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Cheyenne Deadlands
I. Situation: Pre-War
Before the War, Cheyenne was the capitol of the state of Wyoming. Major employers were the railroad, F.E. Warren AFB, and local and state government. Very little in the way of industry existed in Cheyenne and most goods were brought in from other areas.
II. Situation: The War
On 18 Nov., 1989,Cheyenne and Warren AFB and it's missile fields were hit by 11 nuclear missiles. While 10 SS-18M2 missiles were fired at the base and missile fields; a single SS-19 took out the city of Cheyenne. The city and area around it were effectively destroyed within minutes of being bombed. What survivors there were died lingering deaths of radiation burns/poisoning.
III. Situation: Post War
A. Situation: 18 November, 1994
Cheyenne Crater has started filling in with water.
There are high levels of radioactivity throughout the Cheyenne Deadlands. The Cheyenne Deadlands, roughly 120 miles in area; now stretches from Chugwater in the north to Ft Collins in the south, LaramiePeak in the west to Pine Bluffs in the east. Not everything died in the Cheyenne Deadlands, however. A herd of Buffalo and some camels that were located on a ranch to the south of Cheyenne have not only survived but are increasing in numbers. Many insects and smaller field animals have also survived, with subsequent generations of all animals in the area beginning to change…
The climate has taken a turn for the worse and has gotten much colder. Before the War, winters in this area lasted as long as 7-8 months. Now they last for up to 11, with the "summers" being cold and wet and the sun rarely breaking through the cloud cover.
Many of the surrounding communities begin to exile criminals, and outlaws to the Cheyenne area. Exiles are stripped of their possessions and are only allowed to carry the clothes on their backs, a blanket, and a knife with them into exile. These exiles usually succumb to the effects of radiation and/or starvation. Some manage to survive for more than a winter, however; and begin to form outlaw communities.
B. Situation: 18 November, 2064
CheyenneLake has long since reached it's maximum size. The radioactivity in the area has significantly dropped and is (barely) tolerable for human life. A few small, walled villages can be found struggling to exist in the harsh environment. Some people take up a rootless existence and wander the Deadlands hunting/gathering/scavenging to survive. Life is harsh and few children in the Deadlands are born healthy and unmutated. Fewer still survive into adulthood. Those who do make it into adulthood suffer from disease, radiation poisoning, cancers, etc. The outlaying communities continue to exile outlaws and those who show evidence of "the curse" of mutation to the Deadlands, still believing that all who enter; perish.
C. Situation: 18 November, 2139
Animal (and Human) life has made a comback. There is a wide variety of species and many mutants are to be found. Herds of Buffs, packs of coyotes, and others roam the land. In the summer, Black Flies and Mutant Mosquitoes make the lives of the few people living here miserable. Mutant boars, called Slashers, are a menace.
A few scattered communities of humans and mutants exist in the Deadlands. It is not unusual to see Grunts, Stubs, and others living together in these communities. A band of Scraggers are known to live in the northern reaches of the Deadlands. Since life in the Deadlands is precious, anyone (mutant or otherwise) who is willing to work and be of benefit to the community is tolerated. Any mutant that manages to survive into adulthood will be accepted as a full-fledged member of the community.
The communities that border on the Deadlands have become aware that *something* lives there. When the occasional mutant is sighted outside of the Deadlands, the outlaying communities react very harshly; tracking it down and destroying it. The city of Laramie has become concerned enough about the problem to have placed a few militia watch stations along it's eastern border with the Deadlands. The main watch station is built at the LincolnMonument, located where I-80 runs into the Deadlands. Anyone exiled into the Deadlands fromLaramie passes through this station.
A group of Ballooners recently came out of the Deadlands after their balloons were blown there during a severe storm. They tell a wild story about having landed in a village that was composed almost entirely of mutants. Some people are taking these stories seriously and are calling for the city of Laramie to send in a punitive expediation to deal with any "problems" that might be there…
The Area: Terrain and Environment
The Deadlands have mostly recovered from the heavy bombing received during the War. While there are still pockets of high radiation to be found scattered throughout the Deadlands, the area is largely livable to humans and others. This not generally known outside of the Deadlands. Outsiders still believe it to be a highly dangerous area and seldom travel within it's borders.
The winters are harsh and encounters outside of villages or camps, while uncommon, will usually be with lone hunters; most people prefering to hole up and not travel far from their homes. Winter winds of 40+ miles per hour are common. Whiteouts in snowstorms are the norm and it is very easy to get lost in a storm. During a whiteout, nothing can be seen beyond a few inches and it is not uncommon for people to be found dead of exposure only a few feet from their home or village. A MPV caught in high winds and/or a whiteout would be well advised to stop and wait out the storm.
The People of the Land
I. Villages
All Deadland communties are built within walled enclosures. Walls and buildings are made of wood, native fieldstone and other building materials scavenged from the ruins. Homes are sturdy, well built and heated with wood burning fireplaces. It is not unusual for people to bring any livestock they may have into their homes during the winter. Very few of the pre-War place names have survived since most of the Deadlands communities are new constructions. While there are several communities within the Deadlands that vary in size, available resources etc, they all more or less the same. Two of the more notable communities are:
A. Hope: A small community of about 65 humans and Grunts. Located about 2 miles from the pre-war ruins of Buford, it's most notable feature is the monastery located on it's outskirts.
