Ashwinds - Acadia

Ashwinds - Acadia

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Ashwinds Acadia

It is 2262, the Acadia Greenzone. Centuries ago, the world burned. In 2001, the Fate saw a four way Nuclear War emerge that ended civilization as it stood up to that point. The democratic Toronto Accord (The Anglosphere), the fascistic Europa Pakt (The Reich and Italian Spheres), the socialist Internationale (The USSR and its sphere after Russian Reunification), and the anti-colonial Nanjing Pact (The Republic of China and its Anti-Colonial sphere) had all spent the last four decades of the 20th century in a slowly escalating global conflict known as The Thawing War. The Thawing War began in The Dry Thaw, a Cold War like conflict of over 30 years between the early 1960s and early 1990s. After that, The Wet Thaw began, and a fully conventional decade-long war erupted on all fronts across the globe in increasingly more violent circumstances. Eventually, the first Nuclear Devices were used (No one knows who now, with each side being blamed by the others and denying responsibility) in what became known as The Fate. The fate saw the nuclear annihilation in the subsequent exchanges that ended the Thawing War and reset human civilization and existence on Earth on a global scale.

The Acadia Greenzone

The Acadia Greenzone, also known as "Acadia", "Akadien", "Nove Europa", "Akadiya", or even "Acada", is one of the handful of 'Greenzones' left on Earth. These Greenzones are areas that suffered a low level density of nuclear strikes, enough that they have recovered the ability to host serious human development and urban growth at region-wide levels. Acadia is just such a place, as it was not targeted heavily like much of Canada's Northern portions, but unlike those Acadia is quite habitable and useful to human development on a wide macro-scale. But this blessing is also a political and social curse, as like all other Greenzones Acadia is politically chaotic and divided, often along city-state like lines, with only a few major actors able to truly from complex wider systems of bureaucracy and statecraft.

The Major Factions

The Free Territories of Acadia

The Free Territories of Acadia are the unions of Workers cooperatives, cities, and towns based in the city of Fredericton.  This government was bolstered and in large part built on the military assets of Airfield Unity, an undamaged and now repurposed pre-Fate Canadian military airbase.  The Free Territories are a distinctly socialist state, however their loose understanding of the role of the state leads to a far more devolved and libertarian socialism than that of the pre-Fate world.  The Free Territories also have a somewhat decentralized military, meaning that the strength of Airfield Unity that enabled its formation can not be used as easily now due to internal politics and military egoism. 

The Federal State of Maine

The Federal State of Maine is the primary claimant to the mantle of heir to the United States of America within the Acadia Greenzone, with its capital in the city of Fortland.  Founded by a small group of US Marines after the Fate, the Federal State of Maine formed a securocratic and somewhat isolationist culture and society.  The Federal government has expanded at various times, generally in slow paced but large steps to bolster the direct economic and logistical abilities of Fortland in some way.  The Federal Government is also responsible for sending some of its military to combat the furthest Vanguards of the Ovrans, considered the most plausible shield against racism in the Acadia Greenzone.

The Church of the Mutation

The most powerful explicitly religious organization in Acadia, the Church of the Mutation, or “The Green Church”, is a church dedicated to worshipping mutation as a concept.  The Green Church is based out of one of the four quadrants of Rivière-du-Loup, the only one with any semblance of order.  The Green Church seeks to further expand the mutated population of Acadia as well, which they do via abduction and forced irradiation.  This process is very dangerous, and if it fails leads to an insane individual who is corrosive to touch, known as “Hellreavers”.  Such persons are then dumped in either other quadrants of Rivière-du-Loup, or settlements belonging to groups that are hostile to mutants.  This sort of “ Bombing” has become a Hallmark of the Green Church in Acadia, and for this reason they are seen as a sort of phantom threat to the pure denizens of Acadia.  The Green Church maintains a presence in most of Acadia's larger towns and cities, save those that are hostile to mutant life.

