Post by dwergar on Nov 5, 2014 21:14:09 GMT
Name of settlement: Heidary
Number of citizens: About 500 people.
Location: Northwest from former city Mashhad, Iran - pre-War bunker. Week-long trip from Asgabat.
Structure:
Chief, head of the tribe, makes general decisions that affects whole tribe. Most of them are former scavenger/engineer chiefs.
Scavengers (War) chief - rules warriors of tribe, which are proficient at scavenging and marksmanship (Because they have got plenty of ammo in comparison to other tribes).
Master of engineers - It's the one most important man in settlement, who controls all mechanical production and condition of bunker.
Trade (And diplomat) chief - controls outer contacts of tribe, and often argues with mechanics about goods to be producted by them.
Mother's chief - usually a woman, who decide who will teach the kids, will raise them, who will help the next mother giving born, but also who will marry who and how many births are allowed.
Nutrition: Mainly bought food of any possible sort.
Energy: Century-old windmills that they are running do provide minimum of energy they need... At best.
Personalities:
Farhad al-Mutanabbi, head chief of the tribe, former master of engineers, 47 years old.
Masud al-Mutanabbi, scavengers chief, 44 years old. Brother of Farhad.
Munir Attaran, master of engineers, 39 years old.
Navid Monsor, trade chief, 55 years old.
Mitra Attaran, mother's chief, 62 years old. Mother of Munir, widow of former head chief Majid Attaran.
Tribe specifics: Tribe originated during War from refugees who went countryside from Mashhad. As it originally formed from citizens, they're not proficient at agriculture. They have settled at the construction site, in unfinished bunker - as it provided some defence from radiation and other post-War threats. However, it lacks energy - they got a very little surplus as almost all goes on pumps to prevent flood.
Refugee stream originally had in itself a number of mechanics and engineers, and some of them went there. So, main good that they are exchanging for food and fuel - simple and not mechanical devices and weapons; Sometimes they do trade renovated pre-War machinery, but there are not much customers for that kind of product.
Settlement is rather well fortified; Most advanced of renovated heavy weapons (Some heavy machineguns and a mortar or two) placed there combined with some armor at it's last stop makes attacks too dangerous to perform without total superiority.
Goals in this conflict: Tribe members are affected by radiation despite genemodification, so they do need medicine. Also, they are going to find new shelter, as their bunker slowly degrades - or they could, if Fortune smiles at them, get enough materials and stabile energy supply to stop this process.
Tribe can field slightly more than hundred and half of warriors. Any of them uses melee weapon of choise (Usully sort of knife or short sword/axe) and shotgun, along with turkits and other utilities. More proficient scavengers wield pre-War firearms or remakes of them (If weapon destroyed, but barrel remained in good condition - it's possible to reuse it in another rifle) instead of mech's-produced shotgun. Just "in case", on bigger operations some of the best shooters can be issued with anti-material rifles (Made from scavenged high caliber MGs, usually). Also, they are rather well-provided with explosives (Even got replicas of stielhandgranate) and it's possible to field artillery (Usually primitive mortars for one-time use).
All those men are controlled by the scavengers chief.
There are about twenty merchants, headed by Monsor. They are responsible for trade (Obviously) - when do tribe trade, which goods they trade, which route caravan will go and when - that kind of things.
Yep, sometimes tribe launch caravans, usully under heavy guard of scavengers - more then half of hundred guards were deployed on this task on most dangerous trips (This, combined with it's good supply of firearms, saves it from most rob attempts). For actual move of goods they do use camels, adapted to this environment during some of scientific experiments. They do own a small herd of them, about two or three dozens, and, honestly, more than half of so-called "merchants" are actually men responsible for keeping this herd in good condition.
Currently Munir rules over three dozens of engineers of any skill noticeable; Some of them had just started their education in this profession, some are masters that do work over most difficult tasks, such as reviving broken windmill as fast as possible, or using barrel of badly damaged MG to create a pretty accurate rifle, but most of them really middle ground, making goods (simple devices, melee weapons, crude firearms, ammo...) for sale most of the time.
