Please post new locales for the GW Community atlas here.

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So its easier for me to find new GW locales and add them to the Community Atlas, please post them in this thread.  Thansk in advance
_________________________________________________________ Craedus - Gatherer of new GW locales for the GW Community Atlas

I'm not sure if this truly count as a "locale" yet, but here is the intro for my area (Huntsville, AL):

It has been 150 years since reality fell apart during the time you’ve heard referenced as the Big Mistake, the Great Upheaval, the Event, and once, as the Great Pumpkin (but that guy was either drunk or senile. . . you hope). It was a dangerous time for your ancestors. As bits of reality fell away, they were replaced by bits of other realities. Whole cities disappeared and were replaced with wild jungle, blasted ruins decades old, new cities with advanced technologies, or even stranger things. These problems were compounded by scared people in possession of powerful weapons (including nuclear arsenals). Billions upon billions died or disappeared never to be seen again. Additionally, living bodies were as subject to the reality “flux” as non-animate objects. Few people or animals during this time did not mutate in some way. In fact, the sparse records of the time indicate that many would change daily if not hourly.


Fortunately, reality eventually began to stabilize into a new configuration of multiple realities. Although not unheard of, flux is a rarity now, but it has left its mark. Strange creatures (some sentient) roam the land. Advanced technology from other realities may be found just over the horizon. The malleable bodies of mutants may spontaneously mutate during times of stress (which makes that first kiss oh so much more interesting). This is the world of Gamma Terra.


You currently live at the university, a place of learning since before the Big Mistake. However, whereas in the distant past it was only filled with teachers and students, it is now a self-sustaining community protected by a thick brick wall and its own security force. Community members are expected to have an appreciation for knowledge if not an aptitude for learning or teaching. In fact, various learning programs are freely offered to the campus community. Additionally, all adult members must serve at least two years in the Chargers, the traditional security force of the university, and are expected to assist in defending the campus from any large threat. The most promising Charger recruits are even taught techniques of combat supposedly passed down from the ancient warriors of Red Stone, a nearby military base of old.

Here are some of the things I have for the Atlanta area:
Mount Nessa ( Kennesaw Mountain ) - 
Home to the Enlightened

The Enlightened are a pacifist group dedicated to the pursuit of happiness. Pleasure and serenity are the key words in their society. Normally, pacifist and peaceful societies end up as fodder to the powerful and the unjust. Luckily, the Enlightened have been able to sustain a high positive mutation rate. This makes for a powerful race of beings.


The defense of their enclave is the responsibility of the Defense Guard. All members of the society must serve long term shifts in the Guard. The members are treated with alchemical substances that enable the pacifistic tendencies bred into the people to be suppressed. Other chemicals are added to raise their aggression level. This combination ends up producing attitudes more suited to military duties.



The breeding rituals used by the Enlightened are a melange of Roman Caligula style orgies and mad science worthy of Nikola Tesla. But it works. The gestation period of The Enlightened is down to about 3 months and their society is growing quickly. The positive aspects of the high mutation rate has meant the citizens have a low workload and increased time for their hedonistic activities.



Alpha Complex ( Alpharetta )
The Ophidians of Alpha Complex
This society is located in Alpha Complex. It is composed of a highly intelligent colony of scholars, engineers of the ancient magic and psychics. It is a community of peaceful knowledge seeking members of the reptilian Sleeth race. Unfortunately, the Sleeth are also raving xenophobes. The term “Approach with caution” does not do service to encounters with the Sleeth. Avoid works much better.


Retta ( Marietta )
(Worshipers of the world famous Big Chicken)
The Roosterheads are a group of fierce warriors with a single minded love of tech. They practice a religion of which little is known. There name comes from the habit of wearing severed chicken heads as jewelery and as totems/emblems on their clothing. The Roosterheads are composed of several of the bipedal races like Badders, Porkers and Dabbers, but the leadership is thought to be made up exclusively of Hoops.

Myrne Android Base ( The area enclosing Dobbins Air Force base and Smyrna )
A highly secure area populated by androids and other robotic life forms.  Very suspicious of outsiders.  Vast secret high tech hardware lives inside.