The Fleuvian League

The league of agrarian and defensively-minded cities along portions of the St John River and most of the Aroostook River.  The Fleuvian league, named for its river heritage and using the French language that some of its member cities use, is a league of over 50 villages, towns, and even small cities.  Each member of the league is along either the central portion of the St John River, or one of its tributaries in that area, particularly the Aroostook River which is the heartland of the League.  The Fleuvian League is very defensively minded, and each member is built walls and a moat, effectively making it a League of island fortresses as well, extremely difficult to raid let alone seriously attack or conquer.  However the Fleuvian League is relatively isolationist, and only grows voluntarily and slowly as occasionally new members are admitted.  The Fleuvian League is often seen as a political junction and safe ground in Acadia, where as long as someone is peaceful they can exist without worry of aggressive violence from the outside world.  The League has two joint capitals (One for each language and cultural group), Presque Isle for the English parts and Grand-Sault for the French parts, though Presque Isle is the more important of the two.

Secondary Factions

The Kommisariat

The political entity founded by the remains of the Northern Group of the German Reich’s invasion of the United States, operating out of Wesbrünick and its surrounding compliant towns.  The Kommissariat maintains racial ideology, and does not allow outsiders to become members unless they are deemed Aryans like the rest of the Kommissariat.  Unlike their fascistic brethren in the Regency, the Kommissariat’s ideological convictions have rendered them far less influential, and barely able to expand at all.

The Green Keepers

The enigmatic and extremely reclusive ‘Lawgivers’ of rural and forested Acadia, the Green Keepers are an organization that seemingly shrinks in presence and influence each decade.  Originating in the old US National Park Rangers, the Green Keepers were for over a century a major political presence in Acadia, on par with the state of Maine.  However, following a devastating battle with Kommissariat and the Regency over a decade ago, the Keepers have become rather rare and inconsequential in most of Acadia.

The NKVD

The Intelligence agency for the former USSR, the NKVD so pervaded global society that the organization, it's based, and cells, have outlived the state it was founded by.  The NKVD are far more present in the Canadian parts of Acadia however, as Canadian society was far more intertwined than American.  Due in most part to the fact that Canada had a stable electoral presence of communists and socialists, supported mostly by the urban poor and emigres from Europe following WW2.  These Emigres settled mostly in New Brunswick, Nova Scotia, and Quebec, concentrating these sympathies in Acadia.  This NKVD power was also due to the fact that Canadian surveillance and domestic intelligence were far weaker than the USA’s, and much of the Northern US had its NKVD organization structures and assets based in Canada.  Acadia itself had the single highest budget of any NKVD wing in the entire Western Hemisphere, which provided the NKVD the resource base to survive Acadia’s destruction.

Eyes of Noradus

The dedicated followers of the supposed prophet “Noradus”, the Eyes of Noradus, or the Noradites for short, are a fanatical religious cult present across Acadia.  In reality, they worship the NORAD Unified Supercomputer, located deep within the NORAD Acadia bunker just opposite of Bar Harbor on the mainland.  However members of the Eyes of Noradus rarely visit their holy sanctuary, and instead operate within several of Acadia's towns and cities.  The Eyes of Noradus also obsessively seek highly advanced computing and exotic materials, ostensibly as offerings for Noradus, in reality it is all used to constantly repair and maintain the NORAD Unified Supercomputer, who has become a sort of “Theseus’ Ship” of computers.

The Congressional Conclave

The single most legitimate remnant of the US government anywhere on Earth.  The Conclave has little influence in Acadia, instead only being in control of a handful of minor automated military sites, usually lone sentry turrets, small bunkers, safe houses, or warehouses, with a single active Military base and small garrison in the secretive Port Adams (A small submarine pen containing the headquarters of the Conclave in Acadia aboard the USS Goliath).  Beyond these there is only the tiny delegation in Fortland, whose sole purpose is to bring the State of Maine into closer compliance with overall Conclave policy.  The Conclave is based out of Golden in Colorado, and its power diminishes the further away from there one goes 

The Sensualites

The Sensualites are a hedonistic cult of Greenzone marauders and slavers, internally oriented around queer culture and sexuality.  They often raid Regency or Kommissariat lands, freeing people they deem oppressed, and enslaving people they deem oppressors.  They then use these slaves as slaves and merchandise to purchase equipment from more friendly groups.  The Sensualites are used covertly as a sort of shield by those who supply them, as they are an effective anti-fascist force even with low tier weaponry.

