Gamma World of Darkness

Far-Go Player Background

Far-Go has been a self-supportive agricultural community for just over a century and a quarter. According to the village’s history, the original thousand or so settlers travelled up the Great Oad past areas of great devastation where they encountered many horrible creatures. The journey finally ended just north of the Meeting Place, where the land was fertile and unscarred by the weapons of the Ancients. In memory of their long and dangerous trek, the settlers decided to name their new home Far-Go.

Presently, the nearly 1200 residents (25% Unchanged, 40% Humanoids, 20% Mutant Animals, and 15% Mutant Plants) live in simple wooden houses and farm the surrounding land as best as they can. All of the inhabitants of Far-Go live within 4 – 5 kilometers from the small ‘town center’, where a number of businesses and the communities’ temple of worship is located. The village of Far-Go is made up of four basic population groups: 1) the Farmers, 2) the Merchants, 3) the Watchers, 4) The Religious Ones.

  1. The Farmers make up the bulk of the Far-Go community. There are approximately 1000 # members in this community farming the plots of land around the village center. Farming is difficult life that requires hard work and knowledge. Except for occasional trips to the village to buy supplies and attend religious services, farm families rarely leave their land.
  2. The Merchants run an assortment of shops in the village center and live next to or above their places of business. There is a higher percentage of the Unchanged in this group than any other. Merchants and their families number about 125 of the total 1200 living in Far-Go. While the Far-Go villagers are always preferred customers, the merchants will almost always serve outsiders.
  3. The Watchers are the security force of Far-Go. A large number of mutant plants and animals make up the 15 man security force. They patrol the farm lands and the village for unwelcome intruders. The watchers and their families’ number 50 and all live in the village proper. Any member of the Far-Go community can try to become a member of the Watchers, although characters with great physical strength have the best chance to make the cut.
  4. The Religious Ones number only 10 presently, but that number fluctuates with new initiates and deaths. There is a High Priest, 1 – 4 Priests and 1 – 5 initiates (future priests), an Elder, and an Acolyte (future elder). Only one of the Unchanged my progress beyond the rank of Initiate, although any origin may join the order, mutants are discouraged and eventually quit. The Elder and High Priest are seen as men and women of power and mystery. The Elder is held in high regard, but is officially powerless in regard to religious doctrine. The Elder performs most of the elaborate ceremonies (birth, death, marriage, etc) whereas the High Priest actually administers to the religious needs of the community. The High Priest wears flowing robes of deep purple trimmed in gold. Priests wear deep purple robes trimmed in silver. Initiates wear pale purple robes trimmed in black. The Elder wears deep blue robes trimmed in gold, and the Acolyte wears deep blue robed trimmed in silver. The Religious Ones have all of the written works in their possession. The Priests also teach the young in the village, not only religion, but also general studies.

Anyone under the age of sixteen is considered a child, and has no rights in the village and must obey all adults. At the age of 10, the child is given a necklace, Unchanged receive a purple necklace, and mutants receive a blue necklace. At the age of sixteen, the child performs the Rite of Passage, and becomes an adult in the eyes, of the village. Part of this rite involves the removal of the necklace to symbolize the passage to adulthood.

FAX: Smaller than Far-Go, Fax houses 900 inhabitants, however they are all Unchanged or Humanoids (though the Unchanged are the ruling class, and Humanoids are not allowed to own property). Almost every inhabitant is a farmer, or linked to farming in one form or another. Very few people from Far-Go visit Fax because the farmers are very suspicious of strangers and usually treat any outsider very coldly.

KIN: Kin is a small trading community with a minor agricultural base as well. There are roughly 500 people living in Kin, mixed races much like Far-Go, although if by design or accident there are no mutant plants in Kin. A few farmers (less than 50) live outside the village and provide most of the food for Kin. The residents of Far-Go trade with Kin, but that trade is very limited. There EW Many rumors circulating that there are strange and violent organizations in Kin, but there has never been more than whispers.

