Midgard - Fallen Mobile Fort
Demographics
Humans, Elves, Dwarves, Vampires/Dhampir (Though rare), Mutants (Stable and otherwise), Relatively few Poseidonians and a 100 or so machines or varying sizes, types and ability.
Government
Elder Council
Defences
Perimeter posts
Auto-Turrets (several defunct)
Patrols
Outriders
Walls
Pallisades
Auto-Turrets (several defunct)
Patrols
Outriders
Walls
Pallisades
Industry & Trade
The main industries of Midgard are Tourism, Hunting and Scrap reclamation and resale to either the E.R.F or other Free People settlements.
Infrastructure
Water and Utilities
Solar Farm (panels sat on the outer structure)
Water Aquafir Drill
Scrapyard
School
Medical building
Hydroponics Greenhouses
Solar Farm (panels sat on the outer structure)
Water Aquafir Drill
Scrapyard
School
Medical building
Hydroponics Greenhouses
Districts
Main Housing District
Shanty District
3rd Party Store District (Final Name TBD)
The Warrens (Below the Settlement in sand caverns)
Warehousing District
Heaven District (up in the Mobile Fort - Merc Territory)
Shanty District
3rd Party Store District (Final Name TBD)
The Warrens (Below the Settlement in sand caverns)
Warehousing District
Heaven District (up in the Mobile Fort - Merc Territory)
Assets
Aquafir Drill and Purifier
Scrapyard vehicle and rig breaker
Equipment Sheds
Mobile Fortress innards and Reactor
Scrapyard vehicle and rig breaker
Equipment Sheds
Mobile Fortress innards and Reactor
Guilds and Factions
Sand Scavs, Reclamators, Engineers, Huntsmen, Butchers, The council. Mercenary Groups.
History
In 2248 the Midgard Mobile Fortress fell in battle whilst felling a Gargantuan worm-like creature called "Nidhogg" In following with the Norse naming conventions of the fort. The Midgard Mobile Fort was one of nine Mobile Forts across the globe. The Mobile Forts were brought into service on December 24th, 2169, of these forts only two are thought to still be operational today, the others having fallen and been abandoned, with the exception of the Asgard which is still in the stages of reclamation.
In the year 2370 a collection of Mercenary groups happened upon the settlement of Midgard. Initially the Midgardians were against the presence of the Mercenaries. However it became quickly apparent that there were many benefits to having the Mercenaries around. And of the dangers of resisting the Mercenaries.
The group of mercenary outfits were once referred to as "Pale Hounds" as a derogatory term. The locals called them thia as they saw the Mercenaries as Hounds or Dogs working for any master who would pay them, and pale as the vast majority of the Mercenaries, though not all, were white europeans. After the acceptance of the Mercenries into the settlement of Midgard, they all joined together as a new Mercenary outfit and took the name Pale Hounds, changing it's menaing and acknowledging the history of the relationship they held with the midgardians.
The Mercenaries would need room for personnel, weapons, vehicles and more. Whilst the settlement below the fort was substantial it would not be enough and would not be secure around the locals. Thus it was decided that the Mercenaries would dwell above in the Mobile Fort itself. For the Last 30 years the two groups have lived in relative harmony, with the Mercenaries above even recruiting from the youth of the Midgardians.
The Founding
In 2328, 3 years after the founding of the Free People a group of settlers in the middle-east, Elves, Dwarves, Humans and Machines, found the fallen Mobile Fortress, beneath it a sizeable are was sheltered by the giant teetering structure. When they arrived there, they found descendants of the surviving crew of the Midgard, they had made a meager living in the shadow of this structure. At first there was hostility from the original Midgardians, there were 2 weeks of battle and skirmishing between the factions. That is until a man from the Midgardian group walked into the Free People camp, this man was Abdul Ul'Rahman.Joining of Peoples
Over the course of 4 days, negotiations took place between Abdul Ul'Rahman and the leader of the Free People Settlers, Shaerra Litherian. Initially there was deep animosity between the two groups. However by the close of the 4th day a simple peace had been attained. Through talking their differences out and sharing of their hardships, the two groups grew to understand, that despite their outward appearances, they were much the same. Abdul Ul'Rahman was heard quoting an old Arabic saying " In the desert of life the wise person travels by caravan, while the fool prefers to travel alone." A saying that became a unniversal truth within the newly accepted Free People.The Mercenaries Arrive
In the year 2370 a collection of Mercenary groups happened upon the settlement of Midgard. Initially the Midgardians were against the presence of the Mercenaries. However it became quickly apparent that there were many benefits to having the Mercenaries around. And of the dangers of resisting the Mercenaries.
The group of mercenary outfits were once referred to as "Pale Hounds" as a derogatory term. The locals called them thia as they saw the Mercenaries as Hounds or Dogs working for any master who would pay them, and pale as the vast majority of the Mercenaries, though not all, were white europeans. After the acceptance of the Mercenries into the settlement of Midgard, they all joined together as a new Mercenary outfit and took the name Pale Hounds, changing it's menaing and acknowledging the history of the relationship they held with the midgardians.
The Mercenaries would need room for personnel, weapons, vehicles and more. Whilst the settlement below the fort was substantial it would not be enough and would not be secure around the locals. Thus it was decided that the Mercenaries would dwell above in the Mobile Fort itself. For the Last 30 years the two groups have lived in relative harmony, with the Mercenaries above even recruiting from the youth of the Midgardians.
Points of interest
The Market district and the Trading hall are the life blood of trade for the Midgardians and the Pale Hounds Mercenaries.
Tourism
Tourism in Midgard is not a very common occurance, but is usually comprised of researchers from the E.R.F and private interests, who normally have an interest in either the Mobile Fort or the Local Fauna and resources.
Architecture
The buildings in the settlement beneath the Mobile Fort are comprised of many forms of material, from sand stone, steel and even plastics in places. Most of which are reclaimed from the scrapyard.
Geography
The area within and around the Mobile fort is primarily sand dune and flats, there are limited areas of Cactus and Amaranthean desert flowers.
Climate
During the day, the area outside the shadow of the Mobile Fort is a sweltering 42C or 107F, and during the night it drops to 3C or 37.4F. Since the Binding of Worlds the air in the desert can be highly humid in places seemingly without reason, almost like the atmosphere is mixing with one somewhere else.
Natural Resources
The sandstone in the surrounding areas is infused with Mana crystals which makes it sought after for use in magitech devices, the Midgardians have miners that dive into the caves beneath the desert sands.
The scrap recovered and reclaimed often still has value.
Many creatures such Drakes, Sand Skate, Desert Sirens and more, roam the surrounding desert. Their organs and extremities are often used in potions and medicines.
The scrap recovered and reclaimed often still has value.
Many creatures such Drakes, Sand Skate, Desert Sirens and more, roam the surrounding desert. Their organs and extremities are often used in potions and medicines.
Founding Date
2291
Founders
Alternative Name(s)
The Basin, Sand Trap
Population
526
Inhabitant Demonym
Midgardians
Location under