Durma Settlement in Gamma World | World Anvil

Durma

Durma is the first suburb that many travellers to the City of Cartoons encounter. While not quite as unaccomodating as Kala (the other suburb travellers are likely to encounter first), it is uninviting enough to cause many to turn back.   A tall watchtower stands at the southern border by the road that runs beside the White River south to Aula. Beside it is a gate manned by armed guards. Travellers must pay to enter the city. The price is technically fixed, but depending on how the guards feel that day the extra "service fee" (i.e. bribe) can vary. Sneaking into the city (either through the gate or over the wall) is conceivably possible, but not without great difficulty and deadly consequences if caught.   Inside Durma, there are numerous other walls and smaller towers. Snipers stand openly on rooftops, watching for anyone stepping out of line. Armed guards walk the streets.   The only intact bridge across the White River in the City of Cartoons joins Durma to Kala. The Durman side is guarded just like the south road. Non-residents are charged to use the bridge whether coming or going.   Visitors who behave themselves (i.e. follow instructions, remain quiet, and so on) can earn a grudging respect from residents. Over repeated visitors, they can even become almost liked.   Life for the residents themselves tends to be harsh, though Durmans are proud of who they are and where they're from. They stick together are united against threats.

Demographics

The people of Durma are a mix of stock humans and mutants (roughly even split), along with a few pure-strain humans and synthetics. Pure-strain humans generally come from rich (or formerly rich) families in Om. They have either been estranged from their families or their entire families have fallen on hard times.

Government

A bit of an oddity in the City of Cartoons, Durma is run by the leaders of the three oldest families in the suburb, and not by any corporate executives. The three leaders take advice from the rest of their families as well as other prominent families, but make all the final decisions for the suburbs themselves.
Inhabitant Demonym
Durman
Location under

Durma

Type: Frontier Town
Population Level: 8 (5500 adults)
Force: 20 (+5)
Mobility: 9 (-1)
Resilience: 16 (+3)
Learning: 8 (-1)
Awareness: 12 (+1)
Command: 10 (+0)
Wealth: 30
Reputation Bonus: +12
Skills: Craft (metalworking) (1) +3, Craft (structural) (1) +3, Craft (textiles) (1) +3, Demolitions (2) +1, Diplomacy (1) +4, Intimdiate (8) +14, Knowledge (technology: archaic) (1) +3, Knowledge (technology: Pre-War) (1) +3, Knowledge (streetwise) (4) +6, Knowledge (theology and philosophy) (1) +3, Linguistics (1) +3, Perception (8) +13, Profession (1) +5, Repair (1) +3, Survival (8) +12
Feats: Archaic Weaponsmithing, Basic Fortifications, Moderate Fortifications, Heavy Fortifications, Infamous, Pre-War Weaponsmithing, Tower
Benefits: An allegiance to Durma allows a character free entrance to the suburb (see below)

Entering Durma

Entering Durma (and thus the City of Cartoons) requires a wealth check. The DC is 5 + 2d6 (to account for the variable "service fee" the guards request). A successful DC 15 Diplomacy or Intimidate check can convince the guards to lower the price, decreasing the wealth check DC by 2.   The same rules apply to the bridge to Kala, except that characters must pay when leaving as well as entering.


Cover image: Ambush by Benjamin Huen