TRIBES
The iconic American salad bowl.
TRIBES
The iconic American salad bowl.
The quintessential Architect. You were born into the Architects or recruited from the wasteland, but whatever your reasoning, you reject the concept of tribes. Maybe you're an outcast, maybe you don't like their fashion trends, maybe you're a cool lone-wolf maverick - the only thing that really matters is that you're devoted to the Architects' GOALS AND IDEOLOGY. Whoever you were before you became a craftsman, you have pledged your future efforts to the prosperity of the Pioneer Project and your fellow Architects above everything else.
To be a tribeless Architect is to emulate the fashions, culture, and beliefs of corporate America under the Abrahamic Society, reborn from the ashes, bereft of outside influence. You're dressed in attire that is both sleek and domineering, sterile and inoffensive, perfectly designed for comfort and utility; style and substance utilized to intimidate and impress in equal parts, a reminder to outsiders that you and your organization are better than them.
Recommended for: Corporate, government, or "outsider" characters; players that really dig the New World Order vibe
At the turn of the century, Abrahamic tribes emerged in the wake of the Abrahamic Society's total collapse, fighting amongst one another in a bid to secure vital resources and strategic hardpoints darted throughout Ohio. To identify themselves, the tribes adopted certain aspects of pre-Flash American culture, mixing it into their own interpretation of Neo-Abrahamic thinking.
Any Architect can come from any tribe. Your character may be from a tribe that no longer exists or one whose lineage may end with you. Maybe your tribe was created after the Pioneer Project in an effort to stay close to the people who entered alongside you. Just remember to describe who and what your tribe was in your character sheet's biography, particularly if they are not listed below.
Tribe created by: You!
Recommended for: Creative types, Storytellers
The Amischvolk, a conservative and traditional tribe, adhered to a blend of Anabaptism and Society-based universalism. Their reluctance to adopt modern technologies left them in a position to quickly adapt to the aftermath of the Flash. Their clothing is characterized by its simplicity and mysticism, often featuring fur coats adorned with Abrahamic scriptures.
One prevalent cultural trait among the Amischvolk is their fluency in both standard American English and Pennsylvanian Dutch. Despite their efforts to maintain a low profile, the Amischvolk were eventually forced to leave their hometown in Akron following an extended anti-guerilla campaign launched by Technocratic tribes.
Recommended for: Tribal, Indigineous or Historian characters
A Technocratic tribe, the Dilentanni branded themselves as innovative entrepreneurs of the New World. They often shied away from the frontlines, instead preferring to aid the war effort through logistics and mass production. The predominant workforce was made up of communist or mutant prisoners of war placed under horrible working conditions until Columbus was destroyed.
Once the supply chain was abruptly cut off, the Dilentanni scrambled for resources to slow down the deficit caused by mass production. As a precautionary measure, the upper management of the Dilentanni slowly reduced the workers' allowance of food and water to prevent retribution. After many of the workers had starved to death, the Dilentanni were chased out of their facilities and retreated into their bunkers by competing warlords.
Recommended for: Inventive players, Engineer & Technical characters
Before the Flash, Wesgate was considered one of the lesser Assemblies of Columbus. Comprised of working-class and lower-income families who sought safety under the umbrella of the Abrahamic Society of America, they relied on communal neighborhood bunkers connected by underground service tunnels and cherished a common culture of hip-hop.
Wesgate became one of the first tribes to explore the surface as a result of an early food shortage. As time went on, more and more tribes began to stake claim to territory in Columbus until civil wars began to bend borders. Surrounded, Wesgate began to take desperate measures to stay afloat. Traveler's tolls to maintain the next harvest turned into highway robberies for weapons and ammo. Wesgate's territory was eventually overrun by Communards.
Recommended for: Hip-hop fans; "Street kid" characters
The Travelers trace their origins to a pre-Flash community outreach initiative orchestrated by the Cleveland Grand Assembly. This program enlisted local celebrities and religious figures to promote the tenets and advantages of the Abrahamic Society through an evangelical tour. Even during the Radstorm era, marked by hazardous radiation, they journeyed across the entire state in radiation-shielded vehicles, taking up the role of impartial intermediaries between the scattered settlements and Abrahamic tribes in Ohio, offering trade and disseminating vital information to those they encountered.
Throughout the Abrahamic Civil War, the Travelers made a killing - literally and figuratively - by conquering smaller, less diplomatic tribes with mercenaries and aggressive trade deals, utilizing their influence to produce weapons and ammunition to keep the conflict going for as long as possible. After the official formation of the Architects, reparations were eventually paid to the tribes the Travelers once subjugated, albeit nowhere near the profits they made profitting off of the arms trade.
