The National Dominion of Hungary wrote:Settlement Name: The Farm, the people however call themselves The Striders, or the Strider Tribe.
Settlement Government Description: Completely Authoritarian, the Chieftain makes decisions, defines when the codex has been satisfied, and administers the 'clan wealth'. The chieftain's firstborn child is named successor, but the chief may be challanged in single combat for the right to rule. A Strider chieftain must have (or be perceived as having) courage, honesty, integrity, loyalty and physical prowess. A loss in any of these areas and the chieftain is likely to quickly lose the respect of the tribe. The current chief is James "One-Ear" Carmichael.
Settlement Population: 38 men, 39 women, 10 children, 87 in total.
Settlement Location: The Striders are currently camped at an old farm, using the farmhouse, barn and outlying buildings like the stable. This is however propably a temporary location as the Striders are currently looking for somewhere more defensible to settle. The Farm is located a bit northwest of the Prison, near the edge of the map.
Settlement Society: The Striders follow less of an "ideology" in the traditional pre-war sense, and what unites them is a simple tribal culture that has evolved and established itself over the years since the bombs fell through living as a semi-nomadic tribe of scavengers, foragers, hunters and warriors. They have mostly lived a nomadic life on the roads of post-nuclear America where strength and cunning are key to survival. Striders respect honor and prowess. This comes in a mixture of courage, honesty, integrity, loyalty, skill and physical ability, the traits most prized by the Striders. They treat those who are honorable and skilled with respect and do not have much social ranking beyond that simple attitude. Women are expected to scavenge, hunt and if needed, fight alongside the men. Children are expected to be fit for going with the adults to hunt, scav or raid when fifteen and help with camp duties as soon as they are able.
The Striders follow a strict set of rules, most of which are quite simple, don't steal, don't kill, don't attack people for no reason (although there seems to be a fair amount of exceptions to this rule). Striders have no 'jails', such a practice would be counterproductive in a community where all must aid in pulling their own weight. To break the codex in the tribe means that you either compensate the victim with goods, or you bleed and scream until the victim is satisfied. Mutual trust and respect plays such a strong part in Strider life that, for example, stealing from another clan member is considered a critical breach of trust. The life of the Striders revolves around their existance as a tribe of hunter-gatherer-scavenger motonomads. Great Hunts takes place every week with full hunting bands, both men and women, spending one or two days ranging around the land checking snares, stalking the hunting trails and bringing-down prey, they also forage any available useful plants from edible to medicinal. When the hunting is lean and food scarce, the Tribe turns to raiding others.
Being a small tribe of nomads, the Striders lack a merchant class, so most trade expeditions are conducted by harsh clansmen who explain what they want bluntly, are unprepared to negotiate, and consider refusal to trade to be an insult. Of particular interest as above all is gasoline and ammunition and to a lesser extent water. Traders who from time to time stop by the Strider camp are sometimes hired by the tribals as negotiators (or kidnapped for the same purpose, promising freedom if a trade deal works out; death if it does not). The internal trade among the tribals mostly consists of bartering, tabs are used when dealing with outsiders. When not hunting, foraging or scavenging the Striders can relax around a campfire with some music, storytelling and alcohol, offering some respite from their harsh lives.
Settlement History: The Strider Tribe was formed in the days after the apocalypse by a band of survivors who had survived the initial fallout in a cave. After several months of living as cave-men, surviving by mopping condensation off cave walls and wringing shirts into bottles for water and eating canned food or moss growing on the walls of the cave, a dozen ragged, malnourished men and women emerged from the cave and set off on the road. They kept moving, burying fallen comrades along the road, accepting new people into their group and celebrating the occasional birth while they lived by scavenging the ruins of villages, towns and cities, foraging and hunting in the wilds, and sometimes even raiding other groups. Never staying in one place for too long, hoping to avoid the bands of roving marauders and canniblas that stalked post-nuclear America, a place filled with dangerous people and predators, where much of the life that can be found in its wastes lives only to take life from another. Their existance has been far from peaceful, pleasant, or easily survived, but it made a tough people even tougher and sent the foolish to an early grave.
