the people of Ellisonville had successfully turned the land between the two villes into farmland.  The people of Rowley began to steal food from the fields, a little at first (to keep the theft a secret) and then large quantities when the fish became scarce.  When Ellisonville discovered the theft and posted guards, Rowley retaliated with an attack.  This caused Ellisonville to post a larger guard.  These retaliations continued and increased until a final bloody battle.  The end results was the crops being ruined, Ellisonville people fleeing to Sister's Refuge and the people of Rowley to picking the fields and Ellisonville clean until nothing remained.  A year later the people of Rowley began to starve.  They finally abandoned the ville, migrating in all directions looking for anyplace that would welcome them (like Portville, Breakwater Harbor, Sister's Refuge and as far south as Shattered Bridges.)

[Trade Route ruins]  There are some interesting ruins of old pre-rain buildings to be found along the trade route from Cherry Harbor and the Ruins of Carlsville (old Highway 42.)  Although most of these have been looted, there are still some hidden treasures to be found.  There are also plenty of pre-dark imagery to seen (like old architecture, faded signs, ruined wags, etc) by anyone interested in life before the Black Rain.  Some of these locations are as follows (starting from the ruins of Carlsville and heading toward Cherry Harbor):

  • [Door Peninsula Winery]  Just northeast of the ruins of Carlsville is a small building (in fact a schoolhouse that was old and renovated even in the pre-rain times) that was once a winery.  An old faded sign still hangs above the door that depicts a wine bottle and a bunch of grapes.  The building is in fair (crumbling) condition and empty.  Everything that could be taken has been looted.  In the back of the wine cellar is a pile of rock that has caved in and buried a darkened corner.  If the rumble is moved, a smaller wine cellar can be accessed which contained old barrels and bottle of wine.  Some might even still be drinkable…the rest will have turned into vinegar.

  • [Harbor Village Camping Resort]  Northeast of the old Door Peninsula Winery is the ruins of an old camping resort.  The trees and other plant life have slowly reclaimed this area but patch of concrete (which were once a basketball court) can still be found along with a rusted frame (nearly dust now) and long pieces of twisted fiberglass (which was once a waterslide.)  Everything else here has been taken away or decayed into nothingness.

  • [The Feathered Star Bed & Breakfast]  Just a mile up the road from the Ruins of Carlsville, just as the Trade route bends slightly to the east (at old Monument Point road) this old farmhouse was once a bed and breakfast.  The building has been completely looted and is structurally unsound.  In the last few years the roof has fallen in and the foundation has started to shift.  Traders have abandoned resting here preferring to do so in the next building in line.  

  • [The Boneyard Texas Pit BBQ]  This old restaurant is empty except for a large cast iron stove.  The stove shows evidence of trying to be removed but is securely fastened to the wall and concrete floor.  It is beaten and bent and functions better as a fireplace than a stove (which it obviously has been by the looks of it.)  There is a doorway leading to the back of the building which is now nothing more than a broken concrete slab (was once a deck for customers to eat outside.)  Painted on the side of the front wall is the faded image of a pig being roasted over a campfire.  The name of the restaurant can still be read under the image.  This building, often used as a rest area is nicknamed "the Pit."

  • [The Rusty Tractor Café & Country Pumpkin Mercantile]  This old wooden building is nearly gone, having collapsed years ago. There is nothing left to find inside (assuming a person is brave enough the crawl inside the ruins.)  Only giant rats live in the ruins now.  On one of the semi-erect walls is the faded image of an ice cream cone.

  • [Schartner's Farm Market]  Just passed Sunny Slope road on the Trade route is an old Farmstead that use to serve as a farmer's market.  The farmhouse and barn have been renovated and is now being run by the Jorghen's family, who still sell some of their garden stock to passerby's

  • [The Log Den] Just passed Plum Bottom road on the Trade route is this large log-cabin style building that was once a popular restaurant.  The building has been stripped clean by looters but is still structurally sound.  It is often used by trader's as a place to rest or get out of inclement weather.  Each trader will do a little to upkeep the building and the surrounding grounds during each visit.  Because of its popularity bandits and thieves often stake out the area for possible ambushes for lone travelers (or small groups.)

  • [Plum Bottom Pottery]  A mile east of the trade route on old Plum Bottom road (east of the ruins of The Log Den) is this small building that could have been a large shack or a small barn/tool shed.  It is made up of all sorts of rickety grey barn boards that are missing in a few places.  Part of the roof is sagging inward.  Inside the building is bare except for small pieces of ceramic and clay pot fragments.

  • [Woodwalk Gallery & Events] A mile north of the Jorghen's farm (old Schartner's Farm Market) on old highway G is this large two story building.  It is in good condition but stripped of all its furniture.  Most of the art exhibit podiums are either missing or smashed and most of the painting are missing from the wall.  In a few places the outline of a painting or a rusty and bent nail is all that remains.  On the upper floor, on the north side, is a small hole in the roof.  Rain has come in and wrecked the paintings here.  Some of them still hang on the wall in rotting frames, their images all but unrecognizable.  There is a safe in the basement hidden behind a secure looking painting.  The painting is defaced but still in place.  Inside the safe is a tube of rolled paintings and a crystal figurine along with a wad of old "greenbills" (money.)

  • [Horseshoe Bay Golf Club] A mile north of the ruined Woodwalk Gallery on old Highway G, just south of the Cherry Harbor ville limits is the ruins of this golf course.  Most of the original buildings are still standing like the clubhouse, the restaurant and the golf car garage, but most of them have been looted. The grasslands have grown up in the area but few trees have taken hold.  Often times the sec from Cherry Harbor will patrol this area, taking a little time to relax in a makeshift barracks in the old clubhouse.  Their presence usually keeps the area free of bandits.

  • [Door County Camping Retreat]  A half mile in from the Trade route, along old Court road (half way between the ruins of Carlsville and Cherry Harbor) is the remains of this camp ground.  The Cherry Forest has overgrown half of the original site and all that remains is a small pump house and a few five foot tall steel poles that once held electrical outlets.  All of these features are just inside the perimeter of the forest's edge.

  • [Peninsula Antique Center] This small, multi-roomed building resides just inside of the Cherry Forest along the Trade route between old Willow and Hillside roads.  It was once a store catering to the antique shoppers, each room would feature a different seller.  The many bay windows of this building have been smashed and has allowed the elements to ruin most of the insides.  The upper floor has faired a little better with some of the wallpaper and original wood trim surviving.  None of the antiques remain.

  • [Door County Interior Design]  Just north of the old antique center is a large building that looks more like an abandon warehouse.  It is also now within the borders of the Cherry Forest.  The building was once a store and storage place for tiles, carpeting, window, etc.  The building is in good condition but most of its contents have been looted long ago.  In the basement are still a few huge rolls of moldering carpeting that were too big for looters to take.  Some of them have pieces hacked out of them, but there are a few that are still whole.

  • [Egg Harbor Fun Park]  Just north of the interior design center, on the other side of old Hillside road, is the remains of the fun park.  The large restaurant-arcade building stills stands and is in fair condition. Many of the old video games are still here (too heavy to carry off) but most of them are defaced, have broken glass, or have their electronic innards torn out.  The miniature golf course has been overgrown and the small ice cream parlor building has collapsed into ruin.  All of these ruins now reside inside of the Cherry Forest.

  • [The Bay Trading Company]  North of the Egg Harbor Fun Park is a large, partially caved-in pole shed that was once a store/storage area for architectural salvage including items such as: fire place mantels, stained glass windows, ornamental iron, etc.  Most of these items have been carried off by looters but large pieces of broken stone and shards of colored glass can still be found here.  This building now resides inside of the Cherry Forest.