The Royal Navy

One of the four primary organizations in Rivière-du-Loup, the Royal Navy controls the docks, along with their massive import logistics.  The Royal Navy is not only monarchist with its own King, but it is also predominantly French in origin, leading to a distinct Sun-king evoking aesthetic being emblematic of the Navy’s presence.  It is currently under the most enlightened guidance of His Royal Majesty, King Vollién II and his wife, Queen Consort Adelique.

The Caravaneers

One of Rivière-du-Loup’s primary power structures, the Caravaneers operate and equip the many trade caravans that move south across Acadia.  By far the most politically weak and disorganized of the Rivière-du-Loup groups, the Caravaneers are often seen as weak and unimportant to local politics.  However the Caravaneers are the only faction in the City with the wealth to attract voluntary outside manpower and assistance.  This fact has begun to show itself in higher mercenary presence in the Caravaneer quadrant than normal, an indicator for conflict on the horizon.

The Wooden Church

The weaker of Rivière-du-Loup’s two religious organizations, the Wooden Church is a remnant of the pre-Fate Catholic Archdiocese of Quèbec.  Named for the Churches iconic wooden crosses, the Church has not been able to expand its influence beyond Rivière-du-Loup, unlike its Mutation worshiping rivals. Wood has become the central aesthetic choice of the church, with its Knights donning suits of combined wood and metal plate armor.  Knights of the Church often are also seen dispensing “Justice”, meaning the orders of higher Church officials, which has lead to their reputation as mere enforcers.  This reputation has become somewhat dangerous to the Church, as the Knights are aware of and despise it, which causes tensions between the two hands of God, limiting the ability of the body in His Church to properly function.

The Hemlock Syndicate

The joint trade syndicate within the trade town of Amherst, the Hemlock Syndicate oversees a majority of trade in central and eastern Acadia.  The Hemlock Syndicate, despite its more foreboding name, is not a ruthless organization compared to groups like the Henwesson family however.  Instead the Syndicate operates similarly to the Caravaneers, only closer to the opposing end of Acadia's trade network.  Many Caravaneers even travel through Amherst and do business with the Syndicate, a testament to their normalized reputation within Acadia.

The Henwesson Family

The only major independent trade bloc in Amherst, the Henwesson family coordinates most trade into the Kommissariat or the Regency.  They are able to monopolize this due to family and ideological connections in the Kommissariat and Regency respectively, something the Hemlock Syndicate does not have.  Using this unique fascistic trade network, the Henwesson family has built a power base in Amherst to be reckoned with.  While nowhere near as powerful as the Hemlock Syndicate, the Henwessons have been making power plays, indicating a desire to eventually usurp total control of Amherst.  This will likely enable a Kommissariat or Regency integration of the area, as the Henwesson family relies on hired help from both groups for its actual day-to-day enforcement.

College of Investigations and Statistics

The only vestibule of the former Republic of China and its influence within Acadia, the College of Investigations and Statistics is a minor yet sinister actor in the region's politics.  The college is located on an isolated hill surrounded by some of Acadia's densest forest in the center of the Gaspe peninsula far to the east of Rivière-du-Loup, making the College also a very secluded and less known group.  Other than a ruthless dedication to surveillance and the icons and doctrine of the old RoC, the college has become a wholly Acadian institution, as even the Chinese language is mostly gone save names and titles.

The Hendeleo Family

The leading family of the town of Bucklerock, and former refugees from the chaos of the districts of Rivière-du-Loup.  They are extremely anti-religious given the conflicts in their city of origin, and they enforce secularism amongst their family and employees.  They also run prominent bounty services for anyone who can present the head of a religious official, of any faith.

NLTHSS-3

The National Long-Term Thermonuclear Hostility Sustainment Silos, or NLTHSSs for short, were the 3 facilities the Canadian government created to perpetually survive in the event of nuclear war.  Massive underground facilities completely sealed from the surface save missile launch tubes, the NLTHSS were completely sealed from the outside world once activated.  Their initial populations were compensated well, but never given the choice to leave, having been evacuated into the NLTHSS under the pretense of national security.  NLTHSS-3 is the eastern seaboard silo, which used up much of its nuclear arsenal on Europe and Africa.  However it still retains over 40 usable devices, meaning it remains active and supporting human life, in order to be able to respond should a nuclear attack occur again.  The people of NLTHSS-3 also view themselves as one of the vast vestiges of the true Canadian government, with the aesthetic and ideological trappings to boot.  For this reason they see themselves as duty-bound to remain in their NLTHSS until said government's legitimate successor (whoever in the hell that may be) emerges and unifies Canada.