The Monastery of Santo Domingo: About 15 years ago, a man, known only as Brother Ignatius; wandered into the Deadlands. Not much is known about his life before he entered the Deadlands but since his arrival he has founded a monastic order that preaches simplicity of life, frugality and love of ones neighbor. Brother Ignatius built a hermitage outside of the small community located near the ruins of Hope,Wyoming. In time, he attracted followers from Hope and the other Deadlands communities. Brother Ignatius accepts all serious applicants to the monastery and many of the monks are mutants. The hermitage has grown into a small monastery of about 25 brothers. Only 12-15 monks will be found at the monastery at any particular time as the other brothers will be travelling throughout the Deadlands offering assistance wherever it may be needed. The monks work to improve the living conditions of all the people of the Deadlands and teach "that which is born of woman must be suffered to live." Largely self-sufficent, the monks want for little. They are known for the high quality wines they produce. The brothers are always experimenting with different types, but their Dandelion Wine is generally acknowledged to be their best.
Brother Ignatius: A large, stocky man with heavily scarred and callused hands, Brother Ignatius is a man with a troubled past. In his younger days, he was a soldier and a gunslinger who traveled the west plying his trade. After a series of events which ended in broken hands, he assumed the name Ignatius and wandered into the Deadlands. Once there, he buried his guns, and dedicated himself to serving God. Brother Ignatius believes he can best serve God by helping the people of the Deadlands to live better lives.
Age: 45 Ht.: 6'2" Wt.: 200lbs Hair: Brown Eyes: Blue
Str: 16 Con: 16 Dex: 20 Int: 14 Cha: 14 Sp/Bp: 356
B. Sapp: Roughly 10 miles east of Cheyenne, this community, built on the ruins of a truck stop, is populated almost exclusively by Stubs. They make a living as blacksmiths and metalworkers and are considered the best in the Deadlands. Their axes are popular; many of the people of the Deadlands carry axes made by the Stubs of Sapp. Tools that are made in Sapp carry an ornate "S" somewhere on it's metal.
II. Technology
The overall technological level of the Deadlands is very low. Power comes from muscle; human or otherwise. Weapons are usually edged melee and/or missile weapons. The most common melee weapon is a hand-axe suitable for melee combat or as a thrown weapon. The use of these axes is practical as well since they are an excellent all-purpose tool. Homemade crossbows and slings are the most common missile weapon. The blacksmiths of the Deadlands are particularly skilled at reworking salvaged metals into all manner of useful items. Medicine is limited to herbal cures and folk remedies; many of which are surprisingly effective. The Deadland communities have re-domesticated the wild camels and llamas that roam freely through the Deadlands. Clothing is made of leather and/or llama wool.
III. Roads
There are few roads in the Deadlands. The ravages of time and the elements have removed most of them. A few foot trails exist here and there connecting the scattered villages of the Deadlands.
IV. Government
There is no government in the Deadlands above the village level. Villages are run by a Hetman who is usually (but not always) the oldest and wisest member of the community.
V. Legends/The War
Very little is known of the world outside the Deadlands. No Gypsy Truckers or Bikers come here since the place is still believed to be unhabitable due to radioactivity. Due to widespread illiteracy, there is very little knowledge of the War or life before it. For the people of the Deadlands, life is as it always has been and always shall be.
Encounters, "Human"
Grunts: Usually met on foot and traveling in small groups, these mutants sometimes travel the Deadlands looking for work and/or hunting/gathering. While their great strength is appreciated by the other peoples of the Deadlands their equally great appetite is not. Usually armed with clubs, they rarely use missile weapons of any kind prefering to close in combat and use their great strength to their advantage. If forced by the situation, they will hurl large rocks.
Loners/Scavengers: People who choose to make a living scavenging the ruins for valuable items that can be traded to others. Generally people recently exiled to the Deadlands, the motivations and actions of each loner/scavenger will vary. No two encounters are likely to be the same. Unlike other groups encountered within the Deadlands, loners/scavengers may have some knowledge of the outside world.
Monks: Most likely to be encountered on foot and in groups of 1-3, the brothers of the Monastery of Santo Domingo are a good source of local information/knowledge but have little else to trade. They are usually armed with quarterstaffs/slings and are highly trained in the martial arts.
Scraggers: Usually encountered in the northern reaches of the Deadlands, these mutants will sometimes (10%) talk/trade with large, well-armed groups but will usually seek to avoid them. They attack/kill lone travellers and smaller groups if they think they have the advantage.
Villagers: If encountered outside their villages, villagers usual travel in well-armed groups of 10 or more. Generally friendly, they will trade information or goods.
Wanderers: The most commonly encountered group in the Deadlands, wanderers are usually (90%) human and wander the Deadlands with their camel and llama herds. They are known for the brightly colored, camel drawn wagons they live in. All wanderers will have a summer and winter camp. If encountered outside their camp, it is highly likely they are travelling to the other. Shrewd traders, they always seek the better end of a deal. 10% of wanderer encounters will be Stubs. These wanderers are not known to use camels, prefering to herd llamas and goats. They are distinguished from human wanderers by the yurt-like tents they choose to live in.
Warlocks/Witches: Not much is known about these people. They come and go throughout the Deadlands as they please; occasionally trading with other groups. Known to possess strange powers of the mind, they are tolerated but aren't generally trusted by the other groups within the Deadlands. It is known they are organised into "covens" and many believe there may be a permanent settlement of warlocks/witches somewhere in the Deadlands. If so, it has yet to be found.
Encounters, Fauna
Badgers
Camels: Highly valued as sturdy mounts that are capable of going long periods of time on little water.
Jackrabbits
Llamas: Valued as pack animals and for their wool. Also used as guard animals.
Lynx
Mule Deer
Otters
Pronghorns
Prairie Dogs
Encounters, Mutant
Black Flies
Buffs
Giant Crows
Mosquitoes
Mutant Coyotes: Larger and more intelligent then their ancestors, packs of these mutants have been known to harass lone travellers in the Deadlands. If caught as pups, they can be trained in the manner of a dog and are particularly prized as guard animals.
Slashers
Giant Wolverine
Unless noted otherwise, all mutant encounters as per
TM1-1, pages 57-61.
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