  • [Olde Orchard Antique Mall]  This group of four large, almost identical building are just off the Trade route opposite of the ruins of the Bay Trading Company.  The southwestern building is partially collapsed but the other three are in good condition.  Once used to sell all sorts of antiques this building was first used to store loot taken from the Cherry forest and then to store repair equipment for the various tools used by the cherry harvesters.  Now the buildings mostly collect dust, only occasionally visited by a sec patrol.  These buildings are just within the Cherry Harbor border.


[Valmy] - This small tourist ville quickly found they had neither the skill nor the man power to support themselves in the post-Black Rain environment.  After the first year there were no crops to support the small community and the hunting wasn't yielding enough food.  An envoy was sent to the nearby ville of Institute to ask for help but after a week it never returned.  Another envoy was sent and they too disappeared.  The rest of the town (which now numbered less than 30 people) planned to all go to Institute.  The night before that could happen warriors from Institute arrived in the night and slaughtered everyone and burned down the ville.  All that is left of the small ville is a few dozen stone slabs and bits of charred wood.  The plant life has reclaimed most of the land here so if a person isn't searching for the ruins of Valmy they might just walk right passed them.

_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Post 4:

POINTS OF INTEREST:

The following list of places are points of interest that dot the countryside.  Adventurers can find many opportunities to explore, some areas leading to adventure others to danger (or both!)  Each listing includes a short explanation of each area along with any interesting facts that might interest the adventurers.  Also listed is a list of applicable adventure hooks originating in or around the area.

Abandon airport(s) (Breakwater Harbor, Fish Creek ruins, Wilder Island)- Airports, once the gateway to the skies, are mostly abandoned forgotten places; often times shunned for their technological wonders.  These places are often heavily looted and hold little of interest but a few still hold many of their wonders from before the Black Rain.

  • Breakwater Harbor - This airport, which is just outside the ville of Breakwater Harbor, has been heavily looted by their villagers.  Anything that could have been of value has been taken and used to improve the ville.  The Breakwater Harbor baron will try and dissuade anyone from exploring the abandon airport (thinking their just may be something of value that they missed) but won't stop anyone from going.  Most of the ville believes that everything of value was taken decades ago.  If anything adventurers will just end up helping reduce the number of mutants roaming around outside of town.

  • Fish Creek ruins - This airport, east of the ruins of Fish Creek and south of the ruins of Ephraim is in good condition but has been heavily looted.  It is just off old Highway 42 which is now the main route for trader's travelling between Cherry Harbor and Sister's Refuge.  Since the airport is easily visible from the road, it is a common destination for looters and campers alike.  Even though there hasn't been a discovery for years, trader's will often rest there for the night and take a little time to look around, just in case they get lucky.

  • Wilder Island - This airport is in fair condition and has not been looted much.  The people of Tonlin fear that this area is cursed by the tech that resides there (The people of Tonlin are technophobes blaming tech for the downfall of society.)  Adventurers can find all sorts of useful items stored in this airport; assuming they can get passed the people of Tonlin.  Resourceful adventurers might be able to discover clues that lead them to vault 186.


Abandon lighthouse(s) (Eagle Roc Woods, Breakwater Harbor (x2), Wilder Island (x3) - There are a variety of lighthouse scattered across the peninsula, most of them in some sort of decay and ruin.  Once used to warn boats of the rocky coastline, they are now home to a variety of different people and/or animals. See below for more details.

  • Breakwater Harbor (directional light) -  This lighthouse is in good condition (repaired) and is currently used as a watch tower for the northern guard of Breakwater Harbor.  All the land north between Breakwater Harbor and Portville is wilderness and needs to be watched.  

  • Breakwater Harbor (old Cana Island) -  This lighthouse is slowly falling into ruins.  Its roof has caved in and destroyed the lighting system opening half of it to the elements.  Occasionally people from Breakwater Harbor will sail out to the ruined lighthouse and climb to the top to take a look around at the lake conditions and what’s going on in the lands around them.

  • Eagle Roc Woods - This lighthouse is in fair condition and is currently the lair of the largest of the Giant Eagles.

  • Wilder Island (old Plum Island) - This lighthouse is in good condition (whole) and used to initiate the young men of Tonlin into adulthood.  Items of value are left in at the top of the lighthouse and must be retrieved by a lone boy.

  • Wilder Island (old Pilot Island) - This lighthouse is in fair condition and is used as a look out tower by the people of Tonlin to spy on the citizens of Portville. It is also used to investigate any ferry from Portville before it reaches Wilder Island.

  • Wilder Island (old Rock Island) - This lighthouse is in fair condition and occasionally repaired by the people of Vault 187. It is used by them on occasion to scout the entire island and to communicate with their Tonlin moles (by mirrors.)


Bay of Green - This is the stretch of water between the east coast of the mainland and the west coast of the peninsula.  Once called the Bay of Green Bay (after the city at its southern most point) it is now just called the Bay of Green because of its color.  Run off of the genetic radiation from Black Rain has changed the chemistry of this water (along with a lack of strong currents) allowing for the rapid growth of various plant life.  Because of this the water has taken on a greenish hue that extends from the ville of Green Bay to tip of the peninsula (where the waters of Mish Lake are more choppy.)  Much of this color change can be attributed to the growth of an algae-like plant that floats throughout the water.  This plant life makes for an excellent food source for the fish in the bay and has allowed them to flourish, growing to tremendous sizes.  The thriving schools of fish make the Bay a good place to fish but unfortunately the algae can play havoc with boat motors - often clogging them and rendering them useless until cleaned.  Other notable plants are giant Lilly pads that cover much of the shorelines.  Mixed in with these are a variety of sentinel and/or carnivorous plants who will attack any unsuspecting fishermen or boaters.  The Bay is also the home of many clans of pirates that travel its waters by motorized boat preying on local fisherman and coastal villes.  The pirates often make semi-permanent homes among coastline ruins making them into a base of operations for their raids.  The Black Rain has also created new wildlife that now inhabits the bay like: giant sturgeon and salmon, huge tortoises that look like small floating islands, carnivorous freshwater dolphins, four clawed crawfish, giant two-headed snapping turtles, various tribes of Murm, etc.

Bloodhawk Forest (between Portville and Rowleys Bay ruins) - Bloodhawk Forest is the forest that evolved from what was once the Newport State Park and U.S. Bird Refuge.  When the Black Rain changed the surrounding lands and civilization fell into ruins most of the birds of the refuge fled or were changed into something else.  The most hearty were the hawks and falcons (who eventually mated into one species.)  The genetic radiation made the birds grow bigger and stronger and develop a taste for fresh blood.  The birds, called Bloodhawks because of their appetite, overtook the forest and now rule the entire area.  The "queen" or ruler of all the bloodhawks lives with its mate in a treetop roost on old Spider island to the southeast.  There is also a concentration of Bloodhawks on old Gravel Island to the northeast. This dense forest in made up of a mixture of deciduous trees and conifers.  The ruins of the old bird sanctuary can still be found south of old Newport Park Road.  This building hold nothing of interest.  North of the road there is a few building that once held maintenance equipment for the state park.  There is still some items of value here (mainly machine parts and a wag or two.)

Broken Road to Institute - This road is only known (and named by) the people of Institute.  After the slaughter of Valmy the portions of old Highway 57 north and south of Institute were broken up/shattered, sometimes scattered, allowing the grass and trees to overgrow the old highway faster than normal.  This was another attempt by the people of Institute to help isolate themselves from the rest of the world.  After the last 95+ years the road is hard to find (and more so to follow) with the plant life having overgrown most of the smaller portions.

