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Haven (Hay · vn)

Haven is a fortified town built in the heart of the wasteland, an oasis of relative safety amidst a world torn by fractures and radiation. Known for its high walls and welcoming (but cautious) inhabitants, Haven is a hub for traders, scavengers, refugees, and anyone seeking shelter from the relentless dangers of the fractured world. Despite its isolation, Haven is a gathering point for those hoping to escape the harshness of the wild and find a sense of community in a broken world.

Demographics

Haven's population reflects its history as a sanctuary for survivors, with a diverse mix of inhabitants brought together by necessity and survival.  

Population Size

 
  • Total Population: ~250-300 residents.
  • Small enough to maintain a close-knit, community-oriented vibe.
  • Large enough to sustain key services, a militia, and a trade with nearby settlements.
 

Species

  • Humans (70%) - The majority of Haven's population consists of human, primarily wasteland survivors and descendants of pre-war refugees. Many residents are skilled in trades like farming, scavenging, and defense.
 
  • Ghouls (20%) - Haven's welcoming stance has made it a haven (pun intended) for ghouls who are often outcast elsewhere. Most ghouls in Haven are long-lived and provide invaluable pre-war knowledge and skills, particularly in engineering and medicine. Some ghouls face subtle discrimination from newer settlers, creating occasion tensions.
 
  • Super Mutants (5%) - A small number of "civilized" super mutants reside in Haven. These individuals have proven their loyalty and contribute to defense or heavy labor. Many citizens remain wary of them, despite thier usefulness.
 
  • Synths (5%) - Their presence is polarizing; some citizens see them as equals, while others view them with suspicion, fearing ties to the Insitute or Brotherhood of Steel.

Government

Haven's government is a pragmatic, semi-democratic system tailored to the harsh realities of the post-apocalyptic world. Its structure balances leadership, communal input, and survival-focused decision-making.  

Government Structure

  • Mayor - Current Leader: Evelyn Mercer


    Role: Acts as Haven’s primary decision-maker, diplomat, and coordinator. Oversees security, trade negotiations, and resource allocation. Has veto power in emergencies but is expected to consult the Council regularly.
      Style of Leadership: Evelyn is a pragmatic and respected leader, balancing empathy with the tough choices needed to keep Haven alive.


  • Council of Representatives

    • Number of Members: 6
    • Responsibilities:

    Propose policies and vote on major decisions. Act as a liaison between their group and the Mayor.


Representatives from key community sectors:


  • Agriculture/Food Production:

    Represents farmers, gatherers, and hydroponics workers.
  • Defense:

    Represents the militia and scouts.
  • Trade and Craftsmanship:

    Represents merchants, blacksmiths, and craftsmen.
  • Knowledge and Medicine:

    Represents medics, scholars, and educators.
  • Ghouls and Non-Human Residents:

    Ensures minority groups (ghouls, super mutants, and synths) have a voice.
  • Scavengers and Explorers:

    Represents those who work beyond Haven’s borders.


 

Town Meetings

  • Frequency: Monthly, or in emergencies.
  • Participation: Open to all adult residents.
  • Purpose: Allows citizens to voice concerns, propose ideas, and discuss critical issues. Decisions from these meetings are advisory but heavily influence the Council.

Laws and Justice

  • Law Enforcement: Overseen by the militia, which doubles as Haven's police force. Officers are trained in conflict de-escalation and defense.
  • Court System: Disputes and crimes are judged by a tribunal, consisting of the Mayor and two randomly selected Council members.

 

Punishments:

  • Minor offenses: Community service or loss of privileges (e.g., ration reduction).
  • Major offenses: Exile or imprisonment in the underground holding cells.


Election Process

  • Mayor:

    Elected every 5 years through a general vote by all residents. Candidates must have lived in Haven for at least three years.
  • Council Representatives:

    Elected every 3 years by their respective groups (e.g., farmers elect the Agriculture Representative).


Checks and Balances

  • Emergency Powers:

    In crises, the Mayor can bypass the Council for immediate action, but this is rare.
  • Citizen Petitions:

    Any policy can be overturned if at least 75% of residents sign a petition, forcing a re-vote.
  • Accountability:

    Representatives can be recalled through a group vote if they lose trust.

Key Policies

  • Inclusivity:

    Haven is one of the few settlements that openly welcomes ghouls, synths, and mutants. This policy strengthens their population but occasionally creates tension.
  • Trade Neutrality:

    Haven maintains a neutral stance with pirate factions, trading sparingly while avoiding alliances.
  • Defense First:

    A large portion of resources is dedicated to Haven’s militia and defenses, reflecting its hostile surroundings.

Previous Mayor Before Evelyn Mercer

  • Name: Ruth Calloway
  • Term: 2270–2283

Notable Achievements:


  • Strengthened Haven’s defenses and secured trade routes with nearby settlements.
  • Drafted the initial inclusivity policy, welcoming ghouls and non-human residents.

Reason for Leaving Office: Ruth retired due to health issues after a prolonged illness, leaving a legacy of cautious but effective leadership.

Current Council of Representatives

Agriculture/Food Production Representative: Marta Greene

A seasoned hydroponics farmer with a no-nonsense attitude. Advocates for sustainable farming and equitable food distribution.
Number Two: Emil Vargas
Oversees scavenging missions for fertilizer and rare seeds.
Secretary: Talia Royce
Manages reports on crop yields and water usage.
 

Defense Representative: Colm Dwyer

Head of Haven’s militia, a grizzled war veteran who values discipline.
Number Two: Lorna Hale
Militia lieutenant responsible for training recruits and organizing patrols.
Secretary: Victor Cain
Keeps detailed logs of supply use, patrol schedules, and militia rosters.
 

Trade and Craftsmanship Representative: Jonah Redd

A charismatic merchant who negotiates trade agreements and barter deals.
Number Two: Ramona Thorne
Oversees Haven’s artisans and repair shops.
Secretary: Gerald Meeks
Manages inventory records and trade logs.
 

Knowledge and Medicine Representative: Dr. Naomi Shale

Haven’s head medic and an expert on pre-war medicine.
Number Two: Eleanor “Ellie” Karr
A self-taught historian who runs Haven’s modest library.
Secretary: Philip Dougal
Keeps track of patient records, medical supplies, and educational initiatives.
 

Ghouls and Non-Human Residents Representative: Hector Grayshade

A ghoul who has lived in Haven for decades, respected for his wisdom.
Number Two: Clara Vance
A synth who helps mediate tensions between humans and non-humans.
Secretary: Omar Pell
Organizes community events aimed at fostering unity.
 