Number of citizens: About 500 people.
Location: Northwest from former city Mashhad, Iran - pre-War bunker. Week-long trip from Asgabat.
Structure:
Chief, head of the tribe, makes general decisions that affects whole tribe. Most of them are former scavenger/engineer chiefs.
Scavengers (War) chief - rules warriors of tribe, which are proficient at scavenging and marksmanship (Because they have got plenty of ammo in comparison to other tribes).
Master of engineers - It's the one most important man in settlement, who controls all mechanical production and condition of bunker.
Trade (And diplomat) chief - controls outer contacts of tribe, and often argues with mechanics about goods to be producted by them.
Mother's chief - usually a woman, who decide who will teach the kids, will raise them, who will help the next mother giving born, but also who will marry who and how many births are allowed.
Nutrition: Mainly bought food of any possible sort.
Energy: Century-old windmills that they are running do provide minimum of energy they need... At best.
Personalities:
Farhad al-Mutanabbi, head chief of the tribe, former master of engineers, 47 years old.
Masud al-Mutanabbi, scavengers chief, 44 years old. Brother of Farhad.
Munir Attaran, master of engineers, 39 years old.
Navid Monsor, trade chief, 55 years old.
Mitra Attaran, mother's chief, 62 years old. Mother of Munir, widow of former head chief Majid Attaran.
Tribe specifics: Tribe originated during War from refugees who went countryside from Mashhad. As it originally formed from citizens, they're not proficient at agriculture. They have settled at the construction site, in unfinished bunker - as it provided some defence from radiation and other post-War threats. However, it lacks energy - they got a very little surplus as almost all goes on pumps to prevent flood.
Refugee stream originally had in itself a number of mechanics and engineers, and some of them went there. So, main good that they are exchanging for food and fuel - simple and not mechanical devices and weapons; Sometimes they do trade renovated pre-War machinery, but there are not much customers for that kind of product.
Settlement is rather well fortified; Most advanced of renovated heavy weapons (Some heavy machineguns and a mortar or two) placed there combined with some armor at it's last stop makes attacks too dangerous to perform without total superiority.
Goals in this conflict: Tribe members are affected by radiation despite genemodification, so they do need medicine. Also, they are going to find new shelter, as their bunker slowly degrades - or they could, if Fortune smiles at them, get enough materials and stabile energy supply to stop this process.
Tribe can field slightly more than hundred and half of warriors. Any of them uses melee weapon of choise (Usully sort of knife or short sword/axe) and shotgun, along with turkits and other utilities. More proficient scavengers wield pre-War firearms or remakes of them (If weapon destroyed, but barrel remained in good condition - it's possible to reuse it in another rifle) instead of mech's-produced shotgun. Just "in case", on bigger operations some of the best shooters can be issued with anti-material rifles (Made from scavenged high caliber MGs, usually). Also, they are rather well-provided with explosives (Even got replicas of stielhandgranate) and it's possible to field artillery (Usually primitive mortars for one-time use).
All those men are controlled by the scavengers chief.
There are about twenty merchants, headed by Monsor. They are responsible for trade (Obviously) - when do tribe trade, which goods they trade, which route caravan will go and when - that kind of things.
Yep, sometimes tribe launch caravans, usully under heavy guard of scavengers - more then half of hundred guards were deployed on this task on most dangerous trips (This, combined with it's good supply of firearms, saves it from most rob attempts). For actual move of goods they do use camels, adapted to this environment during some of scientific experiments. They do own a small herd of them, about two or three dozens, and, honestly, more than half of so-called "merchants" are actually men responsible for keeping this herd in good condition.
Currently Munir rules over three dozens of engineers of any skill noticeable; Some of them had just started their education in this profession, some are masters that do work over most difficult tasks, such as reviving broken windmill as fast as possible, or using barrel of badly damaged MG to create a pretty accurate rifle, but most of them really middle ground, making goods (simple devices, melee weapons, crude firearms, ammo...) for sale most of the time.



