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A coalition of small, independent towns in the Wet Mountain Valley, to the northeast of the San Luis Valley.
A dozen small communities in a remote part of the Colorado Rockies.
While no nuclear weapons struck this area, almost all the inhabitants fled or died during the Long Winter; the valley was often snowed-in year round during that harsh period. The current communities were all established about 70 or 80 years ago.
Several towns typical of the poor, small, off-the-trade-routes communities of the Southwest. The big trading groups (the Cartel, the Haulers, the Clean Water Clan, etc.) only visit once a year or so, and complain loudly that the trip isn't worth the charcoal and tires.
They're very poor and isolated; each community has its own odd culture.
Perhaps a thousand persons live in the valley, of which half live in the towns listed below. The rest are solitary miners, hunters, or hermits, and a few dozen "family ranches" scattered about the edges of the valley.
Bazaar |
The largest settlement in the Tradelands, and (as the name implies) the nexus of mercantile activity. The town grows every so often when trade caravans or nomads move through; at those times, tents, wagons, teepees, carts, trucks and yurts fill up the open space within the walls. Residents of other Tradelands communities visit Bazaar at those times to buy and sell. As a consortium of merchants, the leaders of Bazaar attempt to persuade caravan masters to not do business at other settlements in the Tradelands. A wooden palisade (mostly old utility poles) surrounds the town. Some of the poles still have their climbing rungs on the inside of the wall, for lookouts to clamber up. A single entrance, with thick double gates, is found on the southwest side of town. A garrison of 24 soldiers defends the walls, mans the gate, and keeps the peace. Four guardhouses house the garrison and their gear. The garrison is commanded by Armsmaster Tolorin; his wife Tera is thought to be a witch, and sells potions and medicines. Saur and Lurin are the lesser Armsmasters, each in charge of half of the soldiers. Stables, a caravan-hall, and a sort of common-house, all a mix of tents and shacks, house the more valuable part of trade caravans; camp grounds are provided for the common guards and travelers. Many of the residents live in crude hovels; they are entirely at the mercy of the Trademasters. The total population is about 300 persons (20 in the Trademasters' Lodge, 5 in the Armsmaster's home, the 24 soldiers, 50 in the trade shops, and more than 200 others … A few trades operate in town:
The trade masters live and work from a two-story tall concrete building, pre-war, on a low hill in the middle of town. A tall water tower and two wind turbines (missing they blades and drive shafts), stand by the lodge. The Trademasters include Volgen, Gorgel, Mekgul, and Kungel. |
Ebb |
Ebb is a semi-nomadic town, following the wells. It's a makeshift palisade of wood and wire, surrounding four tents, a corral, and a few wagons and carts. A tall windmill stands among the tents. They pump water, provide furniture (concubines - only four of them), and offer shelter (for a fee) to travelers and traders. They have a slight conflict with Bazaar about buying and selling by visiting merchants. The Wastelords provided the pump and well casing a couple of years ago, but came and took the pump away. When there are visitors, there will be fights arranged between locals and visitors (usually guards), with heavy wagering. About 40 people live in Ebb. They feel that opposing the Wastelords is foolish and dangerous. When they were drilling their long, horizontal water tunnel towards the Wet Mountain, the Ebbs found an Ancient water tunnel, about 1 meter in diameter. About two kilometers of tunnel were found; the Ebbs dug up to the surface at the far end, and put in a heavy, secret hatch. |
Spilunk |
Spilunk is a monastic community, with a population of 40 men. Elder Voclin is senior; other Elders are Vilic and Zihon. The town is carved into a series of cliffs and spires, with narrow windows; rope bridges connect some of the towers. They revere knowledge, and have a large library; but they loathe technology, and don't use anything from the 20th Century. |
Dry Fort |
Dry Fort is a military/religious order, with a population of 70. Warlord Thrakas controls the order; his immediate subordinates are Captain Ulz and Captain Ramar. Their weapons include axes, short bows, leather armor; they ride horses into battle. They own everything communally. The fort itself is a double circular ring of wood-and-scrap-steel rammed earth; the inner ring is almost entirely roofed over. The open middle has a fire pit, for cooking; arches open into sleeping and storage chambers. Stables for 15 horses are built between the inner and outer ring. They hunt, but don't farm much; they buy food from other settlements, and sell their services as warriors, escorts and guards. |
Sandyville |
The village of Sandyville has a low palisade, and a central brick redoubt -- a sort of bunker created from a large Ancient ruin. A low brick tower contains a water tank. A few remains of the small town from before the Atomic War can be found inside and outside the palisade. The 40 residents own a dozen or so muskets and zip guns, and some short bows; they aren't very well-equipped or trained in melee. They own a half-dozen riding horses. Fields of hardy grain and vegetables grow within a kilometer or so of the village. |
There's no central government.
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For decades, the Tradelands were raided by the Wastelords once or twice a year. Sometimes the Wastelords were driven off, sometimes they had more success. About ten years ago, the Wastelords were taken over by, or conquered by, a more powerful outfit (Krell and his cronies); they kept the name but soon changed their ways. They still came over the mountain passes about once a year, but their demands were ... more specific. They mostly preferred to recruit young men, and trade for Ancient knowledge and equipment; and they even provided support and protection in a few cases: medical assistance, driving off other raider outfits, and the like.
The Ravagers have attacked a couple of times in the last 30 years; the Tradelands apparently combine poverty with sufficient defenses to make an unappealing target.
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Everyone knows Roadtalk; only a few people in each town are literate.
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The locals raise corn, beans, squash and a few other vegetables; they hunt for wild game in the Wet Mountains; and have herds of sheep, moving constantly around the valley.
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Each town is different (see descriptions).
The areas outside the towns hold the desiccated remains of pre-Atomic War houses and small towns.
Very marginal. They trade salvage and handicrafts to traders a few times each year.
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Swords, spears, bows, muzzle-loading muskets, zip guns ...
Couriers (mounted or on foot), smoke signals, and maybe heliograph messages.
Horses, mules, and wagons or carts.
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