Cherry Forest (Cherry Harbor) - What was once a small cherry orchard in the center of the peninsula near old Peninsula Center has grown rapidly, sped up by genetic radiation poisoning, and spread across the peninsula stretching as far north as old Fish Creek, to east almost to old Bailey's Harbor and south to old highway V.  The cherry trees here developed a thick, stony like, bark that acted as armor for the cherry trees.  These plates of bark were so ridged that as the trees grew, it caused them to twist into odd, contorted shapes.  The cherries themselves also changed.  They grew bigger, almost double their pre-rain size and their skins grew thicker.  The cherries are very valuable to the surrounding cities and represent the majority of their income.  The forests are hunted regularly to keep out most of the wildlife (to make harvesting of cherries safe and efficient) and any tree that looks diseased is cut down, brought out of the forest and destroyed by fire. Because the forest has grown so large so fast (about a mile a decade) the center of the forest has become thick and overgrown and hard to travel and is now only entered when harvesting is necessary.  Because of this the ruins of Peninsula Center has been abandoned as a working outpost.

Eagle Roc Woods (old Eagle Bluff in Peninsula State Park - north of Fish Creek ruins) - This was once the Peninsula State Park that contain a golf course, a wildlife preserve, a vault (see vault 185 below) and camping grounds.  It has long since been taken over by eagles who once called the wildlife preserve their home.  The eagles, affected by the genetic radiation like so many other animals, grew to huge sizes.  These giant eagles, sometimes referred to as Rocs (as in mythological stories) now dominate the area and eat any meat source they can find.  In desperate times they will even fly to the areas surrounding the woods to ambush travelers.  They have yet to attack Cherry Harbor or Sister's Refuge.  The ruins of the golf course can still be found at the center of the forest.  Most of the greens have over grown, with trees starting to take over the fairways.  But the clubhouse and garage for golf carts can still be found in fair condition.  Because of the Giant Eagle emergence so quickly after the Black Rain, these ruins have not been heavily looted.  There is the remains of a boat landing on the northern tip of the woods that pirates and raiders often use as a waypoint during their raids.  They are smart enough not to venture too far into the woods and draw the attention of the giant eagles.  Most of the eagles live in the northwestern part of the forest, north of the ruined golf course, near the Bay of Green where they often hunt for fish.  The largest of the eagles are a mated pair that roost in the upper portion of an old lighthouse along the shore in the northwestern portion of the woods.  There are an assortment of small islands (the Old Strawberry Islands) of the north and west coasts of the forest including: old Adventure, Jack, Little Strawberry, Pirate and Horseshoe Islands.  The Eagles do not make these islands their home although they will often circle them looking for food.  Most often it’s the pirates that temporarily inhabit these islands as they plan their raids on the peninsula villes.  On old Jack Island is a buried cache of loot that a group of pirates had left here for later use.  Unfortunately those pirates died in a raid on Cherry Harbor and the loot was left ownerless.

Adventure Hooks: (See adventure hook 1 in the Adventure Hooks listing below)

Leech Lake (old Clark Lake): Known as Leech Lake by the fishermen of Breakwater Harbor, this boggy lake, is the home of giant leeches that can grow to a length of six feet long.  They are usually found resting on the bottom of the lake waiting for anything to wander into the water.  They strike quickly and can suck a man dry of blood in minutes.  In desperate time the leeches can hurl themselves out of the water to attack prey on the shoreline.  Because of this ability they have been nicknamed Giant Leaping Leeches.  These leeches can live outside of the water for brief periods (up to half an hour) before drying out and dying.  Other than the leeches there is no other wildlife in the lake (the leeches devoured it all).  The water itself is brackish (it is slowly turning into a rotting swamp) and is not drinkable until boiled.  Anyone drinking unboiled water has a chance of catching Swamp Fever.

Mish Lake: This is old Lake Michigan, specifically the part that borders the eastern coastlines of the peninsula.  It is slightly larger than before the Black Rain because of the rising waters (melting polar caps.)  The lake is similar to how it was before the apocalypse, still full of fish and other wildlife, still choppy during stormy weather, still the waterway for much travel.  A few things that the Black rain has changed is the creatures that inhabit the lake.  In shallow areas, which are usually sandy and pebbly beaches, large schools of Whitefish flourish.  These schools are so large that the water churns with them when they feed. In the deeper areas, especially in the center of the lake, large, loch ness monster-like creatures live.  These mammoths rarely ever come to the surface and bother sailors but have been known to defend their hunting spots.  Because of the size of the waves and currents that winds often produce on this body of water it is not plagued by the algae that the Bay of Green is.  Instead huge strands of seaweed grow from the bottom of the lake upward, in some cases reaching the surface of the water.  Within the largest clumps of this seaweed reside a small clan of aquatic humanoids ("mer-men" and "mermaid" like creatures.  All boats that pass over their underwater home are investigated with the biggest or most threatening being attacked.

Portville Ferry (Portville to Wilder Island and back) - The ferryman of Portville has an old car ferry that he can transport people and/or wags over to Wilder Island and back.  The ferry doesn't run often (do to lack of demand) but when it does it is usually transporting traders over to the island.  Any sort of jack can buy passage on the ferry (the cost depends on number of travelers and if there is a wag present) but the ferryman treasures booze from the time before the Black Rain the most.  There is a man residing in Portville that knows how to refine an inferior fuel that can run the ferry.  His "refinery" is south of town along the shores of old Europe lake.  Very few villagers in Portville know he is the producer of the fuel (which also fuels the lights and heaters in the ville) a secret kept for fear of the word getting out and attracting bandits.

Stinkfish Bogs - East of Institute is a large bog created from the rising waters of the Black Rain that covered this particular piece of flat land.  It is named for the odor of rotting fish that covers the entire swampy area.  Living in the middle of the bog, between old Schwartz Lake and old Dunes Lake is a tribe of Murm.  The Murm are content with living within the bogs, harvesting fish from the coastline, and not bothering the nearby ville of Institute (the ville is still wary of their mutant neighbors and are ready to kill any that come to them.)  The Murm also leave Whitefish Beach alone (to the north) having learned their lesson years ago.  They had scouted the beach in search of food and discovered fishermen from Breakwater Harbor who proceeded to slaughter them with their boomsticks (firearms.)  The Murm have yet to grow their number large enough to try for revenge.

The Watering Hole - This small lake is located within Cherry Forest's southern edge.  It was once called Lost Lake but is now referred to the Watering Hole as it is used as a source of refreshment for the workers of the forest.  There have also been irrigation ditches dugs to flow some of the water to other areas of the forest.  Because of this some of the most prosperous trees can be found in the southern half of the forest.  The workers have learned to investigate the lake on a regular basis looking for giant leeches that have swam up from Leech Lake, along the river that flows between the lakes and into the Watering Hole.  They kill any that they find.

Adventure Hooks: (See adventure hook 15 in the Adventure Hooks listing below)

Whitefish Woods and beach (old Whitefish Dunes State Park - between Jacksonport and Valmy ruins) - These two areas make up what is left from the old Whitefish Dunes State Park.  The beach itself sees a lot of activity when fishermen from Breakwater Harbor come down to net whitefish from the waters surrounding the area.  This happens periodically between the late spring and mid-fall time periods.  Otherwise this area is usually devoid of human inhabitants.  For good reason.  The Whitefish Woods, the strip of land between the shoreline and Leech Lake (old Clark Lake,) is filled with all sorts of nasties that feed off careless fishermen.  The worst of them is the giant insects that make this damp forest their home.  Foot long mosquitoes and giant slugs inhabit this area along with an occasional giant centipede, all poisonous and eager to feed on warm blood.

