Couver
Demographics
Couver is more balanced than many Wilds communities; with the physiological and cultural effects of being near to Olympia, there is a larger than average for the Wilds percentage of humans who have come.
Defences
Given the very nature of horrors, while the static emplacements can and have been employed to run them off on very rare occasions, mostly they serve as a deterrent against raiders. Gun fortifications, guard towers, a clear field of view, and barricade walls that can be deployed to block the main mass entry accesses. There is a larger project underway to basically palisade the entire place, but only small segments have ever been completed – materials, funding, and feasibility are hotly debated.
Infrastructure
Unlike some Wilds habitations, Couver is not built upon the ruins of the Ancients, but neither is it a slapdash shanty town, or a log cabin. Thanks to the fairly close proximity to Olympia proper, there are a number of modern buildings with fairly modern materials. Couver, a large town by the standards of the Wilds, located on the east south east of Olympia. By virtue of that proximity, Couver is also a common stopping point for those setting out from Olympia. With all the dangers of the Wilds, guards and guides are both dearly needed… and Couver is where you can hire them. Similarly, if you need something from Olympia brought out into the Wilds, Couver is probably the place to arrange it. It boasts some of the best medical facilities and conveniences in the Wilds, which is a considerable factor in making it a destination for dwellers in that already dangerous place. Will its streak of remaining unscathed by the various threats of the Wilds hold forever? Probably not, but until then, people will make the best of it. Besides the medical facilities, the widely varied market, and the professional services, there are the usual amenities of a town on the edge of civilization: houses of recreation and those that cater to and profit from the baser impulses of sapients.
Guilds and Factions
The primary two factions are the Doughs and the Caps. The Doughs tend to be the longer time residents who favor greater development and organization, significant investments in the general infrastructure, and the like. The Caps, on the other hand, prefer a more independent atmosphere, free from stifling rules and regulations, where their money goes where they put it. There is also a smaller segment of a larger, Wilds-wide group, the Seconds, who favor more proactive solutions to targetable problems – mainly, raiders.
History
Couver has a culture of fierce independence and fake bravado against the dangers of the Wilds. As evidenced by the very existence, it has managed to survive long enough to believe it might be something special. The stereotype of a Couvertan is that they feel superior to other wilders because of their degree of civilization, and superior to Olympians for their residence in the Wilds.