For many decades they simply wandered on foot, but some 50 years ago, they found a large, mostly intact garage on their travels, within it were two schoolbuses in remarkably good condition, it was in that garage that Chief Richard "Wheelrider" decided that they had been on foot for long enough, using the garage as a base of operations, they... adapted the buses to fit the post-nuclear roads, after six months however a caravan of vehicles left the garage, and once more the Striders were on the roads, having transformed from simple nomads to 'motonomads' as these kinds of groups are often called around the Wasteland. But that was soon to change... Their numbers growing over the last three decades as their motorization provided greater safety, the Striders began to face ever greater difficulty in aquiring enough food, water and fuel. Thus the historic descision to settle down was made and the Tribe now looks for a suitable home...
Settlement Goal: The Striders are currently wanting to find a place to settle, a site they can clear out of local critters, or people, and claim it themselves. Other than that they struggle to keep surviving.
Settlement Description:
Infrastructure: Their current home is an old farm where they utilise the old farmhouse and barn as housing while they live off their surroundings. The Farm is not very defensible as it stands today and this is why the Striders hope to find a better potential home they can reach with the last of their fuel. The buildings do stand andprovide decent shelter from the elements, but that's about it. There is a well on the old property. The water is not radioactive but for god's sake, boil well before drinking. There are no defenses, except for the Striders themselves. They do however use the old windmill as a watchtower giving good sightlines across the property to spot any uninvited guests. Their main infrastucture comes in the form of two old schoolbuses that have been their homes for somewhere around five decades.
Military: The Striders are very accomplished fighters, being a tribe of roadsmen they have always had to fight, and have managed to amass a rather impressive arsenal of weaponry in their travels. It consists of pre-war assault rifles, SMG's, bolt-action and semi-automatic rifles, shotguns, pistols and revolvers. Striders do not go unarmed after childhood and own a firearm and a meleé weapon, sometimes also a hunting bow. They have a pickup-truck armed with a 14 mm machine gun, it is however very rarely used offensively and it's purpose is to defend the caravan. When fighting offensively, the Strider hunting bands turn their skills to reconnoitering the enemy's territory, understanding their defenses, and then using the cover of night and, when possible, inclement weather to launch surprise attacks, they would be less adept in a "pitched-battle".
Agriculture: Should they settle, agricultural methods would be very simplistic and they would require aid to set up efficient agriculture with reasonable speed. They currently rely on hunting, forgaging and scavenging for food, sometimes, also raiding, to feed themselves.
Manufacturing: Their time as motonomads has given them rather remarkable machanical knowledge and repair skills which have been needed to keep the convoy going and also to maintain their large arsenal of firearms since the early days of the tribe. The tribe has the craftsmen needed to make firearms and ammunition when they have the resources and facilities needed. They can make more simple goods such as clothing while on the move. They have some limited skill with electionics but much more limited than their mechanical knowledge.
Health/Education: Some Striders know how to read and write, they have no schools or teachers but some families have passed the knowledge on by teaching their children through the generations. They know how to make various medicines from various medicinal plants but they do not have much access to pre-war medical supplies, they are pretty decent when it comes to healing some wounds and broken bones. Healthcare is handled by Doc Hayman, the medic, healer, witch-doctor or whatever you prefer and his son, Doc Junior.
Scavenging/Trading: The Striders are quite adept at scavenging as it has been a primary aspect in their survival, they know how to find valuables which they either use or trade, depending on what it is and the tribe's current situation. Scavenger-trips take place rather often as the tribe life often can be described with this cycle. Make camp, scout the surroundings, scav local ruins and points of interest, move on before anything big and scary takes too much note of us.
Points:
Infrastructure: 2/10
Military: 10/10
Agriculture: 2/10
Manufacturing: 6/10
Health/Education: 5/10
Scavenging/Trading: 10/10
I'm sorry, we're no longer accepting. I feel bad because your app looks really good.
@Harkback: No robots







