Post by bear on Sept 10, 2015 3:12:49 GMT
THE FORT
The center of the Oasis, built in the ruins of the gas station. The well that the busted old truck drilled is located here. Since then, scavenged parts and traded materials have resulted in a hundred-square-yard area around the station being fortified with a fifteen foot high wall of concrete and steel. The well, the forge, the primary storehouse, main barracks, and the kitchen are within it. The gate uses a password system, changed on a revolving 30 day period, and in the event of a siege, only the “Regulars,” are allowed in. All staff must identify upon entering, and the interior is constantly in full view of the wall. Various underground safe houses and store rooms have been dug out of the old tanks of the station itself, serving as living quarters, a defensive fallback, and as spare storage space. The original station had six tanks. Two have been made into storerooms. One is Magicwrench's office and quarters. Another sits below the barracks, and the last two are emergency defensive bunkers.
THE ARMORY
Originally the main building for the gas station, built from cinder blocks and concrete fill. It survived the bombs surprisingly intact, and when Magicwrench decided to start work on a forge and gun smithy, this was where she started. With the inner walls knocked down and replaced with steel support beams on the ceiling, the interior was much more roomy, and she was able to fit a rudimentary bellows and smelting pit into the floor. As time went on, it expanded, until at the current state, one wall is take up with racks of weapons and armor. These are mostly rudimentary melee weapons and thin, cheap armor cobbled together from anything that comes in. There are no firearms stored here, as all guns on the base are the personal weapons of guards and travelers. Most of the armor is custom-fitted to the regulars that it was made for. The racks are only used in the event of a civilian requiring a weapon to defend the fort with, or as a last ditch defense in a siege.
The main portion is dominated by a very efficient reloading press capable of making several hundred rounds of nearly any caliber at once. Empty brass is extremely limited, but if you've got the parts they'll make you the ammo. The forge sits in the darkest corner, now outfitted with everything required to maintain, repair, or create most weapons and armor. A tool bench takes up the remaining space. Despite the many workplaces in one building, there's ample room to work and repair; just don’t get in their way while they do so. Magicwrench herself usually runs the forge, while a retired NCR Quartermaster maintains the armor and guns. Both are fiercely defensive of their space, fully willing to chase any interlopers out with a red hot wrench or half built bang stick.
THE BARRACKS
A large tent, lined with beds, with clear plastic windows and zippered doors. Not the sturdiest, nor the most private, nor even the most comfortable quarters. Despite this, the soldiers and fighters of the Oasis call it home when on duty. Many will grab a nap or maintain their gear in this communal space, even if they have lovers or family with better built housing in the village. In addition, the tent hides a manhole cover to the soldier’s main bunker in case of extreme attack. The bunker is also often used as a cool place in the shade, despite strict orders to the contrary. The soldiers have adopted a “Don’t ask don’t tell,” rule, covering for each other if they need a rest, and the higher-ups usually look the other way. Shelves, racks, and lockers store the vast personal arsenal, and the beds can sleep up to 40 people at once in relative comfort, though typically less than a quarter are actually in use or claimed.
THE FARMS
Surrounding the Fort sits four hundred square yard area covered in gardens, pens, and greenhouses. The greenhouses are made from vehicle glass and irrigated from the main pump. They mostly grow hardy vegetables with a high turnover rate. Potatoes, beans, potatoes, peas, potatoes, squash, potatoes, turnips, and more potatoes are the most common sight. One greenhouse holds less tough fruits such as carrots or tomatoes. These are considered delicacies, and only rarely given out, mostly saved for the Oasis staff and dwellers. Small plots of wheat and grain are also present. A Brahman driven grinder allows for the cooks to make simple, basic flour and cakes in very low amounts, reserved for special guests, high “Donations,” or Oasis fighters. There are also a few pens where a small but stable group of Brahman, dogs, and Bighorners are kept for meat and milk. Large fences constructed of scavenged metal, wood, and wire separate the farm from the outside.
