Setting
The
Curse of Icarus
In 2017 there was an abrupt solar flare of unprecedented magnitude
that sent a plume of incredible radiation toward the earth. There was
so little warning that most didn't even know it was coming. What is
largely still not understood is that the flare was driven by a burst
of Gama Radiation that also struck the Earth. The one-two punch
stripped the earth's magnetosphere and exposed the planet to a
devastating wave of solar and protonic radiation. 99.8 percent of the
human race died in hours as radiation fried every living thing along
the equatorial path. The only survivors were those who were behind
feet of cement or in metal-lined rooms. Animal life and plant-life
only survived where it was deep in the shadow of a valley or other
natural shelter and even there it took a brutal beating. The equator
was fried dead, leaving only deserts and blackenned smoking plains.
Many survivors found that being bathed in proton radiation left them
badly mutated.
The aftermath left civilization irrevocably shattered. Electronics
and digital media were almost completely destroyed. Major cities were
left clogged with millions of corpses and dangerous decay. Survivors
were isolated and struggled to survive in a world without industry or
infrastructure. Those born after the end inherited dwindling pre-fall
resources and a world falling apart. Disease ran rampant through
surviving humans without modern medicine, communities that didn't
transition to farming died out within a generation as preserved food
ran out.
60 years have passed since the end of the world. Humans have
formed settlement and the population is beginning to rebound. Mutants
have also grown in number and are beginning to breed true with unique
inherited traits, forming mutant colonies. The secret of refining
petroleum fuels has been lost and humanity struggles to reclaim
industry, but they craft fairly complex chemicals and have reclaimed
electrical power in many places.
Our story takes place in Norway in the township of Orkanger, a
rural town living in the green valleys of Norway's fjords.
Civilization has gained foothold here with hard work and the sharing
of knowledge from the old world. Literacy is common in the region and
it is ruled with a fair hand. Some primitive industry can be found in
the town but most of the hard work of rebuilding civilization is done
with the sweat of a brow and a shovel. Humanity faces threats from
mutant predators and dangerous raiders as well as it's own worse
nature.
Norska
The land of Norska is a cold mountainous region in Northern Europe
viewed as a paradise lost to most of the world. It encompass Norway,
Sweeden, Finland, and the Northwestern reaches of Russia. Norska's
high mountains and deep valleys allowed a great deal of biological
life to survive the scougring of the apocalypse. Generations later
the land has nearly rebounded where other parts of the world are
still desert wastelands and dead forests. Civilization is making a
strong comeback in much of Norska but the region is still very
segregated without technology to communicate or build nations.
Norkans speak Norsk, a pidgeon of Norwegian, Swedish, and Russian
similar enough to their pre-fall counterparts that most survivors can
piece together pre-fall written language. Despite it's rich ecosystem
Norska is sparsely populated because the harshness of it's winters.
Few Nomad groups will stay in the North past the end of summer, even
the heat-blasted desolate south is preferable to the brutal blizzards
and ice storms of the North.
Life in Norska is hard. Long winters make it essential to get as
much productivity in during the warm months. It isn't uncommon for
settlements to freeze or starve in the winter. The brutal radiation
of the sun is made only worse with miles of reflective snow and ice.
Just about every trade that works outside takes a mid-day break
during the peak of sunlight, eye and skin protection is normal
apparel in Norska and most towns and settlements have covered
walkways where people can avoid the harsh sunlight. Wasteland
travelers are uncommon beyond those moving through the settlements
around a town. Towns are exceptionally territorial as they compete
for resources to trade with foreign merchants. Travel is dangerous in
the colder months of the year with icy ports and roads, and virtually
impassible during the coldest weeks of winter. Outside of the summer
months, when traders come through town, its a cause for concern to
see a strange vehicle on the road.
Conflicts and feuds are common in Norska. Most Towns have wronged
another town if not outright attacked it and sacked it for resources.
Powerful Town leaders often rally together fighting men from many
nearby towns and sail around the coast with large armies looking for
opportunities for pillage. These raids come like clockwork at the end
of summer and discouraging them is a major industry of seaside towns
and settlements. Other towns fight back and forth for years before
some truce is reached. Even small settlements will war against one
another. Most Town Jarls will gather their people together at the
beginning of winter and do a head count to evaluate the danger of
continued conflicts, usually timed with the winter celebrations in
their area. This culture of killing has a flip-side. Norska has a
host of traditions for formally making apologies and methods for
clearly indicating that a murder is an act of revenge rather than
aggression. Many of her celebrations are based around making or
keeping peace and the games at these events either demonstrate the
might of the people to discourage conflict or simulate battle in a
way that offers resolution without spilling blood.