Scavengers and Explorers Representative: Cass Wilder

A daring scavenger known for leading high-risk expeditions.
Number Two: Quinn Morrell
Specializes in navigation and mapping the dangerous Tidewater region.
Secretary: Seth O’Connor
Maintains detailed maps and records of discovered locations.

Law Enforcement


Haven’s Militia

  • Number of Officers: 30 active members.

Roles:

  • Patrol Haven’s perimeter.
  • Investigate crimes and enforce local laws.
  • Respond to emergencies like raider attacks or internal disputes.

Leadership:

Colm Dwyer (Defense Representative): Oversees the militia.
Lorna Hale (Militia Lieutenant): Manages daily operations.

Tribunal Members

  • Evelyn Mercer (Mayor)
  • Hector Grayshade (Ghouls Representative)
  • Colm Dwyer (Defense Representative)

 

Two Tribunal Cases

Case 1: “The Raider Spy”
Details: A young man named Callum was accused of being a spy for local raiders after stolen goods were found in his possession.
Outcome: The tribunal ruled that Callum was innocent, as the evidence pointed to a third party planting the goods. Callum was assigned community service to rebuild trust.
 
Case 2: “Water Rights Dispute”
Details: A heated conflict arose between two families over access to one of Haven’s water filtration units.
Outcome: The tribunal implemented a time-sharing system to ensure fair access, with strict penalties for violations.

Defences

The defensive walls surrounding Haven are a testament to the ingenuity and resourcefulness of its inhabitants, crafted with a mix of salvaged metal, stone, and whatever sturdy materials could be found in the wasteland. These walls are not only a physical barrier but a symbol of Haven's determination to survive in the post-apocalyptic world. Below is a more detailed breakdown of the defensive structure and its key elements:  

Haven's Defensive Walls:

Construction Materials:


Salvaged Metal: Much of the metal used in the walls comes from repurposed vehicles, old pre-war buildings, and scrap metal from military installations. The metal is often reinforced and welded together to create a formidable outer shell.
Stone and Concrete: In certain areas, especially near the foundations, stone and concrete are used to create additional fortifications. Some areas of the wall are bolstered by concrete barriers salvaged from destroyed structures.
Wooden Reinforcements: In more rural or less-pressured areas, wooden planks are sometimes used as reinforcements, offering less durability but allowing for quicker repairs in the event of damage.
 

Structure:

Height: The walls vary in height, with certain key points reaching upwards of 15 feet tall, especially near the gates and the more vulnerable sections of Haven. The walls are sloped inward at the top to prevent easy scaling.
Thickness: The walls are thick enough to withstand small arms fire and even some heavier attacks, though they are not impervious to sustained bombardment from larger weaponry.
Gates and Entrances: The main entrances to Haven are heavily reinforced, with steel gates that can be shut quickly in the event of an attack. Smaller side gates allow for easy access for trade caravans and scavengers.
 

Perimeter Patrols:

Armed Guards: Equipped with scavenged firearms, knives, and makeshift armor, Haven’s armed guards patrol the perimeter 24/7. These guards are some of the most well-trained individuals in the settlement, constantly on the lookout for threats, whether raiders, mutated creatures, or other hostile forces.
Guard Posts: Small guard posts are spaced evenly along the walls, each with a lookout tower equipped with binoculars and basic communication devices. These posts provide a first line of defense, allowing guards to spot incoming threats and alert the settlement before an attack can reach the gates.
Patrol Routes: The guards walk established routes along the walls, ensuring there are no weak points in Haven's defenses. Mobile patrols also venture out into the surrounding wilderness to keep an eye on movements from outside factions.
 

Watchtowers:

Observation: Positioned at key points around Haven’s perimeter, the watchtowers rise above the walls, allowing for a clear view of the surrounding area. The towers are made from scrap wood, metal, and reinforced steel beams, often perched on top of buildings or freestanding structures.
Armament: Each watchtower is equipped with a mounted sniper rifle or heavy crossbow, allowing guards to provide ranged support for any incidents within the settlement’s vicinity. These weapons are primarily used to deter or eliminate approaching threats before they can get too close.
 

Improvised Weaponry:

Repurposed Guns and Ammunition: While some of the more fortunate inhabitants of Haven have access to firearms from pre-war caches or local military stockpiles, most rely on scavenged or homemade weapons. Common weapons include pipe guns, crossbows, bladed weapons, and makeshift explosives. These weapons are carefully maintained and modified to suit the needs of the defenders.
Traps and Barricades: In addition to firearms, Haven’s perimeter is often booby-trapped with improvised explosives, tripwires, and other deterrents. These traps are designed to slow down or incapacitate any attackers who manage to get close enough to the walls.
Makeshift Armor: Many of Haven’s defenders wear armor that has been pieced together from various scavenged materials. This includes scrap metal, leather, and padded fabrics, sometimes layered for added protection. The armor may not offer the best defense but is effective enough for keeping most small arms fire at bay.
 

Emergency Defenses:

Watchdogs and Guard Dogs: Trained dogs and mutated creatures have been integrated into Haven's defense strategy. These animals patrol the walls and surrounding areas, alerting the guards to the presence of intruders.
Artillery and Heavy Weaponry: Though Haven’s primary defense relies on its walls and guards, there are rumors that the settlement holds a few larger, heavy-duty weapons—such as artillery pieces, rocket launchers, or mounted machine guns—in storage, hidden from outside view. These weapons are reserved for emergencies or large-scale attacks, such as pirate raids or Draven’s forces.
 

Vulnerable Areas:

Overworked Sections: While most of Haven's walls are solid, some areas have been hastily repaired or are thinner due to resource shortages. These sections, often near the outskirts of the settlement, are prime targets for enemies who may try to exploit weaknesses.
Underground Entrances: There are hidden entrances into Haven that go underground, accessed via old maintenance tunnels. These tunnels are a potential security risk, though they are closely guarded by Haven's defenders.
 

Haven’s Defensive Strategy:

Early Detection:

The key to Haven’s defense strategy is early detection. The lookout towers, coupled with the communication system and perimeter patrols, provide ample warning of threats before they can breach the walls. This allows the inhabitants to prepare for battle, mobilize the militia, and secure vulnerable sections of the settlement.

Rapid Response Teams:

Haven has a dedicated militia that can be quickly mobilized when a threat is detected. These teams are made up of experienced fighters, including some former soldiers, scavengers, and even former raiders who have chosen to fight for Haven. They are tasked with defending the walls, patrolling the outskirts, and launching counterattacks when necessary.

