Tuesday, March 5, 2019

Fallout: the Mid-Waste factions part 1


     I ran a  Fallout conversion of FFG's  Rogue Trader Rules for many years. This is my write-up for one of the main three factions of the setting, the others being the Prairie League and the Great Lakota. 

Wheel Clans



The scourge of the Mid-Wastes, the Wheel Clans have their origins in the raider groups which first arose from the ruins of Detroit and it's Metropolitan area. The high concentration of Automotive Workers, Gear-heads and Greasers aspected the local raider culture heavily towards vehicles and gave them unprecedented mobility in comparison to typical marauders of their ilk. Over time their obsession with vehicles of all sorts developed their cars, motorcycles and more exotic forms of transportation into status symbols and primary means of enrichment, eventually culminating into the faith of the Growling Metal, a screaming, mechanical god of cylinders, pistons and gears who watches over the Clans and decides who is worthy to roll forever on the Endless Highway. The Clans are one of the three largest polities in the Mid-Waste, a tripod that they share with both the Sioux and the Prairie League, but calling the Clans united in the sense of those Nations would be doing the concept a disservice, the Clans fight, conquer and kill among themselves just as frequently as they do among outsiders, the only exception to the rule being the Holy City of Detroit, where differences are settled only through (still excessively deadly) ritual contexts.



The basic structure of the Clans is meritocratic; factors such as gender, lineage, liberty and mutations matter less than possession of a vehicle and fighting or technical skills. Clans generally refer to ranks within their society based upon a rough facsimile of feudal Europe, with Slaves being known as Serfs, Free-folk are known as Peasants, raiders without vehicles of their own known as Squires, vehicle owning slavers and raiders known as Knights and leaders named after some noble title such as Duke, Count, Baron or Earl, the title of King being exclusive to the current holder of the Growling Metal Factory in the Holy City of Detroit. Another peculiar aspect of Wheel Clan society is their propensity towards Old World music; the close proximity of several major record labels in their heartland may have something to do with it. Regardless, a cappella groups, cover bands and especially recordings of Old World music are seen as status symbols and individual tracks sometimes eventually begin to act as as a sort of cognomen among successive inheritors of the title. Titles in the Clans are almost never hereditary in nature, the only way one becomes a Squire is by fighting, becoming a Knight requires that one owns a vehicle and can fight, the only way that one can become a Duke is through dominating other Knights. The Clan's ideal is to brook neither weakness nor cronyism, they want to respect only violence and vehicles.
Despite their great range and population the Wheel Clans have never been able to achieve any long-term power due to their lack of unity; each Clan is a government unto itself, with raiding, slaving and opportunistic theft common between different Clans, the only thing linking them together being a shared reverence for vehicles and similar cultural values. Their mobility, along with their mechanical expertise forms the basis of the Wheel Clans' trade, in spite of their status as brutal bandits, no one is better at constructing, repairing and retrofitting vehicles as the Clans, and their products can fetch massive amounts of food and weapons. Beyond selling their beloved rides, the Clans are prolific slavers who are talented at carting off their unfortunate victims off to some far-flung locale after their capture, the distance allowing them to sell their stock far away from any chance of reprisal or attempts at rescue from the new serf's family or friends. Most of the day-to-day work in their societies is done by Serfs who are relatively well-fed, tend to be well treated by slaver standards, and have some chance of advancement into a better state if they show a flair with skills which the Clans value. Specialized tasks like medical work, construction or non-vehicle related industrial tasks fall to Peasants, who can amass a large amount of unofficial power through their positions. The most wretched tasks are given to the newly-captured Serfs, the worst of those jobs being that of Road Crews, who are needed to repair the endlessly deteriorating highways upon which the clans' power is dependent.



There can be said to be two basic divisions in the Clans' approach, they are either Sessile or Nomadic. The Sessile Clans are generally in choice areas; rivers, vehicle factories or dealerships, relatively untouched cities and abandoned Vaults, having rushed there in the early days after the Fall and using their superior mobility to harry any approaching enemies afterwards. Sessile clan vehicles are generally larger, better armed and armored and with a focus on defense or salvage over long-distance travel or speed. Nomads on the other hand emphasize smaller, quicker vehicles like Cars and Motorcycles (with perhaps a larger rig used as a mobile base) that are able to travel long distances very quickly. Nomads generally are either associated with a friendly Sessile Clan, or they have some hidden base where they keep their loot and slaves yet to be sold. The line between the two is quite fluid on the whole, with some communities essentially fielding Nomadic groups made of their youngsters, who eventually grow rich, old and become the mechanics and guards of the Sessile community that the Nomads range from.
On the whole the Wheel Clans are headed towards what could be termed a civilization, in that the more violent elements of their society are on the decline, at least random, external violence. As the various societies of the Mid-Waste begin to coalesce into organized polities capable of defending themselves, the Clans find less purchase for their blitz-style raids and must engage in either protracted sieges of entire communities or comparably smaller sorts of banditry. In either case, the flow of slaves, vehicles and booty has slowed to a crawl, necessitating a more predatory stance among the various Clans against one another; the titles such as Duke, Earl and Baron have begun to take on more meaning as delegation of authority (and not the simple, violently autocratic sort that most Clans possess) becomes necessary. As the Clans alternatively conquer, annihilate and unite with one another, the surviving ones attempt to grow in size and power enough to become a menace to the larger settlements once more.
The Dukedom of Earl

