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Settlement Name: The Talon Clans inhabit a settlement known simply as The Bridge, on account of the most strategic location under their control. The Talons do not live in one single condensed settlement however, with each clan instead maintaining its own small subsettlement, all ultimately connected to a central area centered on an old major hardware store. Some connections are made along raised wooden walkways, or via rooftop bridges, but in some limited areas connections must be made through building interiors or even outdoors.
Settlement Government: Tribal Confederation. The Bridge is governed by a collective of clans organised under The Talons, which is the name of the overall community. Only members of the clans, or the Stewards, are considered to be fully integrated members of the community, with other dwellers within the area considered as 'Newcomers,' 'Welcomed' and 'Trusted' and 'before eventually being 'Adopted' into one of the Clans, or by the Stewards, who distinctly serve the Community rather than any one Clan. There are a total of eight official clans- four major, and four minor, which predominantly govern their internal affairs, but where issues effecting the entire community arise, or there are disputes between the Clans, then a Community Council may be summoned, with representatives from the Stewards and the Eight Clans. There is a further Council element, drawn upon from representatives of the five classes- the Crafters, Journey-Makers, Nurturers, Rangers, and Warriors.
Settlement Population: Around 760-780. c.570 are members of the Clans, c.80 are Stewards or are under their care (invalid, severely ill, need assistance), 28 are Trusted, 57 are Welcomed, and 32 are Newcomers.
Settlement Coordinates: D3- This modest urban area does not offer any majorly distinct advantages or disadvantages, but does occupy a moderately central area which will enable interactions with multiple nearby settlements and factions, which could be a pro or a con. The Bridge is more of an area of settlement than a specific settlement itself, though the core area is around the five buildings closest to the western end of the bridge.
Settlement Society: For most members of the Talon Community, the day begins at dawn, and continues for at least several hours. It can vary somewhat amongst the clans, and according to the time of year, as well as the tasks of the community at large. Each Clan typically receives a formal visit from the Stewards every three days at least, and unless an Emergency meeting it held, the Council holds a meeting every 10 days. At 10 day intervals, there is an official time of marketing, where members of the Clans may come together to make trades and barters, or make contributions, or requests for withdrawals, from the Community Stockpile, which is managed by the Stewards.
Those raised as Talons are born into one of the Clans, which is the primary group to which they have loyalty throughout their life, unless adopted by the Stewards. Within the Clans themselves are where much of the mentorship and informal education of children occur, and where most social life exists. Above this group however is the Community, that gathering of clans which owes its existence and way of life to their combined strength, and pooling of resources and skill, guided by those who are chosen by the Stewards, the central figures in making the Talons a close family of clans, rather than a fractious band of cousins. By nature, the Talons are willing to take in newcomers, as long as the order and safety of the community is not compromised, and this welcoming of strangers, and gradual integration of them until they might be adopted by the Stewards or the Clans keeps new genetic diversity, talent, and knowledge slowly seeping into the Community.
The Talons then, or the Clans of the Bridge, are a community composed of eight Clans, for now, which are kept in balance and working towards a common goal by the Council, made up of their own representatives, and by the Stewards. The Stewards are almost a class unto themselves, and appoint their own, and are often made up of older men who are less capable outside of the settlement, or women who by choice or nature's way no longer wish to have children. The Stewards also tend to select the best crafters, or most numerically literate Clan members to join them. The Stewards take under their wing those who the Clans are unable, or unwilling to care for themselves, and carry out many administrative functions- taking account of what the Clans or prominent individuals own; urging for contributions to be given to, or considering requests to take from the Community Stockpile; caring for those most in need, or providing some limited education to the children of the Clans.
Throughout the Community, there are five overall classes. These is no formal hierarchy between the classes, and are seen more as roles and communities of their own, though are differing hierarchies within themselves. Each Clan has members from each class. These roles are not for life, and may change overtime- by the time one reaches 18, if they haven't already been accepted into a given class, they will be assigned one by Clan elders or Stewards.
-Crafters: The most technically proficient, or sometimes simply less resilient, Talons often become Crafters, after a period of apprenticeship beginning in childhood. Crafters are responsible for the manufacture of goods which require any specialist skill or machinery, as well as the maintenance of items, equipment, and often building, providing skilled labour. Seniority is based on expertise. There are around 60-80 Crafters and their apprentices at any time, though by the limitations of machinery and tools, they often fulfill roles as regular workers.
-Journey-Makers: The less typically violent travelling type, the Journey-Makers are often physically fit, travelling in groups to interact with other communities and settlements to trade, barter, and exchange communication. Due to the importance of trade, as well as the fact that they typically face less danger by travelling in groups than Rangers do, they often will be equipped with some of the better weapons, particularly firearms. Fortunately, the sight of some Journey-Makers from the Talons is often a sign of good news, as they are certainly more diplomatic than many of the others- though this can vary by Clan! Around 40-50 people within the Community identify themselves as Journey-Makers, when not trading, they typically scavenge or head to areas of informal cultivation!