Citizen Training:

Every able-bodied citizen of Haven is trained to some extent in combat. Whether it’s basic firearm training, hand-to-hand combat, or how to man a lookout tower, all residents are prepared to defend their home when the call to arms goes out. Children and the elderly are trained to handle non-combat tasks like providing medical assistance, tending to animals, or helping with repairs during a siege.
  Haven’s walls and defenses represent the settlement’s most important line of survival, with its people constantly working to keep them secure. With the threats from raiders, mutated beasts, and Draven’s forces looming, these defenses are crucial in ensuring the settlement's continued existence.

Industry & Trade

Trade in Haven plays a vital role in maintaining the settlement's self-sufficiency and survival, as Haven is situated in a post-apocalyptic world where resources are scarce. The people of Haven rely on a mixture of local production, scavenging, and trade to meet their needs.
 

Here's an overview of Haven’s trade system:

 

Trade Infrastructure:

Central Market Square: The main hub for trade is located in Haven’s central square, a large, open-air market where vendors and traders from within and outside the settlement gather. Here, you’ll find goods ranging from food and medicine to weapons and salvageable tech. Stalls and makeshift tents, constructed from scrap materials, provide shelter for traders and customers alike.
Trade Routes: Several established trade routes connect Haven to nearby settlements, with caravan leaders and local traders regularly traveling between Haven and other factions like the Norfolk Raiders or the Tidewater Pirates. These routes are vital for Haven's economy, as they allow the settlement to acquire goods it cannot produce locally, such as specialized medical supplies or high-grade weapons.
Barter System: Because pre-war currency is nearly useless, bartering is the most common form of trade. Traders and residents exchange goods based on their perceived value—such as food, ammunition, medicine, clothing, and raw materials.
 

Key Trading Goods:

Weapons and Ammunition:
Scavenged Firearms: Haven’s traders deal in a wide variety of firearms, ranging from old-world guns to improvised weapons. The demand for weapons is high due to the constant threat of raiders and mutated creatures. Popular items include pipe guns, bolt-action rifles, and homemade shotguns, alongside more exotic and powerful weapons like the M1 Garand or Laser Pistols.
Ammunition: Ammunition is a high-value commodity in Haven, as it is often in short supply. Traders stockpile bullets, shotgun shells, and various types of energy cells for the few advanced weapons in the settlement. Specialty rounds, such as armor-piercing or explosive ammo, are sought after for larger battles.
 

Food and Medicine:

Fresh Produce: Due to Haven’s reliance on scavenging and agriculture, fresh food, such as crops grown in the settlement’s community gardens, is exchanged regularly. Traders often bring in preserved food, such as cans of stew, dried meats, and ration packs, which are valuable for long journeys.
Medical Supplies: Healing items such as stimpaks, medical kits, and purified water are precious commodities. Doctors and traders work together to maintain a steady supply of these life-saving items, and any new form of medicine or medical technology is highly sought after.
Mutated Meat and Plants: Some of the more daring traders may offer items like Bloatfly meat or Radroach eggs, which can be used for food or medicinal purposes (after proper preparation, of course). These items are often traded with other settlements or factions for more specialized items.
 

Scrap and Salvage:

Tech Parts: Haven's engineers and tinkerers value pre-war tech parts, such as old circuitry, engines, and parts for machines. These are often used in the creation of new devices, weapons, or infrastructure. Salvaged computers, radios, and other electronic components are especially valuable.
Metal and Wood: Raw materials like scrap metal, wood, and other building materials are always in high demand. Haven’s residents are constantly repairing and fortifying their homes, walls, and equipment, and these materials are essential for their ongoing survival.
Chemicals and Components: Items like adhesives, chemical compounds, and plastic are regularly traded for use in crafting and repairing weapons, armor, and tools.
 

Luxury and Miscellaneous Goods:

Pre-War Artifacts: Items from the pre-war world, such as old books, memorabilia, and even clothing, are considered valuable both as nostalgia pieces and as symbols of status. These items are usually bartered between wealthy traders or individuals in positions of power within Haven.
Technology: Small, functioning gadgets such as radios, cameras, or even pre-war toys can be traded in Haven. These items serve as both a link to the past and a useful commodity for individuals who can make use of them.
Alcohol and Cigarettes: In a harsh wasteland, comforts like alcohol and cigarettes are highly prized and traded for at premium prices. Some traders specialize in smuggling or making homemade liquor and tobacco products.
 

Notable Trade Factions:

The Tidewater Pirates: A ruthless group of seafaring traders who control much of the surrounding coastal area. They use naval tech to their advantage, employing advanced weaponry and ships to trade and raid. They often deal in weapons, salvage, and illicit goods, but they can be a valuable trading partner if the right negotiations are made.
The Norfolk Raiders: These raiders focus on scavenging technology and goods from abandoned military outposts. They have a reputation for their black market dealings, and they supply Haven with a range of tech, weapons, and materials in exchange for food and supplies.
The Iron Traders: A group of traveling blacksmiths, weapon makers, and armorers who provide Haven with quality tools and weaponry. They are highly respected for their craftsmanship, and their goods fetch high prices within the settlement.
 

Trade Challenges:

Raider Ambushes: As with any post-apocalyptic settlement, the trade routes are dangerous. Raiders and hostile creatures constantly threaten caravans and traders, making every journey a risky endeavor. This threat leads to a heightened need for security during trade, and Haven’s armed guards are often involved in protecting caravans and securing key supply routes.
Pirate Conflicts: With the Tidewater Pirates nearby, there’s always the chance that Haven could be targeted for trade or supplies. The pirate faction is known to impose heavy tolls on caravans passing through their territory or engage in more aggressive raids.
Scarcity of High-Tech Goods: While basic goods and materials are relatively easy to acquire, high-tech items such as functioning energy weapons, advanced robotics, or powerful combat vehicles are extremely rare. Haven’s traders often struggle to find these items and must engage in risky trade deals to get their hands on them.
 

Trade Regulation:

Council Oversight: The Council of Representatives in Haven oversees trade within the settlement, ensuring that traders follow basic rules and regulations. This helps maintain order in the market, prevent price gouging, and establish tariffs on goods that are deemed too valuable to be traded freely.
Barter System: While pre-war currency is technically accepted in Haven, the barter system is the dominant method of exchange. The council has established a rough conversion system, though this is often flexible depending on the goods being traded and the scarcity of resources.
 

Trade with Other Factions:

Haven’s interactions with other factions are key to its survival and growth. As such, the settlement is often involved in trading agreements or tensions with nearby groups, such as the Norfolk Raiders, Tidewater Pirates, or even more peaceful factions like the Merchant Coalition that travels further north.

