by FlashbackJon, Oct 14,2010

Ohma League

Little more than a loose confederation of tribes and forts controlled by feuding warlords, the Ohma League comprises one of the largest remaining civilized areas in the central plains of Meriga. Situated on the banks of the Misery River, the Archivists believe it once served as a central rail hub for the Ancients, but little evidence of this remains. Most of Ohma's landscape was reduced to a craggy, irradiated wasteland long, long ago. The Ohma League consists primarily of two settlements that maintain an uneasy truce: Fort Crozzard and Wezzard's Point.

Fort Crozzard

A sizable complex in the center of the Ohma Ruins, Crozzard is as close to a fortified military base as can be found in the area, run by a small band of Restorationists known as Crozzard's Rangers. They control and maintain outposts on the bridges that cross the rivers that flow into the Misery. Opposite the Fort, across the Dahj, is the village of Enifem, comprised of the shell of several warehouses, into which has been built substantial living space. The Rangers are concerned with the collection and maintenance of artifacts, and do not officially protect these shantytowns, but since many among the Rangers grew up in these towns, it affords them a great deal of unofficial watchmen. Crozzard's "government" is run like a military outpost, and civilians have few rights or privileges, much less a say in how things are run. Crozzard's Rangers and Wezzard's Council of Elders rarely see eye to eye.

Wezzard's Point

Compared to Fort Crozzard, the Point is a veritable metropolis. A massive, multi-story complex transformed into a functional, partially-contained city. Run by a semi-elected Council of Elders, the Point is open to virtually all sentient creatures. With very little arable land in the vicinity, the city subsists on trader caravans moving through the city, and even lone travelers are expected to "donate" foodstuffs in order to gain access. The Council of Elders sits at odds with the Rangers on virtually every issue, but the stability provided by their alliance is too great to break the League's pacts.


Once a center of learning, the Yuno Ruins are inhabited by all manner of violent and hungry critters. On top of that, the entire place is booby-trapped by some unknown party. The Archivists desperately want to get their hands on the records contained therein but all such ventures have ended in ruin before ever reaching the library doors.

The Dahj

One of very few intact roads in, the Dahj goes directly through the Ohma Ruins, from the Misery River to the Flatte on the other side. The traders who occupy it have a vested interest in its continued safety, so even bitter rivals will join forces to repel attacks by raiders and wandering mutants. Fort Crozzard is located right on top of the Dahj, and maintains several bridges that cross the Misery tributaries. Many traders would like the Rangers to be slightly less draconian about their hold on those bridges, but all appreciate the security they provide enough to stay quiet about it.


A twisting labyrinth of concrete shafts, natural caverns, and freshly dug tunnels, the Sewers are the backbone of the Roach Underground. Where the Underground intersects with the badder tunnels, the two frequently engage in border skirmishes until one side or the other takes the contested area and seals off the other's connections. Both sides must contend with the constant threat of gators and squeekers.

Misery Morass

The giant bones (skyscrapers) of the Ohma Ancients are flooded by the waters of the Misery, resulting in a radioactive mire encompassing the eastern and southern portions of the Ohma Ruins. The brackish water below is home to warring tribes of fens, as well as typical river predators, and the spires above host a dominant tribe of carrins, as well as a small band of hawkoids trying desperately to drive them out.

Ma Morel Park

Once an Ancient meeting place, Ma Morel is a substantial forest of massive fungus. The canopy is comprised of toadstool caps that rarely allow any light to the ground below even in the midday sun. In the darkness, only phosphorescent fungi and the occasional ribbon of sunlight illuminate the path -- making the entire place an ideal locale for nocturnal predators.