Wilder Island (Washington Island): Cut off from the rest of the state, the people of this area almost died out.  With each generation they grew wilder and wilder forced to live off the land.  They are now a tribe of wild men that are supported by their hunting and fishing skills and eat whatever they can gather off the island.  In the center of the island is a ruined weather station.  Not far from these ruins the people of Wilder Island established the ville of Tonlin (named after the old Townline Road).  Northwest of Tonlin is the ruins of an airport.  The people of Tonlin believe these ruined to be cursed (technophobes) and avoid it at all costs.  On the island's southern most tip is a ruined ferry docking station.  Occasionally a ferry from Portville will drop off a traveler or trade goods.  The people of Tonlin almost never travel to the mainland.  There is a trio of ruined lighthouses on the small isle surrounding Wilder Island (old Plum, Pilot and Rock islands.)  Most of the island is slowly being covered with trees as the small old state parks are growing into forests.

_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Post 5:

FLORA & FAUNA:

The following is a list of plant life (and its products) and animal (mutant) life that can be encountered on the peninsula.  Included is information on the subject and how it interacts with its surroundings.

Bloodhawk (Bloodhawk Forest) - The Bloodhawk is a four winged hawk (a secondary pair of feathered wings right behind the normal pair) that is very quick an agile when in flight.  Large groups of these birds will build nests high up in the trees of Bloodhawk forest where they rest most of the day.  The hawks prefer to hunt at night and will come out after dusk to search for warm blooded prey.  Their favorite attack is to dive bomb a prey and jab its long sharp beaks into their flesh.  Then the hawks worm a thin tongue into the wound and starts to suck blood from the prey.  The tongue is hollow (like a straw) and can pull the blood through itself and into the hawk's stomach.  The hawk uses its sharp talons to anchor itself to a victim until it is done feeding.  And although the hawk won't drain enough blood to kill the average human, the hawks like to hunt in large flocks.  With multiple hawks attacking a single target they can quickly drain and kill there victim.  Blood Hawks have very good eyesight at night that diminishes in the daylight.  They can see alright at dusk and dawn but have poor vision during the sunniest hours of the day.  They have an excellent sense of smell and can smell fresh blood (an open wound) from miles away. Bloodhawks are slightly larger than an average pre-rain hawk.  These hawks live in the overgrown woods of what use to be the Newport State Park and U.S. Bird Refuge.  Although found throughout the peninsula in small numbers the majority of their flocks live in the safety of the Bloodhawk Forest.

Carnivorous Freshwater Dolphins (Bay of Green) – These dolphins look very similar to their pre-rain counterparts except for a slight slimming of their heads and body.  Their jaws are shorter and wider and full of razor sharp teeth.  Carnivorous dolphins can still swim at amazing speeds and will often jump out of the water to grab prey out of their boats.  These creatures are afflicted with a blood lust similar to sharks and will often fight each other over a recent kill.

Cherry Water (Cherry Forest) - Cherry Water is actually a strong alcoholic drink made from the juice of the cherries harvested from the Cherry Forest.  The cherries are mashed and strained and its juices barreled up and fermented.  A thick cherry syrup, bitter and highly intoxicating is produced.  This is thinned with water and sweeten with sugar to product the final product with is a tart, yet sweet, cherry flavored drink that is as strong as a good bottle of wine.  Cherry Water is a local favorite and is shipped to Sturgeon Bay, Green Bay and the far away Trader's Town.  Often times rich and powerful barons of far off villes will request a case or two of Cherry Water for special occasions.
 
Four Clawed Crawfish (Bay of Green) – These crawfish grow up to lengths of two feet and look similar to regular crawfish except for the fact they have four pincher claws instead of two.  They are usually not aggressive and like to rest in the shallow waters of the coastlines waiting for food to come to them. Their color ranges from pale yellow to pale green with a darker green mottling that helps them blend in with the algae riddled waters of the Bay of Green.

Giant Centipedes (Whitefish Woods) – These are giant versions of regular centipedes, sometimes growing to lengths of twelve feet, with slight variations.  Besides a large size the genetic radiation will often give the giant centipede: an extra eye or two, another set of pinchers or antennae, or a second deformed head.  Either way giant centipedes are quick, hungry and extremely poisonous. Their coloring ranges from sickly yellow to a rusty orange color.

Giant Eagle (Eagle Roc Forest) - The old Peninsula State Park has long since been taken over by eagles who once called the wildlife preserve their home.  Those eagles were affected by the genetic radiation, like so many other animals in the area, and grew to huge sizes.  These eagles now grow to over ten feet long with a wingspan of over 35 feet.  They are strong enough to carry and average sized man away in its talons, which they usually do when bringing food back to their young.  The giant eagles, sometimes referred to as Rocs (as in mythological stories), now dominate the area and eat any meat source they can find.  Because of the near endless supply of giant salmon and sturgeon in the Bay of Green the giant eagles rarely travel outside of their woods looking for food but have occasionally attacked a trader's caravan heading north and south between Cherry Harbor and Sister's Refugee.  Often times a small group of explorers that have gotten too close to Eagle Roc Woods have become a treat for the giant eagles.  Giant eagles have excellent sight, in both day and nighttime, and excellent hearing.  They can fly blindingly fast or soar slowly on the air currents waiting for a sign of food moving around.  A giant eagle's favorite food in horse flesh.

Giant Leaping Leech (Leech Lake) - These leeches, who grow to lengths of six feet or ore, will rest on the bottom of a lake (or other body of water like a swamp or bog) waiting for anything to wander into the water.  They strike quickly, attaching themselves to their victim with a mouth full of tiny hooked teeth, and can suck a man dry of blood in minutes.  In desperate time the leeches can hurl themselves out of the water to attack prey on the shoreline.  Because of this ability they have been nicknamed Giant Leaping Leeches.  These leeches can live outside of the water for brief periods (up to half an hour) before drying out and dying.  A dried out leech hide can be cured and used as thin leather when making armor.  In times of need the flesh of leech can be made into tough, salty jerky.

Giant Mosquitoes (Whitefish Woods) – Giant Mosquitoes grow to a length to 2 ½ feet and have four yellow tinted wings.  Their proboscis is extremely sharp and able to puncture leather armor.  These mosquitoes have four huge eyes that can see by light or by heat.  They are drawn to any warm blooded creature and will attack them on sight.  A giant mosquito will drain a victim of blood until they are full (which is usually a quarter of a man’s blood – more than enough to drop him unconscious.)  Such blood draw happens in six rounds.  Giant mosquitoes usually roam the countryside in swarm of a few dozen looking for prey. Fortunately the buzzing noise their wings make can be heard from afar making their chances to surprise a prey almost nil.

Giant Salmon (Bay of Green) - The genetic radiation of the Black Rain affected the salmon of the Bay of Green causing them to grow much larger, up to the length of 15 feet.  Similar to the Giant Sturgeon the salmon has additional fins along it full length.  They also have an extra pair of eyes situated between is normal eyes to help it navigate the algae thick water of the Bay of Green.  Salmon are carnivorous but mostly eat other small fish and do not typically harass fisherman like the Giant Sturgeon do.  Giant salmon are very active and tend to swim around the lake, constantly in motion.  These fish are taster than sturgeon and are the favorite prey of fishermen.

