Probably the largest settlement in the former northeastern United States, Nueva York is a genuine city of sorts, with an ever-growing population pushing up towards 5000 permanent residents. Nueva York was founded by a group of native Spanish-speakers in the far south of the Metro, and has quickly become just as much of a melting pot as its predecessor was. Filled with a mishmash of Survivors, Twists, Bunker dwellers, Edenite refugees, and Spacer colonists, the city has a democratically elected council with representatives from each of its main districts and maintains an active volunteer militia known as the NYCD (Nueva York Civil Defenders).
Located just north of the The Headquarters of the URA (United Restoration Army) is a picture of military discipline and order. General Washington offers asylum to anyone willing to work for their keep, and there is no shortage of people willing to take him up, at least for a time. Life in the Fort can be hard, though, and not everyone is willing to live by the General’s rules. The fort is one of the best defended settlements in the wastes, with the well supplied and trained URA regulars always vigilant. It is not uncommon to see their desert-camo uniforms carrying out survey, scavenging, and recruiting missions throughout many parts of the waste, as General Washington attempts to keep his army strong in the fight against the gangs, cultists, monsters, and the Saints.
This fortress monastery is home to the Saints, the largest and best organized militant religious group in the wastes. Under the leadership of Gabriel Eveningstar (most likely an assumed name), the Saints’ influence and power has grown exponentially. They have military outposts, churches, and hospitals in dozens of settlements scattered throughout the wastes, and few individuals are willing to directly challenge their teachings; those who do are rarely heard from again. Zion is primarily inhabited by high ranking Saints and their entourages, as well as the Archangels, Gabriel’s personal defense force. However, pilgrims and supplicants are welcomed in from all parts, laying their worries and woes at the mercy of the blessed ones.
This fortified settlement lies to the southwest, just beyond the Mirrored Waste. The inhabitants have managed to get a couple of oil drills and a refining plant working again, and they stockpile gasoline and oil to trade for other supplies (food, water, and ammo). Despite its fortified wall and well-armed citizens, Tanker Town is frequently subjected to attacks by raiders and biker gangs.
This once mighty starscraper crashed to earth sometime during the long winter, killing all of its original inhabitants in the process. Since then, it has been home to any number of gangs, colonists, explorers, scavengers, and the like. More recently, the renegade army known as the 6400th has made it their base of operations, and they use it to store up the “donations” they gather from surrounding settlements. While most useful technology has probably already been stripped or cannibalized, a thorough search would probably turn up something useful, assuming one could get inside.
About a year ago, a private group of successful traders began stocking and maintaining a series of Waystations along the most heavily used highways. These Waystations are meant to provide a place to rest, refuel, and trade for travelers and merchants, and provide some defense against the biker gangs and bandits that frequent the roads. Of course, the gangs have started considering them prime targets for raids and attacks, and some people have begun to question whether it might not be safer to simply roll out one’s blankets in a low-lying ditch.
There are several well-known Bunkers in the wastes that will open their doors to travelers in the hopes of news and trade, and they are good places to visit for those seeking a safe harbor or information about the old world. Bunkers can usually be found in ruined cities or old town squares.
Unlike the Bunkers, which were constructed to house mankind for a short time until the Earth was once again habitable, the Gardens were created to be an escape from the horrors of life in the wide world. There, in a contained and controlled environment, people would be able to live lives free of violence, pain, anger, jealousy, and all of the other woes that came with a corrupt society. Of course, people tended to bring a lot of those things with them, but the point here is that most Gardens were programmed never to open their doors except in the case of an extreme emergency, such as the failure of their power generators, severe cave-ins, and other such catastrophic events. While most Gardens are still closed and hidden, some few have been forced open, leaving their residents to build new lives on the surface.
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