Placing the farms around the Fort is a tactical decision. The large, open fields, and clear glass walls all provide a defensive advantage. Any army trying to approach would be in full view of the walls with their mounted LMGs, energy weapons, and high caliber sniper rifles. In addition, every scavenged explosive that the Oasis could find has been hidden in the fields, serving as a flashy scorched earth policy. In the event the Oasis falls, both the well shaft and the farms would be little more than craters and damp earth, providing nothing useful for the conquerors. This means that there's just slightly more advantage in leaving the Oasis alone than there is in attacking it, and so no faction has yet made the effort.
THE VILLAGE
Surrounding the Fort and Farms for a thousand yards in all directions lies the so called “Village.” This small community is composed of a few sturdy buildings, a bunch of ramshackle huts, and several hundred tents. With everything from handmade casinos to ancient rug weavers, this is a thriving community, resembling the mining boomtowns of the Old West. Buildings are spread far apart, each person merely claiming a campground a comfortable distance from each other and settling in. Originally the main rest area, this has since overtaken itself and grown into it’s own entity. The original founding tribe also live here, safely in the shadow of the Oasis, and with free access to the food and supplies within. As long as the rule of nonviolence is followed, the Oasis does not regulate what goes on here. Chem dealers, rough tent casinos, and whorehouses rub shoulders with craftsmen and wasteland doctors. The far northern side of the Village has a large patch of sandy ground that is kept empty by the guards. This is where traveling caravans may stop and peddle their wares, and the bazaar is rarely empty.
THE GROUNDS
An ever-expanding campsite around the village where travelers of all sorts take advantage of the Oasis’s free food and water. Violence of any sort is prohibited on pain of death, and anything within sight of the walls is considered Oasis territory. Absolutely every single faction in the Wasteland is allowed to camp here if they follow the rules, including Super Mutants and former Enclave personnel. No thirsty person is ever turned away from Oasis as long as they agree to play nice with each other. This truce is reinforced by the threat of taking away their rest stop privileges, and some of the toughest, hardest soldiers in the Wasteland. Each faction sends in detachments, meaning no single group is stronger than any other. The Legionaries on the walls may fight for Caesar if he attacks, but the NCR Rangers, Powder Gangers, Brotherhood of Steel, and mercenary settlers certainly wouldn’t. The balance of power is the same on the outside. Every area in the Wastes has a claim in the Oasis, and wiping it out would not serve for any of them.
LAUGHLIN
The ruins of Laughlin, Nevada stretch to the Northeast of the Oasis. Laughlin Air Force Base was targeted during the Great War, and thus the majority of the prewar city is a blasted out ruin, heavily irradiated and mostly peopled by ghouls of both the sentient and feral nature. Deeper into the city, the lower levels of the Air Force Base remain intact, guarded tirelessly by the best automated security the United States government could afford. A pile of bodies both fresh and decayed marks the entrance to the underground bunker, and the bloodred flash of laser fire can often be seen in the city at night as the turrets mindlessly destroy anything that approaches without an IFF tag. Powered by an internal prototype fission reactor, the weapons and defenses will last until long after everyone in the Mojave is dead again.
THE PINEWASTE
To the north of Laughlin and the Oasis stretches the Colorado river, flowing through mountains that remain heavily forested. Pinyon trees line deep canyons with walls made of sandstone. Only the bravest dare travel in the Pinewaste, because Deathclaws, giant bugs, and other FEV-mutated freaks have made the beautiful mountains their homes. The variety of plant and animal life can make expeditions a profitable thing, however. . . if you survive.
THE MOJAVE
Off to the North and west lies the Mojave Wasteland itself, a vast and deadly desert that was a killer before the bombs and didn’t change a bit after them. Radiation and mutants are less of a foe than the simple extremes of temperature and lack of supplies. That doesn’t mean you WON’T run into radiation and mutants, of course. You’ll just probably have died of thirst before they can kill you. Even the roads are unsafe, meaning that many of the convoys and caravans that come through are battered and armed, though typically also carrying valuable loot.