Giant Slugs (Whitefish Woods) – Giant slugs look similar to snails without their shells.  They grow to be over three feet in length and a foot and a half in diameter.  They are usually gray on color and leave a slimy trail behind them when they travel.  These slugs what three long antennae that they can extend outward (which are usually pulled inside its bulk when moving) to help it “sniff” the air around them.  Giant slugs are drawn to carrion or rotting vegetation which they feed off of.  Contrary to popular belief the giant slug can move relatively fast when necessary.  In combat slugs will try and crawl over their targets to cover them with its slime which is acidic in nature.  This acidic slime will burn any exposed skin immediately and weaken any leather or metal armor within rounds.  The acid can be washed off with any liquid.

Giant Two-Headed Snapping Turtles (Bay of Green) – Giant snapping turtles look similar to their pre-rain version except that they are darker in color and have more rigid and spiky shells.  They are also much larger, growing up to six feet long and four feet high at the highest point of their shells.  They also have two large heads that can quickly dart out of its shell and bite opponents.  They have three sharp talons on each foot that they use to swat at opponents and to dig out lairs in the soft earth and sandy beaches of coastlines.  These turtles normally shy away from confrontations with man until defending their lairs, protecting their eggs/nest, or hungry.

Giant Sturgeon (Bay of Green) – The genetic radiation of the Black Rain affected the already big sturgeon of the Bay of Green.  Altering their genetic make-up these fish now grow to lengths of twenty feet or more.  They are also more aggressive and will often attack fishing boats in hopes of capsizing them.  Once they have prey in the water the sturgeon will attempt to bit off limbs and eventually devour their victim.  Giant sturgeons look similar, (prehistoric-like,) to their pre-rain cousins except for their cat-like eyes and addition fins along its length.  When they are not feeding on smaller fish or an occasional fisherman, giant sturgeon hover just above the lake bed in what seems like a catatonic state.

Giant Islander Tortoise (Bay of Green) – These tortoises look like any other tortoise; gray non-descript shell, pointy snouted head, black eyes, etc.  Their main mutation is their size.  These tortoises grow to monstrous sizes often hundreds of feet long.  They are very docile creatures, similar to whales, and tend to slowly swim through the bay as if they were wandering aimlessly about.  When not feeding on the plants that grow along the lake bed these tortoises usually float along the top of the water enjoying the heat of a sunny day on their shells.  Because of this they often look like small floating islands that are covered with bits of seaweed and barnacles.  In the early days after the Black Rain these “floating islands” confused fishermen who where plotting their course by these landmarks only to find them missing or moved later on.  Islander Tortoises will not attack unless attacker first.  Because of the deep slumber they enjoy when sunning themselves they often don’t awake when fisherman walk upon their shells.  The only time these tortoises are aggressive is during mating season and even then they will only chase a fisherman’s boat away, avoiding combat when possible.

Lake Mammoths (of Mish Lake): In the center of Mish Lake where the waters are at their deepest live large, loch ness monster-like creatures, often referred to as Lake Mammoths.  These Mammoths can grow to lengths of over a hundred feet long with ten foot necks that can lift its head high above the water's surface.  Its skin is often a dark green-gray color and often covered with clumps of barnacles, sea moss and other plant life.  Because of the creature’s size, many people believe that the Mammoths are very old; so old in fact that they were probably around before the Black Rain.  They are plant eaters, enjoying the thick plant life that grows in the depths of Mish Lake and rarely ever come to the surface to bother sailors but have been known to defend their mating spots.  There are rumors of a hermit who has created a floating island in the middle of Mish Lake and has tamed a smaller Mammoth to use as a mount raiding small villes on the Michigan coastline.

Mer-people (of Mish Lake): At the bottom of Mish lake were some of the thickest clumps of seaweed grow, which could be called seaweed forests, are the homes of the Mer-people.  Leaves of the central stalks of the seaweed are shredded and woven into large basket like structures that serve as small huts for the mer-people.  Often times called "fish men" by land dwellers, these humanoids are half man and half fish resembling the fabled mermen and mermaids of pre-rain times.  From the waist up the mer-people are human looking with pale, often green tinted skin, long flowing hair and big (also too big) glossy eyes.  From the waist down they have a long powerful fish tail that gradually tapers to a tail fin that are inverted like a whale.  Their lower body is covered with thousands of small fish scales that are either dark green or rusty brown in color, with yellow and golden hues sprinkled in.  These scales are an effective armor against attacks.  Mer-people can swim very fast (over twice of a humans top speed on land) and can maneuver in tight places and corners.  They usually carry tridents, spears and nets to attack and/or capture prey.  Mer-people aren't normally aggressive, usually happy with observing boats that cross the Mish but will defend their homes form anything that appears to be a threat (including any boat that sails directly above their watery homes.)  Mer-people are amphibious but enjoy water breathing more.  They rarely come to the surface and never go onto land as their tails can not support them.  Mer-people live off of the various fish and lake life found in Mish lake and harvest certain kinds of underwater plant life for food and to weave into goods.  They often wear jewelry and other decorations made out of various shells found at the bottom of the lake.  

Murm (of the Bay of Green) – The Murm of the peninsula are a variety of Fren that are brighter colored, often times aqua blue skinned with bright yellow or indigo spines on their backs.  They are a little more lanky in shape with longer legs allowing them to run faster.  The Murm are less intelligent and more instinctive than their Fren cousins and often speak in their garbled, murmuring babble of a language (hence their name the Murm.)  The Murm have larger bubblely fish eyes that the Fren that give them excellent sight underwater where they spend a fair amount of their time fishing.  Being amphibious, the Murm make their homes on beaches and coastal areas crafting huts out of thick plants and leaves.  They arm themselves with tridents, spears and fishing nets and will attack any non-Murm on sight to drive them away from their homes.  Murms are attracted to shiny objects and will often collect them (including tech items) and horde them in great piles in their chieftain’s hut.  Murm have a short life cycle, barely 25 years, but reproduce quickly, the average youth growing to adulthood in just three years.  An area infested with Murm can quickly be overrun in a mere decade.  And because the Murm have animal intelligence they will often depopulate a fishing area and be forced to move on.  Because of this many abandon Murm villages can be found along beaches and coastlines.

Steelhide Lurkers (Spider Island) – These large spider like insects, growing up to four feet in diameter, were the vile creations of the scientists of Vault 188.  Each spider has a wide, flat body that is covered in a hard steel-like carapace that is gray-green in color.  It has eight thick legs that look like they are covered in fur but is really covered in short strands of steel like hairs.  The spiders head is longer than normal and ends in a set of elongated pinchers (looking similar to a centipede.)  Amazingly enough under the pinchers is a large maw that opens up to a triple row of sharp teeth (like that of a shark) that can be uses to bite anything caught in its pinchers.  The Lurkers are very fast and like to hunt in packs.  They can also climb trees, with the help of spikes attached to the bottom of their “feet,” where they hide ready to ambush anything that passes below them.  They are always ravenously hungry and will attack anything it can eat.

Twisted Cherry Tree (Cherry Forest) - Before the Black Rain, Door County (the entire peninsula north of Sturgeon Bay) was renown for their Cherry Orchards and the "Door County Coolers" (cherry juice based waters and wine coolers.)  These cherry orchards survived the Black Rain and spread across a good portion of the center of the peninsula.  Growing in a more hostile environment, the cherry trees adapted to their surroundings by developing a thick, stony like, bark that acted as armor for the cherry trees.  These plates of bark were so ridged that as the trees grew, it caused them to twist into odd, contorted shapes.  The cherries themselves also changed.  They grew bigger, almost double their pre-rain size and their skins grew thicker.  This thicker skin made it tougher to eat as a fruit (it often had to be peeled back to eat them) but it also protected the juices inside.  Because of this, the cherries are more often harvested to make Cherry Water than for a food source.