Infrastructure


 

Core Facilities


Water Purification Plant:

Description: An old pre-war water treatment facility retrofitted with scavenged tech and powered by renewable energy.
Key Features: A large water pump drawing from a nearby river. Filtration systems using salvaged materials (e.g., sand, charcoal, and UV lights). Manual backup systems to ensure functionality during power outages. Importance: Provides clean water to the settlement, making Haven a vital resource in the region.
 

Power Grid:

Primary Source: A hybrid of solar panels, wind turbines, and a small fusion generator salvaged from a derelict Vault.
Secondary Source: A biofuel-powered generator that runs on agricultural waste.
Distribution: A network of makeshift power lines and batteries stored in critical hubs, such as the clinic and council hall.
Reliability: Moderate: Power surges are a common issue.
 

Waste Management:

Sewage: Underground pipes lead to a waste recycling system, where waste is converted into fertilizer.
Trash: Sorted into reusable, recyclable, and combustible categories. A dedicated incinerator disposes of non-recyclable waste.
Composting: A central composting station for organic waste supports local agriculture.
 

Security Systems


Perimeter Defenses:

Fortifications: Thick walls built from scrap metal, salvaged concrete, and reinforced wood.
Entrances: Two primary gates with mechanical locks and lookout towers.
Booby Traps: Alarm systems and defensive measures, such as tripwires and automated turrets (jury-rigged from old Protectrons and Mr. Gutsy units).
 

Surveillance:

Patrol Routes: Regular patrols by law enforcement ensure safety and monitor the area for raiders or wildlife.
Sensors: Motion-detection sensors scavenged from military outposts.
 

Transportation and Roads

Internal Roads: Dirt paths reinforced with gravel connect the settlement’s key areas. Makeshift signs and lamps provide direction and safety at night.
Vehicles: A handful of functional vehicles powered by salvaged fusion cores or biofuel, primarily used for trade and exploration. Old bicycles and wagons are common for local transport.
 

External Routes:

Caravans: Regular trade routes with nearby settlements like Rivertide and Port Ash. Railway Repairs: An effort is underway to repair an old rail line for faster regional travel.


Community Buildings


Haven Council Hall: A repurposed pre-war community center serves as the seat of government. Includes meeting rooms, records storage, and a small jail.
Clinic: Operated by local medics with scavenged equipment and limited pre-war pharmaceuticals.
  • Facilities: Surgery room, recovery beds, and an apothecary for herbal remedies.
Market Square: A central hub for trade and barter with permanent stalls for merchants. Includes a small warehouse for goods storage.
Workshop and Garage: Home to Haven’s tinkerers, mechanics, and inventors, led by Marcus Tanner. Equipped with crafting tools, salvage storage, and a makeshift forge.
Residences: A mix of pre-war homes and hastily constructed wooden shacks. Community barracks are available for newcomers or those without permanent housing.
 

Agriculture

Farming Plots: Cultivated using permaculture principles, blending native plants with pre-war crops. Fertilized by compost and purified water from the plant.
Greenhouses: Made from scavenged glass and plastic. Focused on growing medicinal plants and hard-to-cultivate crops.
Livestock Pens: Brahmin and other scavenged livestock provide milk, meat, and fertilizer. Guard animals like mutated dogs protect the herds.
 

Cultural and Recreational Spaces

The Emberlight Tavern: A gathering spot for locals to unwind, share stories, and enjoy locally brewed spirits. Known for its live music nights and open mic sessions.
Education Center: Focuses on teaching survival skills, basic literacy, and engineering knowledge. Includes a small library of salvaged books and holotapes.
Memorial Garden: A quiet space dedicated to those who lost their lives during Haven’s founding and growth. Features pre-war statues repurposed as monuments.

Districts


The Core

  • Description: The heart of Haven and its oldest section, built around the initial founding site.
Key Features:
  • Council Hall: The seat of government where decisions are made and community issues are addressed.
  • Market Square: A bustling hub for trade and barter, where merchants set up permanent stalls and locals exchange goods.
  • The Emberlight Tavern: A community gathering spot for entertainment and relaxation.
  • Memorial Garden: A serene space honoring the settlement’s founders and fallen members.
  • Demographics: Primarily inhabited by influential figures, merchants, and artisans.
 

The Outskirts

  • Description: A rugged and practical district near the settlement’s perimeter, housing those who protect and maintain Haven.
Key Features:
  • Barracks: Shared housing for law enforcement officers and militia members.
  • Workshop and Garage: Home to Marcus Tanner and other inventors, where repairs and crafting take place.
  • Perimeter Defenses: Guard towers, walls, and surveillance stations are located here.
  • Demographics: Security personnel, scouts, and mechanics.

 

The Farmlands

  • Description: A sprawling agricultural district on Haven’s outskirts, providing food and resources for the settlement.
Key Features:
  • Farming Plots: Organized fields growing a mix of native and pre-war crops.
  • Greenhouses: Scavenged glass structures for cultivating fragile or high-demand plants.
  • Livestock Pens: Home to brahmin, molerats, and other useful animals.
  • Demographics: Farmers, herders, and botanists.

 

The Undercroft

  • Description: A subterranean district built into old sewer systems and tunnels, providing shelter for those in need and hosting less savory activities.
Key Features:
  • Refugee Quarters: Temporary housing for newcomers or displaced individuals.
  • Hidden Markets: Black-market traders dealing in rare or illicit items.
  • Subterranean Reservoir: Part of the water purification system, maintained by engineers.
  • Demographics: Refugees, outcasts, and those who prefer to stay out of the spotlight.

 

The Greenwalk

  • Description: A residential district where most of Haven’s inhabitants live, located near the Core.
Key Features:
  • Modular Homes: A mix of refurbished pre-war houses and wooden shacks.
  • Community Center: A space for education, skill-sharing, and town meetings.
  • Playground and Garden: A small area for children and relaxation.
  • Demographics: Families, tradespeople, and general workers.

 

The Tideyard

  • Description: A district located by the river, focused on trade, fishing, and water-based activities.
Key Features:
  • Docks: Wooden and metal platforms used for fishing and trading.
  • Boathouses: Storage for rafts, small boats, and fishing gear.
  • Waterfront Market: Specialized vendors selling fresh fish and aquatic resources.
  • Demographics: Fisherfolk, traders, and water purification technicians.

 

The Foundry

  • Description: The industrial backbone of Haven, located on the settlement's edge.
Key Features:
  • Scrap Processing Facility: Converts scavenged materials into usable resources.
  • Forge and Armory: Produces weapons, tools, and armor for the community.
  • Power Hub: A centralized area for the settlement’s energy sources, including solar panels and wind turbines.
  • Demographics: Blacksmiths, engineers, and scavengers.

 

District Integration

While these districts have distinct roles, the people of Haven maintain a sense of unity. Travel between districts is frequent, and community events often bring inhabitants together, especially in the Core or Market Square.