Mutations
in Norska
Dvallin
Named after the golden stag of myth this mutant breed is a stag or
deer easily twice the size of normal, cloaked in golden fur. It's
eyes burn like fire and it is sheathed in a halo of flame. While
these beasts are seen from afar they don't welcome the presence of
men and are easilly provoked into attacking. Legendarilly they are
very intelligent and some claim they've been spoken to by Dvallin.
Dvallin feed on the green plants under the snow that their wreath of
flames melts. While these beasts have ample meat hunters wouldn't
dare to kill one. It is believed they are heralds of good or bad
fortune and to eat their flesh would mean a worse fate than
starvation.
Shark Bears
Shark Bears were the first Mutant breeds that appeared in Norska. At
first they were dismissed as hypothermia hallucinations but
eventually someone produced a corpse, or so legend says. Shark bears
are large ursine beasts, nearly as big as a polar bear, with thick
smooth seal-like skin and a massive maw like that of a shark. Bites
of these animals are rarely survived. Their blubbery thick skin
allows them to shrug off attacks from predators and remain amphibious
even in the frozen winter.
Trolls
Trolls are a mutant breed that has been very successful in the high
mountains and caves of Norska. Like the trolls of myth they are
imposing powerful creatures with long stringy hair. They have a diet
rich in protein and they are able to digest raw meat. Trolls have
thick skin that insulates them against the cold and protects them
against predators. Trolls are intelligent and believed to be social
amongst their own but there are many stories of how gullible and
dim-witted trolls are. Trolls are largely nocturnal. Their red
glowing eyes give them excellent night vision and are terrifying at
night.
Shadow Men
Shadow men are a mutant breed that lives in ruined pre-fall
buildings. Shadow Men are tall and slender, they move with unsettling
speed, their motions seem alien in nature and their appearance is
usually heralded by a chattering noise. Their name comes from the
black mist that seems to surround them when they are near, cloaking
them like a shadow. Little is known about the behavior or diet of
Shadow Men but they are aggressive towards those that enter their
domain and have been known to take humans when they attack. Locals
also call them Druagr or the “twice woke”, linking them to
legends of the undead.
Places
of Note
Town of Orkanger
(Pop 154)
Ruler: Jarl Oskar
Ominson – Oscar is a an Order Leader, focused on building on
the momentum Orkanger has achieved and guarding against potential
disasters. Oskar doesn't like the adoration of the crowd or the risk
of assasins in his hall. He rarely meets with with townspeople
outside of his inner circle unless he sees a benefit to the town and
doesn't appear to outsiders except at celebration or judgements.
Primary industry:
Honey
Exports;
Lumber, Salvage, Caribou meat
Orkanger is a
sheltered ocean port with ample storage warehouses and beast-powered
cargo cranes. It has a large Town Center building with an indoor
market, the town hall and the police station. They have a
conservative pub in the town and a “Visitors House” with hotel
rooms and a more rowdy pub outside the city walls. Orkanger has
electrical power from a fairly well designed hydro-mill under the
western bridge. It provides enough power to light the market during
the day and light the streets at night. Citizens can charge batteries
for flashlights and other electrical devices. Outsiders can put a
charge on a battery for a handful of bits.
Orkanger is
protected by a 5000 ft long cargo container barrier along the main
road on the Eastern side of the town and a bridge fortresses on
either side of the river. It has a secondary bridge to the East that
is protected by a fortified gate and a fence. The river on it's
western side is not fast but is ice cold and few beasts could cross
it but the inlet on it's Eastern side is still and shallow and anyone
with a boat could likely cross into town with little effort. Orkanger
has about a dozen full-time guards that watch the borders and patrol
the town on bicycles, additionally twice that number are armed and
trained volunteer guardsmen, but most a guards are armed with only a
crossbow.
Orkanger has very
strict no-nonsense laws, most infractions are punished by community
labor sentences that most citizens can't say that haven't done a day
building a barn or shoring up the container wall because they got a
little disorderly or started a fight with someone. Her citizens are
conservative, hard working through the summer. They don't like
outsiders very much, rarely allowing them into the city walls unless
they have a relationship with the town as traders. Most people in the
town live communally in the winter to preserve fuel and food, homes
with 15 or more people in them aren't unusual but often people will
move out for the summer months, even taking residence outside of the
town walls to experience some privacy.
Town Sheriff –
Gordon Wynn – Gordon is foreigner who arrived in Orkanger as a
young man. He made a great deal of trouble in the town before
surprisingly assuming the mantle of sheriff. He has distinguished
himself in the role by not only being tough as nails but being able
to get kids to listen to reason. Gordon is rarely seen without his
armor and a throwing axe.
