Neo-Texas
”You don’t mess with Texas, YOU DON’T MESS WITH TEXAS!”
When the Havoc of 2012 hit, the world got messed up damn near completely. The entirety of Germany became blasted into another dimension, and is growing inwards.
Neo-Florida became assaulted by the Gravity Howitzers, the Cannons of God, and cut off from the rest of America by the Magewinds.
Most of the South became irrevocably changed around, their weather and local monstrosities drastically changed as one crosses boundary lines.
Atlantis rose from the deep, right next to it’s new neighbor.
Neo-Texas.
Relatively unchanged from when it was once docked with the rest of America, Neo-Texas literally simply woke up the morning of the Havoc floating out in the Atlantic Ocean, near Morocco. Being the first to greet the reawakened Atlanteans, Neo-Texans quickly realized that they had finally achieved their dream of being their own country, thoroughly cut off from the rest of America.
Then they fucked it up by declaring themselves a lawless zone, forcing a worldwide clause from the then fucked up and barely operational UN (before the Accords of Federation): no matter your past, no matter what deeds you’ve done, all is wiped clean once you enter Neo-Texas and become a citizen!
A flock of lawlessness occurred, and many changes came about due to this newfound Lbiertarian-Anarchist paradise.
With the subsequent migrations, the center of Texas has been left a virtual desert wasteland, with odd artifacts and historical relics lay for the taking. As the population shifted, the coastal towns flourished, with new ones popping up surrounding Neo-Texas, especially at the bridged border to Atlantis.
The problem is that Atlantis is also filled with relics and ancient tech, prompting many of the lawless to become illegal Artifact Hunters. Even worse, many consider the Atlanteans a physical artifact themselves, especially since no one knows the truth about them: ancient space aliens who had crash-landed on Earth who worked hand-in-hand with humans, shepherding their technological growth with a strict, keen, and wise eye.
It is to that end that the first wave of Neo-Texas politicians and leaders (those who survived) were brought into Atlantis and who witnessed the proof of this. Ready to defend Atlantis and help usher in other scholars, politicians, and more to help the Atlanteans once again introduce their tech to the world, all Neo-Texans share The Vow: to protect and safeguard the truth of the Atlanteans until Mankind is ready to know that truth.
To that end, all Neo-Texans share in The Vow, keeping absolute secrecy of the nature of the Atlanteans and their technology from the world, gaining extra power and strength should that secret ever be threatened (or Texas in general).
On the other hand, one should be aware of a deadly minority, a political faction known as “Dark Generation,” who seek to monopolize Atlantean tech for themselves. Having completed only one devastating raid, they stole strange technology which allows them to perfectly embed themselves within society, undetectable even by Atlantean means.
Texas Rangers: The New Law
The Native American tribes who once lived in the hills, having seen the devastation done to the new Texas deserts as monstrosities have begun to erupt from out of the sands and ancient legends are now coming to life, are led by one of their gods to broker a new peace with the Texas Rangers.
As lawlessness became abundant in the pseudo-anarchistic new country, the Texas Rangers stepped up to become the strongest law known. Judge, jury, and executioners, a Texas Ranger’s grit, charm, and intellect are second to only the Bounty Hunter’s Guild.
Working hand in hand, the Texas Rangers are divided into several known factions: the Desert Rangers (mostly the Native American tribes who joined with them), the Wasteland Rangers (deep divers of the new ghost towns and lost zones), and the Pinkertons, who also use the same technology that the Dark Generation utilize.
Today, the Bounty Hunter’s Guild serves as a neutral party for much within Neo-Texas, but openly aid and abet all Texas Rangers at the exclusion of all others. Led by an ex-Ranger of noteworthy legend (Dan Zigmann), they also aided the Couriers during their growth period after splitting off from the Lawless.
The black market is a generally frowned upon thing, but even the Texas Rangers find it useful. Through either the Bounty Hunter’s Guild (who are the only organization empowered to take down Texas Rangers who have gone astray or flat-out turned evil) or the Couriers, those on the side of the law can still acquire the resources and contracts needed though generally considered unsavory.