Whitefish (Whitefish beach) - Along the shoreline between old Whitefish Dunes State Park and Whitefish Bay is the home of the Whitefish.  This fish gets its name (and kept its name) for its appearance.  Looking like an oversized sardine. This fish is covered with small silvery scales that shine brightly in the sunlight (even dim light) that appear to be strikingly white in color.  The fish thrive in the waters just off the shoreline where the beach falls away to small open pockets and coves (the sandy beaches quickly become rocky.)  There are so many schools of fish here that fishermen from Breakwater Harbor make a monthly trek to this stretch of beach to harvest the fish with large nets.  They have yet to build a permanent settlement near the beach as the forest to the northeast (between the beaches and Leech Lake (old Clark Lake)) is teeming with dangerous wildlife and has yet to be cleared out and made safe.  Whitefish are high in protein, contain a fair amount of meat, and their oils are used to power lamps and other sources of light.  The people of Breakwater Harbor will trade excess fish with other villes but are careful not to overfish the beaches to allow the fish to replenish themselves.  They are always on the lookout for "fish poachers" and will deal harshly with anyone stealing their fish.

_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Post 6:

ADVENTURE HOOKS

Adventure hook 001: Claim the buried pirate treasure of old Jack Island.  Somewhere down the line the party finds an old piece of parchment that has a crudely drawn map of the lands around old Jack Island showing the approximate location of the buried treasure (with clues.)

Adventure hook 002: A citizen of Cherry Harbor wants a certain item that a trader was supposed to bring him from Sister's Refuge.  The trader was a victim of a giant eagle attack, where the entire caravan was destroyed and its workers eaten or carried away toward Eagle Roc Forest. The citizen points you in the direction of the ruined lighthouse which is supposed to be the center of the giant eagle's domain.  Players must retrieve an item from a corpse (meal of the giant eagles) from the top of the lighthouse in Eagle Roc Forest (which is also the lair of the leaders of the giant eagles.)

Adventure hook 003: The ferryman of Portville needs a new part to repair his ferry.  There is rumored to be an old garage that once held parts to fix state owned vehicles hidden in the forest to the south.  The ferryman wants the party to venture into Bloodhawk Forest and find the part.

Adventure hook 004: Officials of Cherry Harbor want to you head deep into the Cherry Forest to the ruins of Peninsula Center and stop the group of thieves that have set up shop there (and are currently raiding the cherry harvesters from there.)

Adventure hook 005: There are many rumors floating around Breakwater Harbor about a lost underground fortress of loot hidden in the Whitefish Forest.  A half starved and crazy man in town says he seen it with his own eyes.  Most people think it is "hogwash" but the old guy has proof.  For a price his will show the party a keycard that is marked with big black letters spelling out "184."  It is definitely a vault key (tech check to realize this.)  This is the adventure hook to get the party to Whitefish Forest (even though they are warned not to go by local fishermen) to find the mysterious vault.

Adventure hook 006: Breakwater Harbor is interested in expanding their ville to the north into old Moonlight Bay.  Unfortunately the bay is home to many mutants and other undesirables; notably a tribe of vicious Murm.  The ville’s Baron is looking for a group of adventures, mercenaries, bounty hunters, etc., to travel to the bay and “clear it out.”  He will reward them with a bit of tech or free lodging within the ville.  

Adventure hook 007: A rumor has been circulating in one of the larger villes (Breakwater Harbor, Cherry Harbor or Shattered Bridges) of a hidden ville deep in the forests of the southern part of the peninsula.  The rumor says that there is hidden tech there that is capable of supplying unlimited amounts of food; enough food to support the biggest of villes for decades.  A wealthy merchant is looking to hire an exploration team to find the hidden tech and return it to him so that he can start a ville of his own.

Adventure hook 008: The baron of Shattered Bridges has uncovered some information (from a foiled trade caravan heist) that a group of pirates, the Iron Brigade, are planning to raid Shattered Bridges.  The robbery involves destroying the new bridges which would devastate the trade with the upper peninsula.  The baron has also learned that the Iron Brigade is being lead by a group of androids, their leader wielding strange and devastating tech weapons.  The baron is looking to hire a group of adventurers to travel up the coast to the pirates hidden hideout and stop them before they can mount an attack on Shattered Bridges.

Adventure hook 009: An elder sister from Sister’s Refugee has been abducted by an unknown group that has fled across the Bay of Green to a secret hideout.  The other Sisters are looking for a group of adventurers to rescue her and bring her back alive.  The adventurers must brave the open waters of the Bay and find the secret hide-out.  In doing so the adventurers will learn that the bandits have taken the sister to help cure their sick leader; and that the sister is now a willing participant, unwilling to return to Sister’s Refugee until the sick bandit leader is cured.

Adventure hook 010: A ferryman from Portville, who makes frequent journeys to Wilderland, has learned a rumor from a trader using the ferry.  The rumor speaks of a hidden cache of tech buried in an underground bunker just north of the “Forbidden Zone,” (the old airport in northwestern Wilder Island that the islanders believed in cursed.)  For a fee the ferryman will provide all the information he knows and a crude map of the island pointing out where the bunker is believed to be hidden (this is actually the remains of Vault 186)

Adventure hook 011: A group of bandits have set up camp in the ruins of Carlsville and have taken to ambushing the traders that travel between Cheery Harbor and Shattered Bridges.  As the adventurers pass through the ruins they are also attacked.  This can be a stand alone encounter or a lead in to a large adventure.  Maybe one of the bandits has a crudely drawn map on him that leads to the bandit’s hideout that contains a large amount or loot or tech.

Adventure hook 012: Something is happening to the farmlands south of Sister Bay.  They are growing withered and stunted.  If this continues there may not be enough food for the winter.  The source of the corruption has to be discovered and stopped. Depending on the adventurers level there could be an invasion of grab grass, sentinel plants that are feeding off the crops, an underground complex that is leaking radiation into the ground (and just happens to be conveniently filled with mutants that will try and stop the adventurers from closing off the leaky reactor)

Adventure hook 013: A descendant of the sole survivor of the giant eagle attack on Fish Creek is looking for someone to travel into the heart of Eagle Roc woods, to the ruins of Fish Creek and finally retrieve the item his great grandfather had lost almost 95 years ago.  The item is considered a family heirloom and a reminder of what life was like before the Black Rain (GMs choice on what the item is; for example, a steel lockbox of family photos, a family crest, a DVD of family movies, a golden pocket watch, etc.)

Adventurer hook 014: The Baron of Cherry Harbor has learned that bandits have infiltrated the work force picking cherries in Cherry Forest, posing as pickers, trying to learn more about Cherry Harbor and its defenses.  The Baron would like the adventurers to also pose as workers and try to uncover the bandit plot against Cherry Harbor.  This adventure hook could lead to or be combined with hook #4.

Adventure hook 015: More and more Giant Leaping Leeches have been making their way into the Watering Hole.  The infestation is getting so bad that some of the pickers in the Cherry Forest have been harmed and/or killed.  The Baron of Cherry Harbor wants a group of adventurers to travel to Leech Lake and investigate the rise in leech numbers.  Once there the adventurers will find a source of radiation has been uncovered at the bottom of the lake, which is causing the leeches to reproduce faster than normal.  It will be up to the adventurers on how they will “clean up the mess.”

_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Post 7:

VAULTS:

Vaults or “redoubts” are underground military facilities that are big enough to house, men, equipment and accommodations for everything needed to survive underground for years.  They were created for various reasons including: housing important individuals in case of a nuclear attack by foreign countries, to house military forces, to act as research facilities, etc.