The River of Blood: This river runs southward about 5 kilometers to the east of Far-Go. It is a swiftly moving river, varying in width from 20 to 30 meters and with an average depth of 1.5 meters. Legend has it the river was the scene of great death and destruction in the Final Wars. It was said that the river’s waters ran red with the blood of the warring armies. The river is generally feared by most of Far-Go because of the weird creatures rumored to be living around and in the waters.
The Forest of The Ancient Ones: this is a forest that has supposedly remained unchanged since before the Final Wars. All trees, plants and creatures living within the boundary are said to be pure and unmutated. No one from Far-Go enters the forest, and most believe that mutated creatures can’t enter the forest without dying.

The Marshes: These are a stinking, insect-infested, swampy nightmare that the inhabitants of Far-Go avoid as often as possible. Occasionally the farmers will brave the edges to recover the very rich fertilizer to be had there. A few have returned empty-handed telling of horrors of a ghastly nature that led to them fleeing back to Far-Go and safety. Any travel towards the Marshes use The 10 because it is the ‘safest’ path to follow. The quiet Shi-Yen River borders the Marshes on the east.

The Dark Woods and The Dread Forest: are very dense and tangled forests that are inhabited by monstrous creatures and hideously mutated plants. At various times of the year, herds of highly unusual creatures can be seen migrating from the Dark Woods to the Dread Forest and vice versa. The entire extent of these two forests is unknown to the people of Far-Go.
The Great Oad, The 10, The 94: all are old high-speed roadways once used by the Ancients. At present, the broken up roads still provide a means of easier travel through the rough lands. These roads are believed to be places of Great Power by the inhabitants of Far-Go. This is especially true of The Great Oad which brought the original settlers to this land. All three roads intersect south of Far-Go at what is called The Meeting Place, a special location for those who participate in the Rite of Adulthood. The 10 and The 94 are in particularly poor shape, but The Great Oad is actually in passable shape.

The Forest of Knowledge: is the site of the Ritual of Adulthood. Winding southward, The Great Oad runs almost through the center of the forest, and is used to for travel by many creatures. There are relatively few dangers encountered in this forest because of the scarcity of aggressive animals living there and because the density of trees is minimal. Children are told very little about the forest, except that it’s a very sacred place to the village of Far-Go.
All players start in Far-Go as 16 year olds waiting to take the Rite of Adulthood. This sacred ritual is one all children must perform in order to become adult members of the village.

Although inter-species marriages are not forbidden by law, most of the species (particularly Unchanged and Humanoids) tend to marry their own kind. Occasionally, however inter-species marriages do occur, and as a result the original 40% Unchanged population has decreased to the current 25%, although the welcoming of outsiders who ‘fit in’ with the Far-Go religious sect also have added to this decline.

The village keeps mostly to itself, but occasional strangers do pass by. Sometimes traders from Fax or Kin stop by; this is usually considered a grand event. All purchases are done via bartering goods or services for other goods or services. All of the working residents contribute a percentage of whatever they make or grow to the community holdings overseen by the Religious Ones. Anyone experiencing need in Far-Go can go to one of the priests and receive food or other necessities. This system is based on the teachings of Arx. The famous quote found in The Unist – “From each according to his abilities to each according to his needs” is the wellspring of the community holding.

At birth, village children are given temporary names. The birth order and sex of the child are two of the factors used to determine its name. Each child’s name is composed of two parts: 1) the birth order prefix, 2) the name of the same sex parent. Once the player has the name of their parent, they roll and the GM consults the following chart:

1d100 Birth Order Prefix
01-16 1st Alf
17-35 2nd Doos
36-52 3rd Thri
53-66 4th Quan
67-77 5th Penn
78-85 6th Icx
86-91 7th Sven
92-95 8th Otta
96-98 9th Nin
99-100 10th Enth

The first name of the character’s corresponding parent should be up to the player. So a first born character of Jinn would be Alf-Jin this will be the only name that the residents of Far-Go will use to refer to the players, until they return from the Rite of Adulthood.

Once the players return, they are introduced to the community by their adult name and are given a last name based on some noteworthy event.

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mirloc

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