The Narrenrüstung Sodality

When the Narrenrüstung of the Northern Group of the Reich’s invasion forces broke down, it thus avoided real combat, and secured its survival for centuries at the foot of the hill it broke down trying to summit.  Slowly, survivors fleeing the Kommissariat as it formed found the Narrenrüstung and took shelter in its shadow, believing it a sacred protector and bane of the Kommissariat’s men.  In reality the Kommissariat sees it as an embarrassment and deliberately forbids anyone to go near it, as it is a direct contradiction to their ideology of supremacism.  The survivors who formed a growing community around the Narrenrüstung thus were free from Kommissariat control, and slowly became the Narrenrüstung Sodality, a religion and community dedicated to maintaining the Narrenrüstung as its great protector.  The Narrenrüstung Sodality is also in an eternal cycle of attempting to build another working Narrenrüstung so they could fight back seriously against the Kommissariat, but these attempts always fail for obvious reasons.

Unisys Corporation

The famous and world renowned owners and producers of Nixie-tube based technologies, Unisys is one of the few corporate entities anywhere in the world to have survived the Fate.  Within Acadia, Unisys operates out of the Bangor Nixie Megafactory, which produces all of the region's new Nixie tech, and is the main source of repairing old Nixie tech.  This monopoly has made Unisys reliably solid in its power and economic base since the Fate.  However Unisys has not politically sought to expand, as it focuses on the immense task of maintaining and slowly rebuilding the Nixie Factory.  This is done under the belief that when the factory is done, it will be so productive that Nixie tech will spark a revolution that uplifts the Greenzone and causes a return to pre-Fate living conditions.  Unisys operates as an autocratic corporate state, controlling most of Bangor and its immediate surroundings, along with key industrial and resource production sites in the Nixie product chain, being led by a Board made up of the most skilled Nixie engineers.

The Camháin 

The distant yet still directly connected descendants of the CMHA (Canadian Mental Health Association) Halifax-Dartmouth branch, based on Half-Axe.  The Camháin are dedicated to healthcare and its related services, particularly for radiation issues and mental health struggles.  In this way the Camháin carries on the pre-Fate purpose of the CMHA, just in a distant and far more Greenzone-oriented way.  The Camháin left the protection and feeding of Half-Axe to the Principality and Communes respectively, instead focusing on its healthcare, education, and social maintenance.  The Camháin also have minor branches and groups in towns and cities across the Acadia Greenzone, functioning as a humanitarian network in a dystopian time that desperately needs such an organization.

The Principality of Haethesc

The extremely Celtic-oriented and feudally organized monarchical element within Half-Axe.  The Principality is, while feudal and monarchical, not expansionist, as it draws inspiration from Welsh history and views its role as merely protecting its land from outsiders.  The Principality handles the defense and protection of Half-Axe, as part of its core ideology is the belief that an outsider of Latin or Germanic speaking origin will come to invade and occupy it in the future at some point.  The Principality relies on aesthetics derived from the Welsh Principalities, and for this reason the motifs of resistance, cultural resilience, and anti-anglophone sentiment dominate it.  For this reason, the Principality and its members are somewhat prejudiced against even other residents of Half-Axe. If they are deemed Anglo in nature or not supportive of Celtic cultural revival.

The Communes of Half-Axe

The least centralized faction in an already highly decentralized city, the Communes of Half-Axe govern what parts of the city the Camháin and Principality do not (about 55% of the city).  The Communes function as an associated network of smaller district mass-organization groups, which coordinate for their mutual interests.  In this way the Communes are like a Microcosm of the greater city of Half-Axe itself, something not lost on observers.  Most uniquely, is that the Communes do control all fishing and food production in Half-Axe, making them extremely vital to the other two factions and thus at no risk of being threatened internally.

This bot is a personal world of mine, not an AI generation or anything like that. It's based on Fallout of course, but with a Canadian infusion, and the merging of it with "Thousand Week Reich"'s timeline, to provide a more unique take on the fallout formula than just 'Fallout in X Region'. I hope it isn't offensive, I did not create the mod originally, I'm just using it as a launching point. Any criticism or ideas are welcome ^w^

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