The following list explains in detail the various Vaults that are scattered within the peninsula.  Each entry gives a brief history of the Vault and any other interesting information about the complex.

"Vault 184: Lake Michigan Monitor Station East” (White Fish Dunes State Park) - There is an abandon vault at the end of an old pre-rain road (old South Cave Point Road) in the middle of the Whitefish Forest.  The entry to this vault is small and well hidden within the forest, down in the dip of the landscape.  The giant mosquitoes and other deadly bugs have kept most people from exploring the forest and finding the vault entrance. This vault is smaller than the normal vault, designed more for research than for citizen dwelling (survival).  It's intent was to monitor any and all enemy traffic on old Lake Michigan and broadcast that information to nearby military installations.  It was never intended to be a permanent vault, and so its inhabitants quickly died of starvation.  After the Black Rain the group, trained to watch for the approach of waterborne enemies, didn't know how to deal with such a devastating attack as Black Rain was.  They panicked and tried to flee and found that they were sealed in (a precaution the military used knowing that an attack such as Black Rain was coming and anticipated a mutiny.)  The inhabitants lived off their meager foodstuff until it ran out and they starved (approximately 2 years after Black Rain.) This vault is locked tight and must be blown open or lock picked by someone familiar with encrypted codes.  Inside is a plethora of tech and surveillance equipment (most still sealed and in working order) and enough room for a dozen inhabitants to live comfortable (but not much more.)  All of the leathery corpses of the long dead are still here in the same place they expired years ago (the vault was air tight so the bodies just dried and didn't decompose.

"Vault 185: PSP Military Dormitory” (Peninsula State Park) - There is an abandon vault in the western portion of Eagle Roc Forest.  It was created on state park land and intended for military personnel and their families.  After Black Rain these citizens lived in the vault and prospered until their tech began to fail and the food processors broke down.  But before the vault dwellers could starve, long standing military training allowed the citizens to form a plan to brave the unknown and head back to the surface to hunt for food.  Once outside the citizens were quickly lost in the wild lands that had grown up around the vault.  The giant eagles devoured many of the vault dwellers.  The few that survived that first day in the new world escaped and eventually became citizens of the villes of Cherry Harbor and Sister's Refuge.  One of the sec force of Cherry Harbor is a direct descendant of the original vault 185 dwellers (not that he would voice that claim.)  The vault itself is closed, but not locked and is in good shape but most of the tech and loot had been taken with the deserters.  There are still bits of hidden loot and information on the computer system that can be found by adventurers.

"Vault 186: Lake Michigan Monitor Station North” (Washington Island) - There is an abandon vault just north of the ruined airport on Wilder Island near the shoreline.  Because of the rising water level (caused by the Black Rain) the bottom of the door is submerged.  The door is also ajar which has let in the water and some wildlife both which have claimed the upper level of the vault. Soon after the Black Rain there was a revolt in the vault, some of the inhabitants couldn't live with all the tech in the vault fearing it was the same tech that caused the Black Rain.  The vault's purging system (which is designed to destroy all life in the vault in case of contamination) was activated. In the final moments most inhabitants died from infighting or the purging, with only a few escaping through the front doors.  This is thought to be the source of the technophobia that has taken over the people of Tonlin.  The vault now sits partial open allowing anyone or anything access to it.  The upper levels are in ruin, most items of interest or value destroyed by water and/or the wildlife.  The lower level, that contains the vault's powers source, barracks and labs are all untouched by the water and animals.  Some items were destroyed in the last battle of the vault dwellers but many things are still as they were left a hundred years ago…including the remains of the victims of that day.

"Vault 187: Peninsula Research and Command Station” (Rock Island State Park) - This vault is functioning and has been opened.  It was originally developed to be able to monitor the effects of a holocaust (the Black Rain) and signal other peninsula vault when it was safe to open and let its citizens emerge from isolation.  The vault dwellers found that the genetic radiation interfered with many of their instruments and reduced their range to miles.  They were not able to communicate with other vaults but could monitor the conditions on old Rock Island.  When the conditions outside of the vault stabilized the citizens began sending small groups out into the wilderness to conduct controlled experiments.  Eventually they explored the entirety of old Rock Islands and made the journey to Wilder Island.  They encountered the people of Tonlin (then a new ville) and discovered their wild streak and phobia of all that was tech.  After a few of the research team were killed (because of their tech) the others returned to the vault.  They are content to live on old Rock Island and continue to monitor the surrounding conditions.  They still keep tabs on the people of Tonlin (using a mole) but have long ago abandoned the idea of contacting the other vaults.  The vault itself is in good working order.  Most of the tech still works (it has been well maintained if not worn) and much of the equipment and weaponry still exists. The only thing the vault lacks is the original foodstuffs which was long ago eaten up and replaced with hunted and harvested foods (to offset the aging Food Replicators.)

"Vault 188: Newport Gen-Lab” (Newport State Park U.S. Bird Refugee) - This abandon vault has been opened to the outside world.  Built on the aptly named Spider Island, this vault was created to house a group of scientists that were tasked with conducting gene splice therapy to create heartier species of animals (including humans) that could survive the projected climate changes from global warming.  They were only a few years into their experimentation when the Black Rain hit.  Once it ended the scientists realized that the genetic radiation in the atmosphere yielded the results, in months, what their experiments where to yield over the course of thirty plus years.  The scientists decided to capture some of the new wildlife and study it and hoped to use those results to further along their research.  Sometime in the first eight months of research a vicious, carnivorous, armored insectoid was created.  It was the first, and last, success for the scientists.  The bugs escaped and killed their creators.  One scientist was able to escape the vault, opening the door to the outside world, but was quickly caught and devoured.  The bugs escaped onto old Spider Island but were fortunately stuck there when they discovered they could not survive the swim to the mainland.  Many of the other experimental animals fled the vault and lived long enough to breed in the wild. One of these creatures was a large bird of prey that mingled with hawks to create the first Bloodhawks (who settled in the state park to the north.)  The vault still stands, full of all sorts of working scientific gear and equipment, ripe for the taking by any treasure seeker brave enough to challenge the bugs of old Spider Island and claim it.

Approximate Timeline of Apoc after the Black Rain (for the Peninsula)

YEAR 0
the Black Rain occurs

YEAR 1
People of Ephraim flee to Sister's Refuge
Some of the people of old Northport (Portville) flee to Sister's Refuge.
Giant Eagles appear in Eagle Roc Woods
Sisterhood is created in Sister's Refuge to help lead the ville.
The Rock ferry is ambushed and destroyed by the people of Tonlin.
Survivors of the old Jacksonport quake flee to Breakwater Harbor
Peninsula Center people migrate to Cherry Harbor.
Twisted Cherry trees begin to spread across the peninsula
The citizens of Vault 186 revolt and flee their underground home.  They eventually join the people of Tonlin.
Institute gets their Food Generator online and begins to take steps to keep it a secret.
Carlsville suffers through a frigid winter and loses a quarter of its people.
The bugs escape from captivity in Vault 188 and kill their captors.  They flourish on old Spider Island and take over the island.  The Bloodhawks escape from Vault 188 and settle in the state park to the north (which is later renamed as Bloodhawk Forest.)