Tribe created by: @wizmage12 (with support from @DISCO_Z0MBI)
Recommended for: Mercenary and Evangelist characters; players that really, really want to exploit the locals for profit
In the days of Yore, the Poorfelloeship or the Saints Lazaruds and Jude was an unafilliated Mutant warband. At that, one lacking of any sincere notions of culture, history, or religion beyond vague campfire tales to explain natural acts of God. Primarily, they were known to humanity as the degenerate assembly wreaking havoc on the roads and woodlands surrounding the re-established Colony-City of Marblehead, West of the Huron region. Plundering undefended caravans and straggling Wastelanders alike with the superiority granted to them by the rough conditions of the Radstorm Era.
Towards the end of the decades long Radstorms plaguing the U.S.A, after picking off an unusual caravan of medical personell traveling towards Marblehead, the soon-to-be Lazarites would become the patient zeroes of a new-world disease that would ravage much of the Marblehead region, leaving them forced to cooperate with their former enemies in its village of origin. It was by Providence alone that they were found and granted clemency by a Caravan of the Cleveland Traveling Assembly; proslytization of the group, desperate for answers to why they had been afflicted so heavily soon ensued, marrying the spirituality of the Warband with various multi-denominational Christian Traditions, whilst solidifying loyalty to the Travelers and, later on, the Abrahamic Architects of the Old World.
Tribe created by: @Kreslobochi
Recommended for: Mutant characters, Religious Zealots, and Medieval/Fantasy enjoyers
The Cosa Nostra are the descendants of the pre-war Cleveland Mafia, who gave up their organization’s autonomy to ARKCORP in exchange for their resurgence in the criminal world. A century and an apocalypse later, they still serve as the order’s gateway into the criminal underworld. When the other tribes struggled to survive in the apocalypse the Cosa Nostra thrived, doing so by bullying surrounding communities into submission. They put their ill gotten gains to use erecting the ramshackle foundations of their soon-to-be capital of sin, New Gomorrah
The Cosa Nostra would be led into the current century by the 3 original families, The thrifty Salino Family, The headstrong Lazutos, and ever resourceful Colombos. In response to ever dwindling manpower due to various conflicts they decided to bring two new families into the fold, The mutant exclusive family of the Mastersons, and the coalition exiles of the Neumarks. Though they entered into the 22nd century strong, a bloody conflict with their longtime rivals, Wesgate, would halt their operations within central ohio. Now they struggle to maintain relevance as they are outpaced by their contemporaries abroad and at home.
Tribe created by: @killerman2b1
Recommended for: Gangsters, mobsters, anything to do with organized crime, really
The tribe has a relatively active community of Abrahamites from across North America, seeking forgiveness or penitence for their past heretical actions and motivations. In an ideal world, the confraternity shouldn’t have existed in the first place, a sentiment shared strongly amongst hardliners within the Architects, yet the flow of former members from heretic tribes along with those who had formerly wronged the Abrahamic society has yet to cease.
Thieves, scavengers, and cutthroats. To most, that is all this group is known for, being made up of the worst of the worst in the eyes of many, yet this group has proven their expertise in navigating even the darkest of tunnels. Those within the confraternity have shown skill in various ‘street’ skills, from burglary to kidnapping or even jumping someone in the back of an alleyway, they advertise themselves as a ‘jack-of-all-trades’ in the dirtiest of work, specifically jobs seen as either too risky, unprofessional, exposing, or contradictory to the ideals of both the Architects as an organisation as well as the other tribes.
Tribe created by: @auasio
Recommended for: Vagrants, scavengers, born survivors
The descendants of the Alaksan based, Portside Heavy Industries, a company that had been previously purchased by ARKCORP after filing for bankruptcy. If not most workers follow a pesudo-secular spirituality known as "Steelfram", whom it's follower dedicate their life to labour and industry which they revere as holy.
When the Flash happened most of them like the rest of the Architects fled into bunkers, eventually coming out unto the surface, establishing the stronghold of New Anchorage. After a long conflict with tribes that would become apart of the Architects, the group was defeated and made a puppet organization.
Tribe created by: @Psizzle2009
Recommended for: Laborers & Sailors
Rumors abound of a clique within the Architects that, while incredibly loyal, perform operations independently of the Grand Elect's edicts.
EVENT & STAFF USAGE ONLY
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