The Modern Age of Neo-Texas: Twenty Years Later
Today, Neo Texas enjoys a strange state of pandemonium: one hand the coastal towns are considered safe enough that many scholars are able to use it as a base while they work with Atlanteans, both in deciphering their technology but also teaching them of the Earth history and modern society they’ve missed out on. Both groups haven’t a clue why the Havoc of 2012, or the Pre-Havoc that hit Atlantis originally, happened but both agree that things are kinda fucked.
Internally, Neo-Texas is mostly stable, though almost weekly that peace is threatened. While Neo-Texas is “free floating” in the ocean, tethered only by the strange bridge to Atlantis, Atlantis is connected to Morocco via a landbridge…and there are more than one African warlord trying to acquire Atlantis.
Even worse, Neo Texas has to send most of their militia to be stationed in Morocco, who enjoys friendly and positive political ties to both Atlantis and Neo-Texas. Despite this, there are too many pirate routes and underground, black market routes to Atlantis directly, prompting the necessity for the Neo-Texas militia there.
Most of the scholars allowed into Atlantis are usually at the behest of the Atlanteans themselves, though they’re highly sensitive towards their allies when it comes to people they do NOT like. As such, most of the American Federation is allowed free reign (though in limited quantities) within their demesne, so long as they also take The Vow. Most of the scholars who live in Atlantis or the border towns are from a special division from Neo Los Angeles University, one that is dedicated to curating and archiving in depth the Atlantean culture, history, and what technologies they’re willing to provide at this time.
The Lawless (the name of collective kidnappers, thugs, raiders, illegal genetic experiments, prisoners who did NOT become civilians, artifact hunters, big game poachers, general black marketeers who range from merely black to fucking Amistaad, and black-hat couriers) threaten from the interior of Neo-Texas, but these are usually handled swiftly by the Rangers and whatever coalition of law enforcers that exist. There are small towns that line the interior, and the central line of them (simply known as The Line) exist as a funnel to get lawmen from one side of Neo Texas all the way to the other. Because of this, the Rail Riders are essentially important (people who live to protect, upkeep, repair, and live on this train line), especially considering that they essentially exist to transport goods, services, people, and the legal artifact trade throughout Neo Texas.
Due to the need for extra hands and warm bodies to fight against the rising forces of darkness, Neo-Texas has long since become a far more accepting people, almost hungry for any sentient being willing to be a good neighbor. Though certain systems of racism still persist even today, they’re mostly ignored since it’s almost guaranteed to be a nest of Dark Generation goons. Fascism goes hand in hand with racism, after all.
Major Towns
>Bridgetown (the coastal town that surrounds the strange techbridge that mysteriously connects Neo-Texas to Atlantis)
>Morocco (causing a small geopolitical fracas, the entirety of Neo-Texas helped annex Morocco from the rest of Africa, becoming a sovereign nation themselves (outside of Spaniard control, as well as the secret tendrils of both the Mediterranean Union and African Union, as well as their other interpolitical organizations) and an important ally and vassal to both Atlantis and Neo-Texas. In reality, the Moroccan royalty are using this situation to empower themselves greatly as well as to avail of themselves of the free tech that the Neo Texans generally show up with.
Unlike Neo-Texas, ONLY the royalty of Morocco know the truth of the Atlanteans, and want to be a part of their new history with the rest of the world while at the same time raking in the profits and the best of all worlds as well.
>The Line, The Split, The Grand Cross - the two most important rail lines, the Line connects the all-important Eastern Neo-Texas to Western Neo-Texas coasts, where the Split connects Northern to Southern. The two combined are called the Grand Cross, and are staffed by a zealous, highly religious group of warrior-engineers.
>The Ranches - between the coastal towns and the dreaded Interior lays miles of ranchland, pastures and plains. Ranchers are a kinda crazed, obsessive type, but without them most of Neo Texas would be without foodstuffs and other raw resources, though the coastal towns are starting to reap the benefits of their own harvest nowadays.
>Various Ghost Towns and Shanties - these tend to pop up outta nowhere and possibly not from this dimension.
>Buried Treasure Spots/Indescribable Spots Of Strange Phenomenon - just like it says right there on the tin,
>There are many spots of geographical and spiritual/religious importance that aren’t even on the maps today, let alone yesterday.