YEAR 2
Farms of old Ephraim re-established and start producing food for Sister's Refuge. Some trading with Cherry Harbor, Fish Creek and Portville begins.
People of Wilder Island unite and form the ville of Tonlin.
Ferry of Portville starts making trading runs to Wilder Island.
People of the Rock migrate to Portville
Bloodhawks first sighted in Bloodhawk Forest
Citizens of Vault 184 starve to death, sealed inside their vault.
Citizens emerge from Vault 187 to explore old Rock Island.
Warriors from Institute attack Valmy in the night killing all of the villagers and burn the ville to the ground.
Carlsville villagers hang their leaders and appoint police chief Carl as their new leader.  He prepares them for another harsh winter.

YEAR 3
Sister's Refuge officially recognized it's new name.
Ellisonville successfully cultivates farmland and begins to harvest crops.
Negotiations between Tonlin and Portville to establish a sanctioned trade route begin.
A search party from Vault 187 encounter the people of Tonlin.  Two of the researches are killed with the rest returning to the Vault.
Carlsville villagers survive a second winter but realize it is a lost cause.  They pack up and migrate to the ville of Shattered Bridges to the south.

YEAR 4
Giant eagles slaughter the people of Fish Creek.  A lone survivor flees to Cherry Harbor
Tonlin agrees to a limited trade agreement with Portville.  Portville gains safe passage to and from Wilder Island.
Citizen of Vault 187 continue to monitor their surroundings including the happenings of Wilder Island and the ville of Tonlin.

YEAR 5
People of Rowley begin raiding the farms of Ellisonville.
Portville begins producing fuel for the ville and ferry.

YEAR 6
Tonlin Rite of Manhood is created.  First young man successfully completes the test.
Skirmishes between Ellisonville and Rowley escalate.
Cherry Harbor sends a few groups of people to the ruins of Fish Creek to loot it until the giant eagles become to dangerous.

YEAR 7     
First profitable harvesting of cherries by Cherry Harbor.
Bloody battle of the Ellisonville farmers.  Ellisonville residents migrate to Sister's Refuge.

YEAR 8
The people of Rowley begin to run out of food and begin migrating to Portville, Breakwater Harbor, Sister's Refuge and Shattered Bridges.

YEAR 9
On a scouting mission the people of Breakwater Harbor discover the fish-rich coastline of Whitefish Beach and begin to harvest the whitefish.  The dangerous of Whitefish Forest are also discovered.  The forest is avoided from that day forward.

YEAR 10
Giant eagles completely dominate all of Eagle Roc Forest.  They begin attacking an occasional trade caravan traveling between Cherry Harbor and Sister's Refuge.

YEAR 11    
Cherry Harbor successfully sets up a regular trade route extending north to Portville and south to Shattered Bridges.  First batch of Cherry Water created.
Cherry Forest has expanded as far north as old Juddville.

YEAR 12     
Cherry Harbor tries to annex Juddville.  Negotiations begins.

YEAR 13     
Juddville agrees to be a subsidiary of Cherry Harbor - services in exchange for goods.  The ville is now known as Pickerton.

YEAR 27
The life support systems fail in Vault 185.  Its citizens leave their vault and migrate to Sister's Refuge and Cherry Harbor.

YEAR 44
The Cherry Forest stops expanding and just grows more dense.

YEAR 87    
Pirates bury a hidden treasure on old Jack Island.  The pirates later die in a raid on Cherry Harbor and treasure remains unclaimed.

YEAR 99    
Breakwater Harbor makes plans to expand their ville north into old Moonlight Bay
Bandits move into the ruins of Peninsula Center in the middle of Cherry Forest.  They make plans to raid Cherry Harbor

VOCABULARY:

This is a list of post apocalyptic words that a GM can use to add a little flavor to his NPCs.  Many of the words have been taken from other post-apocalyptic and sci-fi sources such as Fallout and James Axler’s Deathland series.

· Ancients – This is how survivors of the holocaust now refer to the people from before the Black Rain.
· Baron - leader/ruler of a ville
· Boomstick – nickname for firearms (especially shotguns and rifles)
· “by Hell's fire” - curse words
· “by the rain of death” – curse words
· “dark night” - curse words
· “fireblast” - curse word
· Gaudy – **** or prostitute.  Anyone who sells their body for Jack
· Gaudy House - **** house.  This is a brothel, a building full of gaudies.
· Gen-rad – Shortened version of Genetic Radiation.
· Jack or Loot – This is a slang name for money or treasure.  Anything that is of value to a ville or villager, that is tradable for other goods is considered Jack or Loot.  Examples of this could be: clean water, fresh food, bullets, desirable items of the ancients (guns, clothing, text books, etc.)
·  Machina (Ma-keen-a) - slang for tech or machinery.  Often uses as a curse word when talking about the "evil" machines that brought about the destruction of the world.
·  Norm - Any non-mutant.  Usually a Pure Strain Human.
·  “Nukeblast” - curse word
·  Outlander – This is a catch all phrase for anyone that is not from a particular community.  Most adventurers are called this when they pass through a ville.
·  Rain-touched – This is how people refer to any person with a mutation.  Also refered to as tainted, corrupted or cursed.
·  Rapdifires – nickname for any atuo or semi-automatic firearms that can shoot in rpaid succession.
·  Sec – A nickname for any members of a security force.  Usually used as a plural as in Sec force or Sec patrol.
·  Sec Chief – A nickname for the leader or commanding officer of a sec force or patrol.  Similar to the “chief of police.”
·  Vault or “Redoubt” - slang for an underground army facility that is big enough to house, men, equipment and accommodations for everything needed to survive underground for years.
·  Ville – This is how people refer to the various towns and cities (no matter the size) that are scattered across the lands.
·  Wag – This is the slang term for motorized vehicles; cars, trucks, motorcycles, etc.  It is short for “wagon.”
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Havent' had a chance to read through yet, but a very quick scan looks like some great background info for that region of the world.

Thanks for sharing.
Like ... WOW ... top job ... 10 points ... 5 stars ... can't wait to see that map Laughing 
GMT +10 (Aussie, Aussie, Aussie ....)
Thanks for the kind words.  I'll get to posting the map on Google docs.  I'm almost done with the next part of Wisconsin (the Green Bay area) in the same format as above
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
here is the link to the map of the Peninsula:

docs.google.com/leaf?id=0B9xLfWjEpGn4NTd...



[edit] I fixed the link above.  It should work now!
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
the link puts me through to the sign in page ... do u have to be registered to use it?
GMT +10 (Aussie, Aussie, Aussie ....)
Caedus,

In my Wayun campaign there is a trickle of lake-borne trade between NE Indiana and the U.P. of Michigan.  You could introduce this at a late date in your campaign via plot hooks:

1a) The PCs have to camp out near the lakeshore during a storm.  When the storm passes / sun rises, a large boat, damaged, is off shore.  The sailors need to fix the boat and get a move on.

1b) A while back, there already was a boat.  Now somebody is repairing a lighthouse to show the next boat where to stop.  The repair crew may/may not want secrecy.

1c) While spying out something else, the PCs overhear that there are two groups far over the water that trade basic metals for made goods.  A far-sighted man (or a crazy lunatic, depending on who you ask) could find a way to create a triangle trade route.  (Cherries sound like a possible trade good.)

Best complements I have yet received:

Show

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

{BRJN} If Bhaal approves of The Joker, does he approve of Jack Nicholson's portrayal or Heath Ledger's protrayal more?

{stigger} That question is utterly classic, and completely on target.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

Show

Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign

Thanks for the plot hooks.  They will come in handy when I get more of the Atlas for Wisconsin done!
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Wow - that is a lot of material. Did you ever read The Door Islands material for Gamma World 4th edition in Polyhedron?

Kerry
No.  Never knew there was other stuff out there.  I'll have to track down a copy of Polyhedron and check it out!
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas
Excellent work!
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.