-Nurturers: Foragers, farmers, gardeners, animal husbands, carers for the wounded and afflicted, communal raisers of children. If it is a task which requires grace, compassion, communication, patience, and sensibility, the Nurturers fulfill these. Without them, the children would be a nuisance, and the Talons would starve. Although there are experts in their fields, the Nurturers often include those who are of the right demographic to join the Stewards but who have not been selected. There are more than twice as many Nurturers within the Clans compared to all of the other classes combined.
-Rangers: The most independently minded, strong-willed, resilient, and willing to inflict violence. If a bounty needs fulfilling, or scouting and exploring needs to be done, it is the Rangers who do it. The most limited in number of the classes, it has been the unfortunate circumstance that the Rangers have sometimes been quite paranoid, or willing to assume that other scavengers are hostile, and the odd couple have been considered raiders. Due to their extended time away from the Bridge, and their mental predisposition, if anybody is going to leave the settlement, it does tend to be the Rangers who go rogue. There are normally around 30-40 Rangers.
-Warriors: Finally then, the Warriors. Rarely, but sometimes mobilized, to launch an attack, the Warriors typically fulfill sentry duties, but also provide physical unskilled labour in construction. Of all the classes, it is the Warriors who tend to fulfill this role only part-time, as often they have skills in Craft, or in roles as nurturers. Some 30-40 fulfill this role most of the time, though lend their hands to other parts of the Settlement when not in their primary capacity.
Finally then, in terms of beliefs and traditions; Births, marriages, and funerals are at the very least major clan events, but sometimes may involve a great amount of the Community. Every 30 days a Gathering is held, where news is shared, bartering occurs, and festivities and entertainment abound! It is a time to share, to reminisce, and to show off to potential partners.
Courting, flirting, and engagements are socially regulated by informal standards, with minor variations between the Clans- often in bigger community activities groups of single people will take part in contests, dances, and rituals to attract partners, whilst on an individual level, flirting often consists of gift-giving, sharing, and pushing the rules of the Clans- such as risky trips beyond the Settlement, or sneaking into other parts of the Bridge to meet, even for a conversation or to share a few sips of Belgium Rose Tea, when the courtees are from different clans. There is a strict culture of monogamy however, which has its origins in the prevention of STIs, unknown or wanted pregnancies, and to prevent social upheaval and tensions between the clans.
Faith is held in some regard, primarily as a source of social order, and as an explanation of essential morals and collective norms, and has some loose correlations with the Christianity of the Old World, yet some customs might appear quite strange. Voluntary blood-letting to show grief, repentance, or as part of rituals and initiations, though with the risk of infection- these are certainly dangerous. There is finally an extensive culture of getting tattoos and/or using face and bodypaints, especially for celebrations, contests, and when blood is expected to be spilled.
Settlement History: Back when the collapse began, and society began to break down, things happened with such a pace. Many fled, others turned to looting and indiscriminate violence. Quite frankly, many people simply died of natural causes- starvation, dehydration, the cold, lack of access to medicine. Many communities turned inwards, and preppers kept to themselves. Overtime, in the city, after months, and then years had passed, the first of the smallest communities would appear. Most however, failed to adapt over the long term, only a few made it decades. Over the centuries many peoples and communities moved, some prospered, some died, some splintered, some combined.
The predecessors of the Talons came from predominantly from a nomadic background. The core demographic trace their lineage to a now almost mythic tale, though it was in fact only a century ago. Andros the Bear, leader of a major nomadic group, was incensed with rage when his daughter eloped with the son of a prominent clan leader, as he had desired her to marry a son of a friend. This ultimately led to a fratricidal conflict which led to the destruction of two clans, and both Andros and the rival leader's death, leaving the three remaining clans to scatter. One of these would come to the city around 120 years ago, eventually making its way into D3 from the South. There they found small, scattered communities, shells of their former selves following generational failure, food shortages, and raids. Overtime, these were integrated into the great clan, the direct descendants of which are the major clan the Hawks. Within the last 80 years, one of the other clans came, and after a brief leadership contest, which resulted in the loss of around 15% of the total population, was integrated. It was 75 years ago that the concept of the Stewards was created, to balance out the interests of the Clans. Gradually, wanderers were adopted, new clans splintered, and the population grew, with the creation of new clans occurring roughly every 15-25 years.