The City ( Atlanta inside the perimeter )
( The perimeter and all land inside was lifted/raised 1/2 mile during the Big Mistake )
The City rests on top of a plateau 1/2 a mile high about 30 miles SE of The Enlightened compound. The plateau looks to have been lifted or extruded from the earth in a cataclysmic eruption. There are paths that allow the brave or the reckless to climb the heights. The normal mode of travel to the City is by flight, either ancient tech or by natural means.
The City is split into several sectors:
The Market ( cumberland mall/the galleria )— A vast Marketplace that is nearest to The Enlightened. Anything can be bought here and anything can be sold. It is best to watch your belongings and yourself carefully while here.
The Wreck ( Georgia Tech area )— A nuclear wasteland that contains massive amounts of ancient tech and heavily mutated creatures that guard it.
Undertown ( Underground Atlanta )— The ruins of an ancient civilization which rests underneath the City. Rumors of the vast riches that are hidden are legendary.
I don't have any details yet, but it might be fun to introduce a fishing society in the Outer Banks NC area.  The fisherfolk stay in the inner sea and avoid the open ocean.  In fact, they know the whole world tilts down as you move north; after all, the water in the ocean runs that way all the time, and the very land sinks away beneath it.  (This is the mouth of Chesapeake Bay, southern side covered in swamp.)

There are landlubbers, surface-dwellers, bottom-dwellers, and even a few swimming races in the area.  On rare occasions, something comes into the Inner Sea from the ocean or down a river from inland.

One tribe of humanoids lives on a dozen ex-houseboats.  They are the traders and gossips of the region.

Once (sometimes twice) a year a hurricane blows through.  Otherwise the weather is vigorous - windy often and storms frequently - but not extreme hot/cold.

If anybody has a good rule set for water-borne and underwater combat, this would be the setting to try it out.

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

I have been working on a Georgia area Gamma World setting for years.  My idea had the Appalachian mountains fork and run around the Atlanta area.  The inhabitants of Atlanta turn the 285 perimeter highway into a wall.  They created it using junk and debris from the surroundings.  Within the "fork" live a thriving mutated animal community.  They rejected the old world ways and live more like Amish families.  They speak the Cherokee language.  The Atlantians have developed a plant that can remove toxins from the soil.  The Carver bean resembles a peanut plant.  The beans actually absorb the ground toxins.  These beans are used by the farmers in the fork to remove toxins so they can regain farming land.  They sell the Carver beans to the Atlantians who then turn around and process them for "biofuel."  This fuel has become a great source of revenue for the city.  It also makes the city a very big target for attack.  Atlantians want the Carver bean to remain secret in order to keep their monopoly.  The I85 highway is still a major caravan route to bring the Fuel to the Mobil Industrial complex. 

Ristarr, I really like the upraised Atlanta area.  Have you thought about the fact that the Center for Disease Control is in Atlanta?  That could be great source for Evil.
















Wlcome to Neck-ville (an irradiated version of Nyack, NY)
Nyack is located in the lower Hudson Valley, 12 miles from NYC.
These are my notes for the community, feel free to adapt them to suit your purposes. I have alot more notes to flesh out the setting (encounters, skill challenges, flow charts, etc.) will post as time permits, esp. if the feedback is receptive to more.

Enjoy!


Neckville--"Protect ya Neck!" (Reference to vampire problems in the past?) Water-level now at 1 block south of Broadway.


 Environment: Yellowish skies, 50-70 degrees. Acid rain.


 The Brook: Glowing water trickles under a bridge into a tunnel. Anyone who goes inside gets an Alpha Mutation. Use Beta Moss and a Tunnel Lurker, see below


 The River: Anyone who goes inside gets an Alpha Mutation. Polluted by brightly colored, semi-solid blobs. A clever and nimble person can hop across the river (1.5 miles wide) without getting wet, all the way to Tarry's Town. (Rename Terror-town?)


 Hook Mountain: 2 portals are located here, one @ ground level, the other 1/4 up the mountain at a clearing.


 


Personalities:


 The Coaches:


 Castahuh!: The unofficial head coach, with leathery skin and gray hair with beard. “Cass” is responsible for honing VARSITY members’ physical skills and fighting techniques. The most human-looking of the coaches, but actually has a large mouth in his lower torso that he only reveals during a true combat; then he bellows orders form this mouth that can be heard across the battlefield.


 Rodge: Pink-skinned and frog-like, with close-cropped white hair, Rodge is VARSITY’s Quartermaster. Those who uncover Omega Tech and other useful gear are expected to log them in case those resources should be needed by the community. The most freakish of the coaches, she can also act as a confidant to others with bizarre appearances.