Common NPC Types
Cowboys, cowpunchers, ranchers
Banditos
Racist Ghosts of Texas Past
City Slickers
Fishermen
Rangers - “Where goes the Rangers goeth Law.” Rangers operate on a strange system, being solo workers and lone wolf types who will nevertheless band up in a heartbeat to take down a larger threat. Where there is one ranger, there is an army waiting to spring up at any moment. Rangers carry The Law, books of Atlantean nature that grant them extraordinary legal powers, and are above all others. Despite that, should a Ranger be deemed a threat themselves to civilization, the Bounty Hunters Guild may be compelled to step in and take them the fuck down.
Bodyguards
Escorts
Sex Workers (not the same as escorts)
Couriers
Black Marketers
Marketers
Grey Marketers (they kinda skirt the line of illegality with a lot of things, especially modding)
Bounty Hunters
Quickdraw Artists
Philosophers
Noteworthy People
>Dan Zigmann - an ex-Ranger Knight-Captain, he’s a nasty cur with a snarl that can peel the skin off of a man’s bones, a stare that can literally kill, and a penchant for cigars and straight men’s asses. Sexually omnivorous with the muscle and charm to back it up, there are many legends that bound regarding this wicked, evil creature. Said to have toppled (and possibly raped) gods, myths, and legends, Dan Zigmann has a body made of flexible iron and a single scar that bisects the left side of his face. Able to kill the unkillable in a thousand ways, Dan Zigmann is the kinda guy where you say his whole goddamn name when talking to him…and that’s if he likes ya. A powerhouse even in his supposed old age, Dan has an open bias when it comes to Rangers, and ensures his organization shares that zeal. No one knows Dan’s real history, save that he was once birthed from a calamity while hog-tying a tornado…so they say.
>The Highest - the ruling council that govern the Rangers, a group of five men and women who are noteworthy in their skill, prowess, and knowledge, empowered by Atlantis itself. It’s rumored that Dan Zigmann used to be their fifth, but for reasons unknown stepped down and, instead, established the Bounty Hunter’s Guild. It’s said that his understudy was his direct assistant and possible lover, Marie Red.
>Marie Redd - the current leader of the Rangers, It’s said that Marie Redd can shoot the wings off of a fly and is especially wicked with a bladed weapon. A quickdraw specialist with a strange background, she hails from Bridgetown and is especially positive towards Atlanteans and outsiders in general. Tends to distrust Rail Riders, but leaves them alone so long as they don’t raise a bother.
>Melody Strangerr - a member of the Highest and a known boss in the Sex Worker’s Union. It’s said she once satisfied Dan Zigmann completely, but neither he or her are talkin’. Ageless and possibly a succubus.
>Manticore Wilkins - a heavyset black man in massive armor, the third member of The Highest and spiritual leader of the Rail Riders. A quiet, highly introspective man of sage wisdom and steadfast strength.
>Undine Baskerville - the fourth member of the Highest and leader of the Couriers. Owes her life, and her organization, to Dan Zigmann’s intervention. Stands as a neutral party to all of Neo-Texas and is assisted by a strange legion of ultra-powerful referees. Known also as “The Judge,” the legends of her impartial and honestly fair rulings abound, and all have a latent, unspoken fear of the referees she employs throughout Neo Texas to ensure deals and contracts are fairly governed.
>Abaranth Maasan - one of the few Atlanteans who operates outside of Atlantis, a firebrand who eschews Atlantean technology for his own skill and ability. The final member of the Highest who runs the Mulisha (though he canNOT get them to change the name to “Militia”), an ipso-facto ambassador for the Atlanteans and has a HELLA hard on for killing Dark Generation members. Pays the highest for their balls/ovaries. A master of the strange Atlanteans techno-magics, but prefers melee combat.
