Rifthaven

Rifthaven is a town in the magic wilderness north of Chi Town known as The Free Lands.   Populated mostly by refugees from other dimensions who came through rifts, it is the latest attempt to create a stable settlement in the area.

Demographics

The largest contingent are from a world called Palladium by the refugees. Beings calling themselves Albos, Dvergaz and even Kovelins came over from that world. The humans of pre-cataclysm earth would know them as elves, dwarves and goblins associated with mythology, fairy tales and later common fantasy fiction. Since the names they call themselves is almost identical to the proto-germanic versions of Elf, Dwarf and Goblin; this gives evidence that these beings must have been known to people on Earth long, long ago.   A number of Shaydor Spherians are also present, but they keep to themselves in a remote area, often considered its own settlement. The residents of Rifthaven have agreed to keep the Shaydor's presence secret in exchange for their healing services.   Other rift visitors present include: A couple dozen Zem, having just arrived nary a month earlier. Almost all of them are preparing to leave as the party enters town, and this has gathered many of the townsfolk out into the open.   A dozen goblin-like people (actual goblins who came over with the elves, dwarves, etc.)   A Wolfen and a Coyle. The wolfen is a disciplined soldier who keeps his roman style armor, shield and weapons in impeccable care and polish while the coyle is incorrigibly undisciplined and willing to fight over any fabricated reason. They are a true odd couple who love to hate each other.   An escaped Dog Boy. He has imprinted upon the Wolfen and Coyle as his pack and acts as a peacemaker wondering why they can't all just get along.   One Og who provides security for Quinn out of a sense of child-like loyalty and devotion. He came over with the kovelins, and a human would call him an Ogre.   A family of five Quill-back who ended up here, not through rift action, but because they were chased by Simvan and not welcome by the Osawkee. They kept fleeing east until they came to Rifthaven.   Four No-Men who enjoy the ley line energy and decided to stay.   A family of three Quick-flex who ran afoul with the distillery and had to go into hiding here.   A Grackletooth couple who came through a rift linking to the early days of the great cataclysm when the majority of Grackle Tooth came to Earth. They just want to be away from all the conflict and strife and make a peaceful life for themselves farming and baking bread   The Peacekeeper is a Quorian named Monx     ...and other races that could be represented here to fit any player-characters' backstories as applicable.

Government

There is a mayor who makes decisions affecting the town. Monx, the leader of the town's militia, keeps the peace.

Defences

Large earthen berm (filled with MD debris) and walls made of salvaged scrap.   The hamlet has one set of cobbled-together MD armor used by the Peacekeeper. There are several MD weapons, but mostly primitive weapons, including ballistae.

Industry & Trade

Subsistence farming only. No trade to speak of, although scouts from the Osawkee and emissaries from nomadic faerie tribes do visit periodically to trade information and goods, sometimes even for medical treatment.

Infrastructure

The only stable infrastructure are the city's defenses. High earthen berms topped with salvaged scrap make it look like something from a Mad Max dystopia than a quiet farming hamlet.   The body-fixer, a human named Quinn, has some rudimentary technology she's bartered and scrounged for, and she tries very hard to keep her offices clean and sterile.   A windmill is currently under construction when the players first arrive, whenever that is. (plot hook to assist with construction and/or defend against curious outside observers)

Guilds and Factions

The town is split into four groups.   First, there are the people who want to maintain their isolation from the rest of the world. Their experiences as persecuted people has led them to desire a quiet, peaceful life undisturbed to be their number one priority. The Shaydor and most of the Zem are in this group.   Second, there are those who want to get more technology to better survive in this world. They want to open trade relations with surrounding peoples. The peacekeeper is in this group.   Third, there are those who want to unite all the denizens of the Wild Lands. They are inspired by the prospects of what they could accomplish together. The doctor is in this group.   Finally, there is the group who just want to go back where they came from. To them, Rifthaven will never be more than a temporary place to lay their heads until they can find a way back. Most of the newer members of town comprise this group.

History

One of the marked characteristics of the rifts that form in the Wild Lands is that they always connect to places experiencing loss of life on massive scales. So the people coming through are either fleeing for their lives or are rampaging forces of death.   With this knowledge, the residents of Rifthaven are understandably cautious and defensive about approaching rifts or contacting incoming rift visitors. But at the same time, they are extremely empathetic and caring.   The hamlet was founded in 104 P.A. by the mayor's group of refugees fleeing an orc invasion. It was bad enough to cause the elves and dwarves to cooperate. Some of the goblin outriders of the orc army came through as well, and were quick to change allegiance once they realized they were out of the influence of their orc overlords and outnumbered by the refugees. Goblins seem to know how to survive in any social circumstance.   The leader of the refugees declared a site between a particular hill and a nearby stream to be the optimum site for a new town. This leader became the mayor.   They cleared the trees and have been barely scraping by for the past two years. Hostile visitors and ley line storms make everyday living risky.

Architecture

The architecture of this town is a hodgepodge representing the tastes and styles of the various races. The meeting house/distillery is an odd building with oversized and undersized accommodations suited for all the various races.

Geography

In the middle of a large-growth forest, situated between a dome-like hill and a dark, quickly running stream.   The trees have been cut down around the town and surrounding farmland.

Natural Resources

There is ample wood from the surrounding forest. Hunting and farming are the primary sources of food, sometimes augmented by fish from the nearby stream or the more distant river.   Ruins of Appleton and Green Bay are the source of scavenged materials and are a good source of traceable goods. But expeditions to visit these places are very dangerous.
Introduction to Rifthaven. The laws and rules:
  • -you have a right to the healthy operation of your physical and non-physical self
  • -You have the right to your own property
  • -you have the right to your own personal space.
  • -you have the right to the privacy of your own thoughts.
  • -violation of these rights is a crime
If you are suspected of a crime, we will detain you until the crime can be investigated and adjudicated. You will be able to speak in your own defense.
Alternative Name(s)
Garnet Town
Type
Hamlet
Population
85
Inhabitant Demonym
Rift Survivors
Included Locations
Characters in Location
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Cover image: Tulcor's Rifts World Title by Tulcor
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