Town Chemist –
Lenka Norn – Lenka was a bit
strange before a decade of exposure to fumes and home-brewed
pharmaceuticals. She's
transgressive and irrepressible and flouts authority but she gets
away with it because her work is critical to Orkanger's survival.
Still she walks a fine line between chemist and drug-dealer, fearful
that if she makes too much troulble she'll find another Chemist in
her lab.
Truck Master –
Omar California – Omar is
another famous outsider, an American who arrived in Orkanger with an
impressive resume. The reality is Omar is a shady mech who milks his
authority as the manager of Orkanger's garages to make money on
side-business engage in a bit of low-risk smuggling. He manages a
team of mechs who maintain Orkanger's rigs and keep the town and
nearby settlements running, but he's not very skilled at leading
others.
Scrap Master –
Floki the Finder – Floki is an old wiley scav who
amassed a mountain of useful scrap in his youth. He makes his money
with shrewd bartering skills and carefully placed favors. Floki has a
warehouse full of essential parts that he sells at reasonable prices
and a team of hungry young scavs that he pays far too little.
Beekeeper - Lars
Honeywell – Lars is a distinguished family man, hard-working
and serious. Lars and his family own the most productive bee hives in
the valley. He enjoys the little status as Orkanger's bee-master but
doesn't see much value in lording it over others.
Guala (Pop 37)
Gaula is a growing
settlement near the Guala river and the highway into Trondheim. It
has easy access to water and fertile fields in the spring and do a
great deal of farming. In the winter they cut timber from the nearby
forests and do a bit of woodwork. The main hall of the town is
fortified with a wooden palisades but much of the town outside is
largely unprotected. Guala was founded by Christians who were
forbidden to practice their religion by Orkanger and they are
permitted to settle under Orkanger's protection in exchange for the
upkeep of the bridge over Guala river and a modest tax.
Ler (Pop 41)
Ler is a settlement
on the Southern highway built into an old coal mine. It's iron gates
are built into the wall of a large mining quarry. It was started
originally as an outpost that kept the mines free of Trolls but
eventually the guards stationed there found an active coal seam and
Ler began to mine coal. Even with limited agriculture and animal
husbandry the settlement is dependent on others for food and even
with large reservoirs they have very little water.. Ler is very
wealthy and generates a great amount of tax income. They would likely
be their own town by now if their ability to expand wasn't
constrained by the mine.
Storen (Pop 24)
Storen is remote
settlement under the protection of Orkanger some 20 miles up the
inland highway from Ler at the Guala river crossing. Storen was
founded by a man named Ossil Tomasson who was exiled from Orkanger
when he was discovered to be mutated. He took his family and settled
in the sturdy brick buildings high above the river. The population of
Storen are isolated and stranger than most, many believe they are all
mutated. Storen has some defense from their high vantage point and
the switchback roads that lead up the mountain. They have clean water
and excellent agriculture from the volcanic soil. Within the spiked
barricades of the town on the hill is a paradise of clean streets and
buildings. Storen makes a modest living from visitors to their hotel
but are basically self-sufficient. They receive very little support
from Orkanger and in lieu of taxes they simply maintain the bridge to
the south.
Inger (Pop 38)
Inger is a remote
settlement some 20 miles of broken road up the coast from Orkanger.
It was originally a fortress guarding the bridge to the west, but as
the road fell into disrepair Inger destroyed the bridge to protect
the settlement. Now Inger is largely only accessible by boat. The
settlement has a large bay that protects her docks and a steep climb
from the shore to the buildings high up the hill. Inger makes a
modest living as a fishing village and serves as a lookout for
strange ships coming in from the inlet. Inger's population are all
women and they like it that way, forbidding men from setting foot in
the settlement.
Elingsgareden
(Pop 14)
Elingsgarden is a
small rural ranch high in the mountain pass on the road to the South
coast. The road is crumbling and dangerous, bringing few travelers.
Elingsgarden is a hunting lodge and goat farm with some farming but
it's barely sustainable. There are troll attacks here every year and
people die often but the settlers stubbornly refuse to abandon the
ranch because of their conviction to the land. Each time an attack
goes unanswered the few settlers grow even more resentful of
Orkanger.
Skormo (Pop 32)
10 miles up the
river into the mountains lays the settlement of Skormo. Skormo was an
outpost and hunting village on the intersection of three inland
mountain roads. It also has the advantage of being in the path of a
major caribou migration. The settlement struggles to eek out any
agriculture with their limited access to water and other than the
large number of hunters they have fairly little protection. Skormo
pays fairly high taxes than many settlements because of past
disloyalty.
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