Assets

Fracture Stabilizer

Description: A device created by Marcus Tanner to temporarily stabilize fractures in the world, allowing access to dangerous areas such as the Nexus Fracture.
Importance: This device is critical in the fight against Draven and could be pivotal in preventing the collapse of the world as Draven seeks to reset it.
 

Military Equipment Stockpile

Description: Haven’s stockpile of salvaged military equipment, largely from pre-war caches and repurposed from fallen raiders. This includes firearms, armor, explosives, and vehicles.
Importance: Provides Haven with the firepower needed to defend against threats, particularly the pirate factions, raiders, and Draven’s forces.
Notable Items:
  • Heavy Machine Guns
  • Flamers
  • Power Armor (limited)
  • Motorcycles and Vehicles

 

Hydroponic Farms

Description: Advanced farming technology built in Haven’s underground areas, including hydroponic gardens and greenhouses.
Importance: Provides the settlement with a consistent and sustainable food supply. These farms are essential for survival in the harsh wasteland, ensuring that Haven is self-sufficient.
 

Water Purification System

Description: A robust water filtration and purification system built from salvaged pre-war tech and scavenged parts.
Importance: Access to clean water is a precious commodity in the wasteland. Haven’s system ensures the settlement's population has a safe and reliable water source.
  5. Engineering and Workshop Facilities Description: A series of workshops and makeshift factories led by Marcus Tanner and other skilled engineers. These facilities are used for the construction and repair of tools, weapons, armor, and even essential infrastructure. Importance: These facilities are key to Haven’s resilience, allowing it to adapt to the challenges of the wasteland. They also serve as a hub for technological innovation and experimentation. 6. Vault 58 Knowledge and Artifacts Description: Haven holds secrets from Vault 58, including military and engineering knowledge, as well as pre-war artifacts from the Vault’s naval training. This includes blueprints, naval tech, and hidden weapons caches. Importance: This knowledge could provide Haven with an edge over other factions in the region. The Vault’s secrets are highly coveted, and several factions have already attempted to raid Haven for these valuable resources. 7. Radio Network Description: A communication network using old pre-war radio tech, maintained and upgraded by Haven’s engineers. It includes broadcast stations for both communication within Haven and for broadcasting signals outside the settlement. Importance: The radio network serves as a means for Haven’s leadership to maintain order and communicate with settlements across the region. It also plays a role in psychological warfare against Draven’s forces, broadcasting anti-Draven propaganda. 8. Advanced Medical Facility Description: A well-stocked medical facility equipped with both modern and pre-war medical supplies. It includes advanced surgical tools, a pharmacy, and automated medical bots from Vault 58. Importance: The medical facility ensures the health and well-being of Haven’s inhabitants, making it an essential asset for the settlement’s survival, especially in the face of injuries from raiders or Draven’s forces. 9. Defensible Walls and Watchtowers Description: Haven is surrounded by a series of reinforced walls and watchtowers. These defenses were designed to hold off both raiders and larger-scale attacks. Importance: The walls and watchtowers ensure the settlement’s physical security, allowing Haven to hold its ground against external threats. The walls are constantly monitored, and the watchtowers allow defenders to spot any approaching threats early. 10. Community and Governance System Description: Haven’s well-organized community structure, including the Council of Representatives, the Tribunal, and the various sectors that oversee governance, law enforcement, and trade. Importance: This system allows Haven to maintain order and unity, despite the chaos of the surrounding wasteland. It ensures that decisions are made with a democratic approach and that law and order are upheld by both the Tribunal and law enforcement personnel. 11. Trading Post and External Relations Description: Haven serves as a hub for trade in the region, exchanging goods, resources, and information with neighboring settlements and factions. Importance: The trading post strengthens Haven’s economic position and builds diplomatic relations with other settlements, ensuring that Haven isn’t isolated. It also provides a steady influx of valuable goods, including food, medicine, and pre-war technology. 12. Scavenger Network Description: A group of experienced scavengers, led by experts in foraging, raiding, and salvage operations. They venture out into the wasteland to recover valuable resources, including tech, weapons, and supplies. Importance: The scavenger network ensures Haven’s continued access to scarce resources and rare items, which are critical to the settlement's survival. The network is also a key part of Haven’s defense strategy, as scavengers can alert the settlement to potential threats. 13. Vault 58’s Naval Technology Description: A cache of naval equipment and tech from Vault 58, including functioning rafts, boats, and aquatic combat gear. This provides Haven with specialized watercraft and advanced tech for navigating the nearby rivers and lakes. Importance: This asset is crucial for any water-based combat or transport, giving Haven an edge in the Tideyard district and providing the ability to defend against pirates and raiders operating on the waterways.