Major Organizations
>Bounty Hunter’s Guild (technically neutral with an obvious bias towards the Rangers)
>Texas Rangers (standard Rangers/The Pinkertons/Wasteland Rangers/Desert Rangers)
>The Lawless (artifact hunters, runners, couriers, general black marketeers)
>The Couriers (actually neutral)
>The Atlanteans (they number less than 100, space aliens who once worked hand in hand with humans and would have given them more ancient tech if not for a pre-Havoc event that predated the Havoc of 2012)
>Dark Generation (political faction who believes Atlantean Tech should be theirs and theirs alone)
>Texas Metal Mulisha - the militia that arose shortly after the Havoc of 2012, at first the “Mulisha” existed to protect individual towns until the main government formed. Shortly after, they became a modern military force, though the majority of it was dispatched to Morocco to help protect the entrance of Atlantis from foreign “inhospitables.” Technically the Mulisha is outranked by the Rangers, but they often operate on good terms with nary a dysfunction…at least until the yearly Clash, a combat sporting event that pits the Neo Texas forces against one another in a show of skill and strength.
>Rail Riders (zealots who worship The Grand Cross with knowledge given to them by the Architect. No one knows where their secret hometown lays, but only Rail Riders are able to staff the Grand Cross efficiently and effectively enough, to the point where the common law just absorbed them into the fold as their own thing.
>Sex Workers Union - a fully formed Neo-Texas wide union that helps back, establish, and safeguard sex workers of all type. Due to the demand in their trade, they have risen to become one of the strongest labor unions in all the nation.
>Necromancer’s Guild - maintains strong ties with the Grateful Undead and the Neo-LA University’s version of the Guild, the Necromancers are a powerful political and religious force in Neo-Texas. All priests go through their training at an official Guild Scholarium, and only Collegiates can gain access to their inner workings. The Guild Scholarium are the only ones who can train Rail Rider Priests, and contain much lore regarding the God Trains.
Things Neo-Texans Just Know
>Don’t ever trust a Pinkerton
>Don’t ever trust any outsider who ain’t down with Texas
>We’re STILL the South, thanks
>Say please and thank you. Always. To everyone.
>Mind ya damn P’s and Q’s.
>Treat your farmhands and employees like you would your family. Just like yer family, if they end up bein’ a doppleganger, kill ‘em quick.
>Don’t mind the Fae too much, but don’t pay them too much mind either. They’re good folk, so long as you give ‘em some milk and bread.
>Wipe your feet before you go into the home. You don’t want to leave tracks the Fae can pick up on.
>The Rail Riders worship the Train Gods, their massive machines that haul ass across the face of Neo Texas. It’s said that Central Rail, where the Train Gods sleep, lays at the exact geographical center of Neo-Texas. For some, this is a place of great power and importance.
>No sense in not trusting a Rail Rider in full armor, but at the same time?
>When a Ranger shows up, the day’s about to be saved. When a Bounty Hunter shows up, someone’s day is gonna get wrecked.
>Armor’s all well and good against a bullet, but not an enchanted bullet. Be aware of what kinda defenses you and your crew got compared to the offenses of your opponents.
>Never trust a witch, unless their hexes are set for protection. Then trust ‘em a LOT!
>A smart fighter’s gonna trust in his gear, his guns, and his friends, but not always in that order.
>DON’T MESS WITH TEXAS FOOTBALL, SON!
>It’s said that there’s some nano-machine doctor lost somewhere in the Desert Wasteland. It’s also said that the Rail Riders know all ‘bout her. Dunno ‘bout you, but payin’ a shitton for some strong body mods sound right ‘bout rain to me.
>A knife in the dark is worth a bounty in the hand.
>Sometimes running is the better discretion of valor. Awfully weird goings-ons out there in the Interior. Hell, weird goings-ons in the Coastlines as well. Awfully weird goings-ons everywhere in Neo-Texas.
>Don’t mess with Neo-Texas! DON’T MESS WITH NEO-TEXAS!
>We don’t talk much ‘bout the Alamo ‘round these parts. Kinda makes some people mad, and rightly so. Now the Atlanteans, thems some nice fellers. Kinda makes a fella wanna be better just to prove we’re worthy of all that great tech and stuff, y’know?
>All Neo-Texans dream of Space Texas. ALL of them.
>Them Moroccan fellers are kinda strange due to their mishmash hodgepodge of cultures, but goddamn do they got some good food. Hella fine women too. Hella fine men too. Fuckin’ get you some coffee and good hash, friend.
>All Moroccans dream of Space Morocco, even though only the Royals know of their alien nature.