The center of the Oasis, built in the ruins of the gas station. The well that the busted old truck drilled is located here. Since then, scavenged parts and traded materials have resulted in a hundred-square-yard area around the station being fortified with a fifteen foot high wall of concrete and steel. The well, the forge, the primary storehouse, main barracks, and the kitchen are within it. The gate uses a password system, changed on a revolving 30 day period, and in the event of a siege, only the “Regulars,” are allowed in. All staff must identify upon entering, and the interior is constantly in full view of the wall. Various underground safe houses and store rooms have been dug out of the old tanks of the station itself, serving as living quarters, a defensive fallback, and as spare storage space. The original station had six tanks. Two have been made into storerooms. One is Magicwrench's office and quarters. Another sits below the barracks, and the last two are emergency defensive bunkers.
THE ARMORY
Originally the main building for the gas station, built from cinder blocks and concrete fill. It survived the bombs surprisingly intact, and when Magicwrench decided to start work on a forge and gun smithy, this was where she started. With the inner walls knocked down and replaced with steel support beams on the ceiling, the interior was much more roomy, and she was able to fit a rudimentary bellows and smelting pit into the floor. As time went on, it expanded, until at the current state, one wall is take up with racks of weapons and armor. These are mostly rudimentary melee weapons and thin, cheap armor cobbled together from anything that comes in. There are no firearms stored here, as all guns on the base are the personal weapons of guards and travelers. Most of the armor is custom-fitted to the regulars that it was made for. The racks are only used in the event of a civilian requiring a weapon to defend the fort with, or as a last ditch defense in a siege.
The main portion is dominated by a very efficient reloading press capable of making several hundred rounds of nearly any caliber at once. Empty brass is extremely limited, but if you've got the parts they'll make you the ammo. The forge sits in the darkest corner, now outfitted with everything required to maintain, repair, or create most weapons and armor. A tool bench takes up the remaining space. Despite the many workplaces in one building, there's ample room to work and repair; just don’t get in their way while they do so. Magicwrench herself usually runs the forge, while a retired NCR Quartermaster maintains the armor and guns. Both are fiercely defensive of their space, fully willing to chase any interlopers out with a red hot wrench or half built bang stick.
THE BARRACKS
A large tent, lined with beds, with clear plastic windows and zippered doors. Not the sturdiest, nor the most private, nor even the most comfortable quarters. Despite this, the soldiers and fighters of the Oasis call it home when on duty. Many will grab a nap or maintain their gear in this communal space, even if they have lovers or family with better built housing in the village. In addition, the tent hides a manhole cover to the soldier’s main bunker in case of extreme attack. The bunker is also often used as a cool place in the shade, despite strict orders to the contrary. The soldiers have adopted a “Don’t ask don’t tell,” rule, covering for each other if they need a rest, and the higher-ups usually look the other way. Shelves, racks, and lockers store the vast personal arsenal, and the beds can sleep up to 40 people at once in relative comfort, though typically less than a quarter are actually in use or claimed.
THE FARMS
Surrounding the Fort sits four hundred square yard area covered in gardens, pens, and greenhouses. The greenhouses are made from vehicle glass and irrigated from the main pump. They mostly grow hardy vegetables with a high turnover rate. Potatoes, beans, potatoes, peas, potatoes, squash, potatoes, turnips, and more potatoes are the most common sight. One greenhouse holds less tough fruits such as carrots or tomatoes. These are considered delicacies, and only rarely given out, mostly saved for the Oasis staff and dwellers. Small plots of wheat and grain are also present. A Brahman driven grinder allows for the cooks to make simple, basic flour and cakes in very low amounts, reserved for special guests, high “Donations,” or Oasis fighters. There are also a few pens where a small but stable group of Brahman, dogs, and Bighorners are kept for meat and milk. Large fences constructed of scavenged metal, wood, and wire separate the farm from the outside.