Guilds and Factions

within Haven, several guilds and factions have emerged, each serving specific purposes and playing significant roles in the settlement's day-to-day life. These groups are crucial to the social and economic structure of Haven, each with their own distinct goals, values, and methods of operation. Below are some notable guilds and factions inside Haven:   1. The Steelclad Brotherhood Role: The Steelclad Brotherhood is a prominent guild of blacksmiths, armorers, and weapon makers. They specialize in the creation of high-quality, durable weapons and armor, often using salvaged metal and scrap to craft unique pieces of equipment. Goals: To preserve and perfect the art of blacksmithing, and to provide Haven with top-tier combat gear for its defense and trade. The Brotherhood also serves as Haven’s main source of specialized armor and weaponry. Members: Comprised mainly of skilled craftsmen, including former soldiers and engineers, the Steelclad Brotherhood is fiercely protective of its craft and often recruits new members who show proficiency in metalworking or combat. They operate out of a large forge near the settlement’s industrial area. Notable Figures: Brother Ironhand: The leader of the Steelclad Brotherhood, a towering man with a prosthetic arm that’s a masterpiece of the Brotherhood’s work. He’s known for his no-nonsense attitude and unmatched smithing skill. 2. The Verdant Circle Role: The Verdant Circle is a druidic-like faction focused on the preservation and cultivation of nature in the post-apocalyptic world. They work to protect the natural environments surrounding Haven, reintroduce plant life, and create sustainable food sources. Goals: To heal the land, restore balance to nature, and ensure Haven has a reliable food supply. Members of the Verdant Circle are also skilled herbalists, alchemists, and farmers, providing Haven with valuable medicinal plants and resources. Members: Comprised of gardeners, botanists, and a small but dedicated group of individuals who revere nature. They are led by those who have deep knowledge of pre-war agricultural practices and druidic traditions. Notable Figures: Elder Kandra: The wise and serene leader of the Verdant Circle, an older woman who has lived through the wasteland’s harshest years. She teaches her followers to respect the natural world and is often sought out for her wisdom in both healing and survival. 3. The Arcane Keepers Role: A group dedicated to studying, preserving, and utilizing pre-war technological artifacts and knowledge. They are a mix of engineers, scientists, and scholars, with a particular focus on lost technology, robotics, and energy systems. Goals: To uncover and understand the mysteries of the old world, and to use their knowledge to improve Haven’s infrastructure. The Arcane Keepers believe that technology holds the key to humanity’s future and are often involved in developing new machines, weapons, and tools. Members: Scientists, tinkerers, and researchers, many of whom come from backgrounds in engineering or academic fields. They spend most of their time in Haven’s libraries, labs, or scavenging expeditions in search of pre-war tech. Notable Figures: Dr. Lionel Graves: A brilliant but eccentric leader of the Arcane Keepers, once a top researcher in robotics before the war. His passion for understanding and harnessing technology borders on obsession, and he’s constantly pushing his members to break new technological boundaries. 4. The Nightwatch Role: A covert faction tasked with ensuring Haven’s safety from within and without. They are a mixture of spies, scouts, and elite guards who monitor for any internal strife, espionage, or external threats like raiders, mutants, or rival factions. Goals: To ensure Haven’s security and gather intelligence. The Nightwatch is often involved in undercover operations, gathering information about outside factions or monitoring potential threats within Haven itself. Members: A mix of seasoned combatants, tacticians, and former mercenaries, the Nightwatch is highly selective in who they recruit. Many members are former soldiers or agents who have taken up the mantle to protect Haven through unconventional means. Notable Figures: Captain Renna Graves: The leader of the Nightwatch, a sharp and calculating individual with a history in military intelligence. She is known for her ability to blend into any environment and gather information without drawing attention. 5. The Altruists Role: A humanitarian faction focused on aiding Haven’s less fortunate inhabitants and maintaining the moral fabric of the settlement. They are dedicated to providing medical care, food, and shelter to those in need, as well as maintaining peace within Haven. Goals: To improve the lives of the disadvantaged in Haven, ensuring that all residents, no matter their social standing, have access to basic necessities. The Altruists also promote a strong sense of community and cooperation among Haven’s residents. Members: The Altruists are composed of doctors, healers, and philanthropists, many of whom have a background in medicine, counseling, or social work. They run shelters, clinics, and community outreach programs within Haven. Notable Figures: Sister Aliana: The compassionate leader of the Altruists, a skilled medic who believes that the true measure of a society is how it cares for its weakest members. She runs Haven’s largest medical clinic and is deeply involved in community projects. 6. The Rust Rats Role: A faction of scavengers and mechanics who specialize in salvaging technology and repurposing it for new uses. They are responsible for maintaining and repairing most of Haven’s machinery, vehicles, and infrastructure. Goals: To ensure that Haven runs smoothly by fixing broken equipment, salvaging valuable tech, and ensuring that its vehicles and power systems remain operational. They have a reputation for making something out of nothing. Members: The Rust Rats consist of scavengers, mechanics, and engineers who have a deep knowledge of old-world technology and how to reuse it. They are practical and resourceful, often seen rummaging through the wreckage of the wasteland for usable parts. Notable Figures: Sparky: The unofficial leader of the Rust Rats, a grizzled and eccentric mechanic with a knack for making machines run where others see only scrap. Sparky is known for his ingenuity and his quick thinking under pressure. Faction Conflicts and Alliances These factions sometimes collaborate, sometimes compete for resources and influence within Haven. For example:   The Steelclad Brotherhood often works with The Rust Rats to supply weapons and armor. The Arcane Keepers and The Verdant Circle occasionally clash over the use of technology in relation to the environment. The Keepers see tech as a path to salvation, while the Circle is wary of technology’s impact on the land. The Altruists and The Nightwatch maintain a tense but necessary relationship, with the Altruists focusing on the welfare of the community and the Nightwatch protecting it from threats.

History

Haven was founded in the year 2078, shortly after the Great War, by a group of survivors who sought to rebuild society in the midst of the devastation. Originally a military and scientific outpost, Haven began as a fortified settlement on the outskirts of what was once Norfolk, Virginia. The founders, a diverse group of former soldiers, engineers, and civilians, chose the location for its strategic position near the Chesapeake Bay, providing access to resources and a natural defensive barrier.   In its early years, Haven was a beacon of hope, focusing on self-sufficiency, rebuilding infrastructure, and protecting its citizens from the dangers of the wasteland. The founders established a series of rules that emphasized community, mutual aid, and the preservation of knowledge from before the war. Over time, Haven grew, attracting more survivors, traders, and scavengers who helped expand its reach and capabilities.   The settlement became a hub for trade and innovation, thanks to the expertise of its inhabitants, including its renowned blacksmiths, engineers, and farmers. However, Haven was not without its challenges. Pirate factions, raiders, and mutated creatures constantly tested its defenses. In response, Haven’s leaders established a strong military presence, including armed patrols and a series of defensive structures around the settlement.   As the years passed, Haven became known as a refuge for those seeking safety and opportunity, though it has not been without internal strife. Political tensions between factions, struggles for power, and conflicts over resource allocation have shaped the course of its history. Despite these challenges, Haven has remained a symbol of resilience in a world where the old order has crumbled.   Today, Haven stands as a thriving settlement, albeit one still haunted by the remnants of its past. Its inhabitants continue to rebuild, navigate complex alliances, and defend against external threats, all while striving to create a lasting legacy of hope and survival in the post-apocalyptic wasteland.

Points of interest

The High Wall: Encircling the town, the wall is built from scavenged materials and is reinforced to withstand assaults. It’s the first line of defense against the wasteland’s creatures, raiders, and hostile followers of Draven. Central Square: The heart of Haven, where traders set up stalls, people gather for town meetings, and announcements are made. A weathered fountain from before the apocalypse stands at the center, now a symbol of resilience. Marcus’s Workshop: Filled with salvaged equipment, blueprints, and odd gadgets, this is where Marcus works on the Fracture Stabilizer and other devices. Only a few are allowed inside due to the experimental nature of his work and the potential dangers. The Medical Tent: Run by a small team of volunteer medics, this tent is where the wounded and sick are treated. Supplies are limited, but the medics are skilled, often improvising with what they have on hand. The Fracture Lab Ruins: Just outside Haven is an abandoned lab where Draven and Marcus once worked together. Some say it’s haunted by the past, and others claim it holds information about the fractures. While it’s technically off-limits, it occasionally draws curious scavengers and researchers.

