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Not all of the land within the salvageable area east of Independence is uninhabited or sparingly held, and in fact, three distinctive groups have cut sure groves for themselves in this reclaimed region. Due to their less than like beliefs and motivations, they have formed three separate factions* that have been strewn over their respective territories, each boasting a fortified base and laying claim to a number of specific resources in the vicinity.
* These factions are only the more large, widespread and easily recognized units with compounds and more secure means. This does not mean that smaller sub-categories of people, migrants, families and general break-out groups cannot exist or come to take some of the advantages that comes with numbers!
Swan Hallow & The Purists
The Purists inhabit the rather quiet, renovated suburban community known as Swan Hallow; their organizers and the primary safe houses they've built are all held within the singular cul-de-sac from which the community's name derived. They claim to be the oldest of the factions to have come into existence, if only because their way of life is the most easily related to the before times - when the fur-covered scum secluded themselves to tunnels and small, closed off communities. Unlike their counterparts, they tend not to migrate or even dwell beyond the gates of Swan Hallow; Purists rarely accept converters and tend upon extreme intolerance where even Neutralists are concerned. Because of this, their numbers tend not to shift very radically, even across the span of years. This is also a reason that self-sufficiency is often the name of the game when it comes to their livelihood.
The average Purist attitude on whole is one characterized by an almost holier-than-thou righteousness centered around their species. They have collected and survived with something of a cult-like organization, living, working and functioning as a unit toward a single purpose: the survival of the most superior of the human race.
There are few outted mutants among their ranks, though those that are present are rarely found outside of the ranks of their private militia. Furres, as the touted source of the Rabid X outbreak, are strictly forbidden; hybrids are no more accepted and those known to entertain or do business with furs are expressly forbidden contacts. The single exception to this rule lies just outside of the cul-de-sac lines where The Spread is found a short ways from the property; this establishment is said to be a fair enough distance away that any lingering threat is made to be irrelevant and those knowledgeable enough to find the brothel and tavern are more than wise to just how dangerous stepping too far beyond its territory lines can be.
More information on this faction can be found here on their community bulletin board.
Fort Cheyenne & The Neutralists
The middle ground faction is widespread across the region and houses a number of sub-groups that share in the general belief that there is no superior kingdom of creatures and certainly no species that stands above the rest. They tend to be a blend of furres, humans and hybrid creatures, all simply doing what is needed to return civilization to some semblance of its former glory - with or without the aid of the opposing ends of the spectrum. These Neutralists come in a variety of flavors from damn-near Purist to fresh-out-the-rebellion, but tend to be more readily welcomed in communities of their follow fence straddlers regardless of their origins. While they are as easily found in remote mountain-side retreats as they are in hovel towns, their greatest numbers are located within the centralized re-purposed military base known as Fort Cheyenne.
The typical Neutralist doesn't, in truth, exist. They are so often self-kept and without black or white opinions that they tend to slip under the radar completely. Were there fewer of them, it'd be difficult to discern them from your run-of-the-mill traveling band or single survivors. Though the work ethic required to maintain is no less strenuous than other factions, because they are more willing to accept traveling traders from various groups and of most any faction or origin, they are more prone to haggle their way into resources that would not have been otherwise available without great effort or sacrifice.
The primary base reserved for these neutral parties, Fort Cheyenne, is located in the heart of the plain north-east of the crater that once was Las Vegas, with access that amounts to several hours to a few days walk toward other faction homes. It is a collection of gutted, rearranged or fortified barrack-style buildings, along with built-up guard shacks and more secure walling. The odd officer's house also sits within the walls, offering some taste of past comforts for those charged with keeping the peace and acting as the faces of the Neutralist party. Though rumors still occasionally speak to a higher power - another level of command, that maintain with a more iron-clad fist than the easy-living Utopians may suggest on first glance.
More information on this faction can be found here on their barrack boards.
The Hole & The Rebels
The shallow valley territory that lay stretched beneath the shadow of the Independence Mountain range acts as the doormat to the least present but second largest of the three primary factions. Hewn like a series of prehistoric caves into the stone innards of the mountains, this decades-made system of tunnels and deeply carved 'rooms' have become a true and through home and leading source of protection to the members and supporters of the Purist resistance known as the Rebels. While they are not a particularly violent faction, it is common knowledge that they frequently engage in lesser direct methods to secure their position and safety, with traps and poisons all known to be within one end of the league's fair-play rules. The opposite, less militant members tend to trust more heavily in the more scholarly and trade-oriented base their longstanding subterranean life has allowed for. With over two decades of near isolation to have whittled away and a good deal of practice-turned-perfection dwelling beneath the surface, this faction is likely one of the most learned and advanced within their technological means.
Because this particular faction is broken up into so many natural parts - ranging from the more radical types that thrive on taking the fight to the oppressors, to the mystics and masters insistent on creating a pedestal with which their lot can climb and on down to the supporters of the organization volunteering their lives and times in pursuit of common goals - there is no model. There is, however, a pronounced majority of Furres and furre-hybrids, most long-deemed carriers to the Rabid X disease rather than its intended targets. Because the original strain of the disease was what devastated the furred population, the currently existing one simply sits dormant in many systems, even failing to infect as many children as is the case in the surface-dwelling more human-centric factions. While the Rebels do not shy away from people, they are wary about any species cross-breeding, as humans are far more likely to succumb to the disease when two strains of it are allowed to replicate.
Though their cave system is ever-growing (however slow a process it may be), with entrances and exits, both booby-trapped and otherwise, strewn throughout the mountains and woods, many of the Rebels have scarcely seen the light of day. Because of this, a good number of them, particularly the furres, have found themselves day-blinded and thus extremely sensitive to sun exposure due to a long-time adjustment to dim light. Their atrium - the singular, three-story room where every tunnel worth its support beams connects, acts as the hub for their interactions and the site of most of their Masters' grottos and trade routing. It is also the home to the centralized natural waterfall that has been routed down to this area for regulated public access.
More information on this faction can be found here in their occasional newsletters.
District Rundown
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Did You Know?
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Group Announcements
Dream is Up!
Posted By Lennon (played by Keke) on Sep 2nd 2016
Hey, guys! The dream is up and running in the Merchant's Quarter in FurN! Hop on and come look around if you get a chance!IT'S LAUNCH DAY...
Posted By Jebidiah (played anonymously) on Sep 2nd 2016
... Sorta.
In the past 24 - 48 hours, we've had at least 6 members either encounter a serious computer issue or a life issue that will prevent them from attending the Beta Launch Event. Our Beta group isn't terribly tiny, but it isn't anymore large enough that we won't notice a deficit like this....Launch Day
Posted By Jebidiah (played anonymously) on Aug 26th 2016
If you ain't already heard...
Beta Launch day is next Friday, September 2nd with the first event taking place that evening. A launch weekend event series will follow that spans both Saturday and Sunday. We humbly invite you to not only attend and FINALLY partake, but also to drag any last-minute...Keepin' Up with FC
Posted By Lennon (played by Keke) on Mar 26th 2016
In the interest of making it easier to keep up with F.C. and the development of not only the RPR, but the dream itself, we've made a second page. FC Communications will be used to communicate big changes to our set up as it stands, advances in patching and weaving, important dates and our upcoming '...