           Typical of smaller Sessile Wheel Clans, the Dukedom of Earl, which is at least what it was called when The Duke ruled, has changed hands at least a dozen times in the last five years. Relying primarily on its combination of proximity to Gun-Ho to the North and to the larger Springfield metropolitan area to the South for their merchant-raiding needs, the Dukedom is situated in the blasted out remains of the city of Peoria on the Illinois River. Unable to field a large force, the Dukedom relies primarily on lightning tactics, ambushes and being too little of a nuisance to stamp out completely. The only notable features of the Dukedom is the fact that it's leader, the eponymous Duke being assassinated by recently by an Enclave agent that was sent to destabilize the local area and that it is often used as a cats-paw by Gun-Ho to indirectly attack Merchants they'd rather not deal with. It's future after the burning of it's Great Hall shortly after the death of the Duke leave the settlement's future in a state of doubt.

Slop Shot Slots

             A long established Wheel Clan watering hole and depot on the intersection of I-80 and I-55. For the longest time the town of Woodbridge had been the exclusive domain of the 135'rs, a violent, nomadic Clan that focused primarily on slaving and merchant predation in the Greater Chicago area. This situation was unchanged for the majority of the history of the Mid-Waste until the establishment of a Casino and Brothel known as Spinout's by an enterprising former slave turned slaver named Kryle; negotiating safe-passage for several caravan outfits and their guards, he secured his business' future by giving them generous discounts. Using this capital, Kryle soon began to recruit disaffected 135'rs to his banner, starting out as a conspiracy in the gang, after several years of aggressive recruiting they came out into the open and dubbed themselves The Chrome Coats. As soon as the Gang openly declared the split, a savage war for territory began, with the Chrome Coats being the odds-on favorite since their wealth allowed them to simply outstrip the 135rs in sheer numbers, leaving Jed and his boys largely on the outs. This changed rather suddenly however at the hands out an outside party who began to systematically attack the CC's holdings and members, culminating in an escalating conflict which soon broke out into open warfare; this was ceased by Kryle's invocation of a Death Race to decide matter. The Death Race was interrupted by the intervention of an attack robot from the Tibbets Facility and then annihilated by the subsequent sneak attack by two squads of Infiltrator Bots, though a decent portion of the 135rs and what was left of the Mercs and Chrome-Coats.
The Holy City of Detroit



            The cultural heartland and military center of the Wheel Clans, the City of Detroit was absolutely devastated on the outset of the Great War, being one of the largest industrial centers of the Pre-War United States, but even that wasn't enough to extinguish the factories and foundries of Motown. Having fallen to the looting, riots and madness that typified America before the End, the city of Detroit was already well on it's way to embracing Raiding culture, but the End accelerated that tendency to the point that any attempt for 'civilized' authority to take hold once more was crushed by the hordes of vehicle mounted raiders who were the Ancestors of the Wheel Clans; it didn't take long for the rest of the area to come under their complete control and the violence they unleashed forced others for leagues in each direction to adopt their brutal way of life or die.
            For the next few decades the city was a war zone of a dizzying array of different Clans allying, betraying and destroying one another until the Motown Knight clan, led by the charmingly named Warlord, Joe Boot-Party, managed (with rumored MWI assistance) to get the General Motors Detroit-Hamtramck Robotic Assembly Plant operational once more. The massive increase in their number of vehicles and the Warlord's ability to ring-give temporary usage of the Plant's assembly line to other Clans gave them an insurmountable edge, eventually allowing them to utterly dominate the city within a few years after reactivating the Plant.
            The peculiarities of the Motown Knight's internal structure was soon exported to the nearby raider gangs, their quasi-medieval rank system, their predilection towards music and their combination of autocracy and violently meritocratic society. The Slaving and Vehicular Focus was already there, and the culture underpinning the two soon spread like a prairie fire across the Eastern and Upper Mid-waste. This turned Detroit into something special, central to the soul of the newly minted Wheel Clans, and gave the renamed Motown Kings a great deal (if nowhere near absolute) influence over the Clans as a whole, with a nearly unassailable rule in the Holy City itself.
            As part of their never-ending quest to retain control of the GMD-RAP (and Detroit itself) Joe the Third required that all visitors to the city pick a color upon arrival, Red, Blue or Green; that is to be the Team that they are assigned to during their stay, and a colored arm band must be worn at all times to denote their persuasion. Open violence within one's color is strictly forbidden, as is violence against the other colors outside of Duels, Melees, Death Races and Carnages, all of which require sponsorship from a member of the Kings for smaller events, but with larger ones requiring the blessing of the God-King himself. The stability that this has given the Holy City allowed the former heartland of industry to become itself once more, if only a shadow; the majority of vehicles in the Waste comes from the

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