Geography

Haven is situated in the remnants of Norfolk, Virginia, near the Chesapeake Bay, providing it with a unique set of geographic features that influence its layout, defense, and resources.   Chesapeake Bay and Coastal Access:   Coastal Location: Haven is located near the edge of the Chesapeake Bay, offering both advantages and challenges. The bay provides access to freshwater, fishing, and trade routes for boats and other watercraft, allowing Haven to remain connected to the outside world and facilitating commerce and supply chains. Waterways: There are small rivers and streams flowing into the bay that intersect Haven’s territory. These waterways offer natural boundaries and are often used as a resource for irrigation, fresh water, and fishing, though they can also be hazardous during storms or flooding. The Tidewater Region Terrain:   Flat Coastal Plains: The area surrounding Haven consists largely of flat, low-lying coastal plains that were once fertile farmland before the war. The soil is rich but marshy in some areas, which makes it ideal for agriculture, though prone to flooding during heavy rains or storms. Swamplands and Wetlands: South of Haven lies a large area of swampy land, filled with marshes and bogs. This region is both a hazard and a resource—full of dangerous wildlife, but also providing rare medicinal plants, wildlife, and scavenging opportunities for the resourceful. Fortified Walls and Defensive Perimeter:   Walls and Outposts: The settlement itself is protected by a series of walls made from scavenged metal, stone, and debris, constructed to shield the inhabitants from both human and mutated threats. The walls are reinforced with lookout towers and guard posts to ensure constant vigilance against pirates, raiders, and dangerous creatures from the surrounding area. Watchtowers and Field Fortifications: Watchtowers are strategically placed on the outskirts to give sentries the ability to see incoming threats from a distance, giving the settlement time to prepare for attack or send out scouts. The Vaults and Underground Structures:   Vault 58: The settlement’s proximity to Vault 58, an old pre-war military facility that has been repurposed over the years, has contributed significantly to Haven’s development. Vault 58’s deep, reinforced tunnels serve as secure underground spaces, with some sections still holding valuable resources, equipment, and even a few dangerous remnants from the past. This vault is also rumored to contain military secrets and valuable pre-war technology. Ruins of the City:   Submerged and Collapsed Urban Areas: Haven sits at the edge of the ruined city of Norfolk, where the remnants of old buildings, bridges, and highways can still be found. Much of the old city was flooded during the Great War, and the remaining structures are a mixture of partially submerged ruins and collapsed edifices, making parts of the city hazardous to navigate. Collapsed Infrastructure: The remnants of old infrastructure—such as highway overpasses, crumbled buildings, and collapsed tunnels—are a testament to the destruction that occurred during the Great War. These ruins are often scavenged for valuable materials but are also home to dangerous mutated creatures and hostile factions. Surrounding Forest and Rural Areas:   Woodlands and Forests: North of Haven lies a dense forest, once part of a protected national park system, now a wild and untamed area teeming with wildlife. It serves as a resource for lumber, hunting, and gathering, though it also harbors dangerous creatures and raiders. Abandoned Farmland and Homesteads: Further out from Haven are the remains of pre-war farmland, now largely abandoned and overgrown with weeds and vegetation. Some of these areas are reclaimed by survivors and scavengers, while others remain desolate and dangerous. The Wasteland and Uncharted Territories:   Unstable and Hazardous Terrain: Beyond Haven’s immediate borders, the landscape grows more treacherous. The farther out one ventures into the wasteland, the more unpredictable the terrain becomes. Areas plagued by radiation, environmental hazards, and wandering bands of raiders are common, making it a dangerous place for those who venture too far without proper preparation. Ruined Highways and Trade Routes: Major highways that once connected cities across the east coast are now in various states of decay and ruin. While some sections are still navigable, others are too damaged to traverse safely, though certain routes are still used by merchants, traders, and travelers. Overall, Haven’s geography provides a diverse and challenging environment. Its coastal location, flat plains, and nearby ruins offer valuable resources but also significant risks. The settlement’s proximity to Vault 58 and its fortified defenses help protect the inhabitants from external threats, while the surrounding wilderness and hazardous landscapes present opportunities for exploration, scavenging, and adventure.

Climate

The climate around Haven, located near the Chesapeake Bay in the Tidewater region, is primarily influenced by its coastal location, which brings a mix of temperate weather, frequent storms, and seasonal changes. The following outlines the typical climate characteristics for the region:   General Climate: Temperate with Humid Subtropical Influence: The region experiences a mix of mild to hot summers, moderate winters, and frequent rainfall, with the influence of its coastal proximity to the Chesapeake Bay. Four Distinct Seasons: While the climate is overall moderate, Haven experiences seasonal variation, including warm, humid summers and cooler winters. Seasonal Weather: Spring (March to May):   Temperatures: Spring brings mild to warm temperatures, with averages ranging from 50°F (10°C) to 70°F (21°C). Weather Patterns: The spring season sees moderate rainfall, with occasional storms. The days become longer, and there’s an increase in sunlight, which helps with farming and vegetation growth. Hazards: The combination of rain and thawing ground can create muddy terrain, slowing travel and making scavenging more difficult. Summer (June to August):   Temperatures: Summer can get hot and humid, with temperatures reaching 85°F (29°C) to 95°F (35°C) or higher on occasion. Weather Patterns: High humidity levels often make the heat feel oppressive, with frequent afternoon thunderstorms and tropical storms that come off the Atlantic or the Gulf Coast. These storms can bring heavy rain, strong winds, and sometimes flooding. Hazards: The oppressive heat and humidity, combined with the threat of powerful storms, can make travel dangerous, especially on the water or in exposed areas. Coastal flooding from tropical storms is a serious threat. Fall (September to November):   Temperatures: Fall in Haven tends to be mild and comfortable, with temperatures ranging from 50°F (10°C) to 70°F (21°C). The weather is cooler than summer but still pleasant for outdoor activities. Weather Patterns: The first half of fall may see the tail end of hurricane season, bringing unpredictable weather, including storms and heavy rain. The later half of the season is calmer, with cooler, more stable conditions. Hazards: While fall brings fewer storms, the occasional tropical storm or hurricane remains a risk, particularly near the coast. The threat of flooding increases during this season. Winter (December to February):   Temperatures: Winters in Haven are cold but not extreme, with temperatures usually between 30°F (-1°C) and 45°F (7°C). Snowfall is rare but not unheard of. Weather Patterns: The winter season is typically damp and cloudy, with occasional cold fronts that bring sharp drops in temperature. Rain is common, and periods of snow or sleet may occur, though they are usually short-lived. Hazards: While Haven rarely experiences extreme snowstorms, the cold, combined with icy conditions, can make the region difficult to traverse, especially along unprotected or muddy roads. Additionally, the mix of rain and cold temperatures can cause flooding, particularly along the bay. Key Weather Features: High Humidity: Due to its coastal location, Haven often experiences high humidity, especially in the summer months, which can affect comfort levels and the state of the environment (moss, mold, and plant overgrowth). Tropical Storms and Hurricanes: Being on the edge of the Chesapeake Bay means Haven is vulnerable to tropical storms and hurricanes during late summer and fall. These storms can cause significant damage to infrastructure, floods, and disrupt trade routes. Rain and Flooding: Regular rainfall, particularly during the spring and fall, is common in the Tidewater region. Coastal areas, including Haven, are susceptible to flooding during heavy storms or hurricanes. As a result, flood mitigation measures, such as raised infrastructure and dikes, are necessary. Moderate Winds: The coastal geography of Haven means that strong winds are common, especially during storms or hurricanes, but the everyday winds are typically mild to moderate. Impact on Haven: Agriculture: The humidity and regular rainfall benefit farming in the area, supporting the growth of crops, though the intense summer heat can sometimes make it challenging. Flooding can also be a threat to farmland. Trade and Travel: The weather can make water-based travel tricky, especially during the stormy seasons. Mariners and traders need to be well-prepared for unpredictable weather, with many taking shelter during storms. Community and Defense: The weather impacts Haven’s defense strategies, especially during severe storms. Flooding can make some areas more vulnerable, but the residents are trained to handle such disruptions. The settlement's fortified walls and lookout towers are designed to withstand the elements, but strong winds and rain can still present a challenge in terms of surveillance and mobility. In summary, Haven's climate is typical for a coastal area, with humid summers, mild winters, and unpredictable storms. The inhabitants are accustomed to fluctuating conditions, and while the weather provides opportunities for agriculture and trade, it also brings inherent dangers that require constant vigilance and adaptability.

