Editing
Mutant: Heirs of Doom
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Places = == [[Albion]] == The lands of Albion is famous, or at the very least infamous for a lot of things. Different sorts of violence is the what first come to mind. == [[Fields of Freedom (Mutant: Heirs of Doom)|Fields of Freedom]] == == [[Cyllmauntens]] == The Cyllmauntens are unclaimed wilderness. There is a small resemblance to the zones. == [[Ireland (Mutant: Heirs of Doom)|Ireland ]] == The Most Holiest of the Albionic Isles and the lands beyond the Sea the Theocracy of Ireland is the most technologically advanced country in the Albionic Icelands, famous for their scrap and metal export. Ireland is the largest of the Albionic states, led by an order of holy knowledgists and is notable for its railway and high standard for domestic technology and surgery. Its deeply religious, violent and proud population are kept under control by governmental robots armed with shock batons. The knowledgism teaches about an eternal soul and a replaceable body. Ireland's national animal is the Bearmour and its currency is the Iron. == [[Isle of Kharl]] == The Isle of Kharl is a small trade nation in the middle of the Albionic sea. Both the Soern States and Ireland wants it. == [[Soern States]] == The Soern States is the oldest nation of the Albionic Isles. The five states have a certian connection after the uprising. Their common denominator is an aggresive attitude against people not living in the Soern States. == [[Zones(Mutant: Heirs of Doom)|Zones]] == Large parts of the Albionic Isles are wild and untamed nature. It shifts between colossal woods, lime deserts, volcaninc mountains and most things in between. But there are some territories feared more than the forests and the deserts. The term "zone" or "forbidden zone" refers to these lands - places so dangerous and barren they can not be lived in without constant danger. You can ususally hear people discuss the origins of these no-man's-land at zone dives. The two most common theories are that thay either came from the catastrophic wars or are a result of naturals disasters such as acid storms or stone rains There are some souls who bid defiance to the zones risks. They have to live with terrorrobots, slaughtertrees and zonemares as their neighbours, but they avoid the diseased civilisation which plauge their existence. Most of the Albionics are yet to be explored territories, which is why many daredevils risk their lives and limbs to discover amazing Hi-tekh to sell expensively. Or at least something to sell for food. Even the Knowledgists have a couple of zone-wanderers in their service, called Explorators, which always are on expeditions in the wilderness. You rarely get to live long in this business. But you will at least know you have lived. In the zones, noone can hear you scream. On the other hand: noone can hear your blunderbuss, either! [[Category: Mutant: Heirs of Doom]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information