 Pez:  Dark-skinned, short beard and antennae. Mellow and meditative, he helps train Psi-based characters in the use of their powers by emphasizing relaxation and mental-focus techniques.


 Hairy Bert: Science Professor, and the foremost local expert on the Portals of Hook Mountain. However, his knowledge is of a practical and theoretical nature; the Genetic Purists of Nyack College possess the practical resources and tech. Eccentric but Charismatic, (and never without his shades), he occasionally acts as a liaison to the other local communities when Castahuh is unable to do so.


 The Flan: Monosyllabic and homicidal. Kenny, Aiken, and The Cynic round out his squad.


 Spider Tony: Mans the ovens @ Tarantella's to provide baked goods. Often escorted by varsity.


 Pickwick: Holes up in a book store, (more defensible than library) and scans what books he can into his hand-cranked laptop. Sometimes needs help scavenging the library.


 Walter: A day's hike away (near Suffering, PCs can follow the road up to it) Walter's pretty independent, but knows a lot of the lore of the land. A member of the Archivists, and his Compound has a survivalist feel. He can also provide Drugs-- Consumables that can either heal hp, or provide a 1d4 bonus to a skill until the end of an Encounter, but will result in a penalty to Perception and a random skill until an extended rest; a successful Con check (moderate) will reduce this penalty until the end of a short rest.



 Locations: 


 Redstone Abbey:


Old high school across from hospital: Headquarters for community, walled off abbey style street in middle training grounds. Football fields now garden for fresh produce (watered with Gatorade for the electrolytes), hydroponics inside. Families in classrooms or hospital rooms. Colors are red & black, organization structured like athletic team. PCs are Varsity sent out to patrol, forage, and explore. Lots of athletic equipment, pads for armor, helmets, etc. Guards use sharpened lacrosse sticks and murderballs: footballs dipped in concrete and spiked. Others use spiked cleats as flails or bolas. Varsity uses plastic key tags in place of dog tags. Team can use battery-operated walkie-talkies with one-mile range (or limited telepathy?) Aspiring members are part of JV and must prove themselves in an athletic challenge.


 Possibility: Neckville might receive shipments of meat from Far-go in exchange for goods & services. Disruption of this supply might serve as a hook into Famine in Far-Go


 Smidland: Foundation hole surrounded by grab grass and filled with black mold (save vs. fortitude or lose one save throw when dying. Extended rest Ends), but filled with ancient junk and Omega tech.


 Church Row: Now lakefront property. Many religious relics to be found, but watch out for fishmen! Good opportunity for catwalk encounters.


 The Bank: Now a bar that caters another community headquartered in the YMCA. This Community is made up of those who split off from  the Redstone Abbey, feeling constrained by its authority. more creative types and free spirirts are here, some pursuing artistic endeavours within the Y and on its walls. On good terms with the Abbey, (friendly rivals), and friends with the Dabber community.


 The Spot: A search here can uncover Ancient Junk, Omega Tech and pills that allow Alpha Mutation. Home to Dabber Community, most of whom are dressed in Scouting apparel. The Dabbers also have a canoe.


 The Pier: Rebuilt along shore line by Big Pink apartments.


 Nyack College & Middle School: Home to Scientists. Isolationists and Genetic Purity. Good idea to give them a wide berth, unless you want to end up as a lab specimen. Capture could result in an Origin switch!  They will sometimes venture down to Church Row for religious relics, or will trade for the "Y Crowd" for the same. At least one of them is convinced that the Big Mistake was actually the Rapture, and everyone alive was Left Behind in this Hell on Earth. Might try to manipulate the Hook Mountain Portal to enter into what he thinks is Heaven, but would need Prof. Hairy-Bert's expertise and co-operation.




































































































































































































































































































 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



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The Spot



 



The Pier



The Bank



The “Y” Not?



Library



Church



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Hook



 



 



 



 



Pickwick



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



Spider Nick’s



 



 



 



 



 



 




Badder Steading



 



 



 



 



 



 



 



 



 



 



 



 



 



 



Brook



 



 



 



 



 



 



 



 



Redstone



 



 



 



 



 



 



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Redstone



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



 



To I-87



 



 



 



Genetic



Purity


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