In the past three decades, the Talons have come to establish themselves as a prominent faction in the city, but their place as the newest comers is gradually diminishing as new, even very small groups, begin to arrive. However, impressions are highly mixed, and are sometimes more of the individual clans, or even individual friendship groups of Journey-Makers, than of the Talons on the whole. The Talons have been known to have made slight deals with the Guardian Order, giving some of their finer children, and receiving some of the healthy but not suitable Guardian cadets, a quite mentally troubling ordeal for the children involved, but one of pragmatism for both the Guardians and Talons- the Guardians get capable children who are partially raised, adding some genetic diversity, whilst the Talons can curry favour with the Order, which is somewhat important given that a few of their individuals have historically acted very similarly to the raiders.
Settlement Goal(s): The Talon Community is driven to assert itself over its hinterland, to secure a safe and prosperous heartland in which to raise a new Spring Generation. It seeks its greater security, prosperity, and development, all to advance the future position of the Spring-born.
Settlement Description:
- Manufacturing: Almost all manufacturing within the Bridge is based upon the expertise of individual Crafters, and those they choose to train. The limited expertise tends to be focused on the recycling, repurposing, and maintenance of existing tools, rather than the creation of new ones. In terms of manufacturing capabilities, much of the focus is based upon metal work, though a lack of machinery, and the reliance on muscle, means that industrial capacity is somewhat meagre. Indeed, many people work day to day with tools of bone, stone, or scrap metal, rather than properly recast heads.
Agriculture: A combination of hunting, trapping, and foraging is used to supplement a somewhat meagre diet grown from rooftop gardens and rough areas of cultivation. Although they do not have specific control over the area, members of the group have planted saplings of grapevine in D2, and frequently head there to harvest it, whilst cricketwings are highly cultivated along the highway and the limited forest blocks. However, food is frequently in a somewhat short supply due to the different clans maintaining their own stockpiles, and the fact that the highly mobile activity of many members of the group require a high nutritional intake. In their limited area, and with their lifestyle, the group is unlikely to be self-sufficient, certainly not in a nutritionally healthy way, and situational scarcity can occur.
Technology: By no means completely backwards, this group is also far from advanced, certainly not having anywhere near the technical knowhow in specific areas that Harmony, VM, and the Guardian Order have retained. Technology is mixed, with stone tools and vine-based clothing seen alongside bone knives, bows, primitive sling shots made from animal skin, and yet also metal hatchets and even a small handful of custom, non-standardized firearms that have rough equivalents to weapons from the late 19th century, yet parts are very limited, and ammunition a very rare commodity. Although a dozen old flintlock blackpowder weapons are still in use, these are for settlement defence, and are notoriously unreliable. Instead, firearms technology focuses on the sort of blackpowder weaponry which was used almost half a millennium ago, with basic revolvers, and lever actions in use, though ammunition and spare parts are very valuable, and not always easy to make. Communications technology is completely lacking, with communication instead being based on word-of-mouth, or through instruments, primitive flags, or even the creation of loud noise and cries of 'Raid' or 'fire' in the event of emergency.
T: Trade is very important to the tribe, yet they have little to offer to traders, barterers, strangers, and wanderers. Metal tools, any form of high-quality weaponry, clothing/blankets, as well as medical equipment, drugs, or plants, are often wanted, as well as food and drink which are not otherwise available in significant quantities to the group. Quantities of grapevine and associated products, as well as some amounts of crop surpluses, various unwanted salvage and scrap, and protection are also offered. According to some rumours in the city, the odd problem bandit or wanderer has also been taken care of by members of the group. Overall then, the group has more demand than it can equitably exchange without including services, but it does also typically extoll a protection or toll fee over the area of highway through D3, though this is somewhat limited if there is familiarity with the travellers, or pre-arranged deals.
E: In terms of education, there is a fossilized yet mostly informal educational system, with most skills and knowledge being taught orally, and from peers, and more experienced members of the several clans. Often, skilled artisans or crafters will take on apprentices, indeed, many of the best in their professional take on mentees, passing skills on. Although this process can potentially lead to knowledge loss, or skills being lost if the people are, it also contributes to strong social relations between many workers, and a culture of respect for workmanship, experience, and knowledge. Though English is taught, there is a limited amount of reading and writing, though all members fully included within the group are taught about an array of glyphs, runes, and symbols which are used to mark various information on territory around D3. Communication through primitive instruments, as well as a variety of whistles and calls, are also taught in a more formal manner. 4?
R: The organisation of the group is somewhat decentralised, with the Clans, Classes, and Stewards holding one another to account, and balancing off against each other. As such, there can be frictions and disagreements, but these are settled by a central court, or within clans. Overall, internal violence is kept to a non-severe level, and a strong sense of a community in-group prevents fracture, but there are still those who choose to leave the group. Ultimately, they are but three paces from splintering or anarchy, and if the world were safer, that may well have already happened.
Points: MATTER (No more than 30 points allocated - Effects are not mutually affected.)
M: 5 | 10
A: 5| 10
T: 5 | 10
T:6 | 10
E: 5 | 10
R: 4 | 10