Natural Resources

Haven, located in the Tidewater region near the Chesapeake Bay, has access to several natural resources that support its settlement and economy. These resources are crucial for survival in the post-apocalyptic wasteland and contribute to Haven’s self-sufficiency. Below are the key natural resources in and around Haven:   1. Freshwater Chesapeake Bay: Haven has access to the bay, providing a significant freshwater resource for drinking, irrigation, and fishing. While the bay is relatively clean near Haven, it may still be polluted with waste and radiation from the war. However, the people of Haven have developed filtration systems to make the water potable. Rivers and Streams: Several small rivers and streams that flow into the bay provide additional freshwater sources, though these need to be carefully monitored for contamination and seasonal fluctuations. 2. Fish and Marine Life Fishing: Given Haven's proximity to the Chesapeake Bay, fishing is a major industry. The bay is home to a variety of fish and marine life, including blue crabs, oysters, and various species of fish such as bass, trout, and flounder. The bay’s bounty is crucial to the settlement's diet and trade. Aquatic Farming: Some residents of Haven have begun cultivating marine plants like seaweed and algae, which are used as food, medicine, and material for crafting. These efforts supplement the natural marine life. 3. Woodlands and Timber Forests and Woodlands: The forests surrounding Haven are a rich source of timber. Many trees, such as oak, pine, and hickory, have regrown since the war, providing valuable resources for building materials, fuel, and crafting. Wood is also used for tools, furniture, and even as a primary material for the construction of shelters and other infrastructure. Wildlife: In addition to timber, the woodlands surrounding Haven are home to various species of wild game, such as deer, rabbits, and smaller creatures. Hunting and trapping are common practices for acquiring meat, pelts, and bones. 4. Minerals and Stone Quarries and Stone: There are several nearby quarries that provide stone and gravel, which are vital for construction and fortifications. Stone is also used for crafting tools, weapons, and equipment, especially for settlements lacking advanced metallurgy. Clay and Mud: Clay and mud are found along the shores and wetlands surrounding Haven, which can be used for brick-making, pottery, and other building materials. The raw materials from these deposits are used in construction and for making basic ceramics. Metal Scraps: As with most post-apocalyptic settlements, Haven relies heavily on scavenged metal. The region is littered with remnants of old vehicles, weapons, and buildings that have been scavenged for metal parts. The ruins of pre-war naval infrastructure, ships, and military installations also provide an abundance of scrap metal. 5. Flora and Plant Life Wild Plants and Herbs: The area around Haven has a variety of plants that can be used for medicinal purposes, food, and crafting. Common finds include wild berries, mushrooms, and medicinal herbs like ginseng, mint, and aloe. These plants are used for food, salves, potions, and remedies to treat illness and injuries. Edible Crops: Haven has a thriving agricultural community. Common crops include corn, potatoes, tomatoes, and beans, which are grown in the fertile soil of the region. Thanks to the moderate climate, crops can be grown year-round, though some rely on controlled, indoor farming to avoid the harsher seasons. 6. Coal and Fossil Fuels Coal: Coal deposits are available in the nearby mountains, which can be mined and used for heating and powering any small industrial activities. While rare and difficult to extract, coal is an essential resource for those who still maintain energy production or large-scale manufacturing operations. Oil: There are some oil fields near the coast, although they are much less productive compared to pre-war times. Still, some resourceful scavengers have been able to tap into the last remnants of these fields to provide small amounts of crude oil for crafting and industrial purposes. 7. Salt and Sand Salt Flats: Located near the coast, salt flats are a resource used for preserving food and crafting. Salt is also vital for chemical processes and medicine. The salt from the flats is harvested by Haven’s residents and is one of their valuable trade goods. Sand and Gravel: Sand and gravel are useful for construction and for making concrete, particularly in post-apocalyptic environments where making durable buildings is a challenge. These materials are abundant along the shores of the bay. 8. Wildlife and Animal Resources Fur and Leather: The wildlife in the forests and along the bay offers fur and leather that can be used for clothing, armor, and trade. Fur-bearing animals, such as beavers, foxes, and raccoons, provide essential materials for Haven's survival. Bone and Horn: Larger creatures, including deer and the occasional mutated animal, provide bones and horns that can be crafted into tools, weapons, or ornaments. Tradeable Resources: Haven’s access to these resources makes it a crucial player in trade, not only with other settlements but also with raiders, scavengers, and traveling caravans. The most traded items include:   Fishing supplies (fish, crabs, etc.) Freshwater Timber and wood products Herbs and medicinal plants Scrap metal and metal tools Salt and preserved food Overall, Haven is self-sufficient in many ways due to its proximity to diverse natural resources. These resources play an essential role in Haven’s economy, survival, and ability to fend off external threats.
Founding Date
October 23rd, 2078
Type
Outpost / Base
Population
~250-300
Inhabitant Demonym
Havonite
Owner/Ruler
Characters in Location

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