Placing the farms around the Fort is a tactical decision. The large, open fields, and clear glass walls all provide a defensive advantage. Any army trying to approach would be in full view of the walls with their mounted LMGs, energy weapons, and high caliber sniper rifles. In addition, every scavenged explosive that the Oasis could find has been hidden in the fields, serving as a flashy scorched earth policy. In the event the Oasis falls, both the well shaft and the farms would be little more than craters and damp earth, providing nothing useful for the conquerors. This means that there's just slightly more advantage in leaving the Oasis alone than there is in attacking it, and so no faction has yet made the effort.
THE VILLAGE
Surrounding the Fort and Farms for a thousand yards in all directions lies the so called “Village.” This small community is composed of a few sturdy buildings, a bunch of ramshackle huts, and several hundred tents. With everything from handmade casinos to ancient rug weavers, this is a thriving community, resembling the mining boomtowns of the Old West. Buildings are spread far apart, each person merely claiming a campground a comfortable distance from each other and settling in. Originally the main rest area, this has since overtaken itself and grown into it’s own entity. The original founding tribe also live here, safely in the shadow of the Oasis, and with free access to the food and supplies within. As long as the rule of nonviolence is followed, the Oasis does not regulate what goes on here. Chem dealers, rough tent casinos, and whorehouses rub shoulders with craftsmen and wasteland doctors. The far northern side of the Village has a large patch of sandy ground that is kept empty by the guards. This is where traveling caravans may stop and peddle their wares, and the bazaar is rarely empty.
THE GROUNDS
An ever-expanding campsite around the village where travelers of all sorts take advantage of the Oasis’s free food and water. Violence of any sort is prohibited on pain of death, and anything within sight of the walls is considered Oasis territory. Absolutely every single faction in the Wasteland is allowed to camp here if they follow the rules, including Super Mutants and former Enclave personnel. No thirsty person is ever turned away from Oasis as long as they agree to play nice with each other. This truce is reinforced by the threat of taking away their rest stop privileges, and some of the toughest, hardest soldiers in the Wasteland. Each faction sends in detachments, meaning no single group is stronger than any other. The Legionaries on the walls may fight for Caesar if he attacks, but the NCR Rangers, Powder Gangers, Brotherhood of Steel, and mercenary settlers certainly wouldn’t. The balance of power is the same on the outside. Every area in the Wastes has a claim in the Oasis, and wiping it out would not serve for any of them.
LAUGHLIN
The ruins of Laughlin, Nevada stretch to the Northeast of the Oasis. Laughlin Air Force Base was targeted during the Great War, and thus the majority of the prewar city is a blasted out ruin, heavily irradiated and mostly peopled by ghouls of both the sentient and feral nature. Deeper into the city, the lower levels of the Air Force Base remain intact, guarded tirelessly by the best automated security the United States government could afford. A pile of bodies both fresh and decayed marks the entrance to the underground bunker, and the bloodred flash of laser fire can often be seen in the city at night as the turrets mindlessly destroy anything that approaches without an IFF tag. Powered by an internal prototype fission reactor, the weapons and defenses will last until long after everyone in the Mojave is dead again.
THE PINEWASTE
To the north of Laughlin and the Oasis stretches the Colorado river, flowing through mountains that remain heavily forested. Pinyon trees line deep canyons with walls made of sandstone. Only the bravest dare travel in the Pinewaste, because Deathclaws, giant bugs, and other FEV-mutated freaks have made the beautiful mountains their homes. The variety of plant and animal life can make expeditions a profitable thing, however. . . if you survive.
THE MOJAVE
Off to the North and west lies the Mojave Wasteland itself, a vast and deadly desert that was a killer before the bombs and didn’t change a bit after them. Radiation and mutants are less of a foe than the simple extremes of temperature and lack of supplies. That doesn’t mean you WON’T run into radiation and mutants, of course. You’ll just probably have died of thirst before they can kill you. Even the roads are unsafe, meaning that many of the convoys and caravans that come through are battered and armed, though typically also carrying valuable loot.