Post by <> MetaWulf <> on Jan 27, 2014 0:17:23 GMT -5
WORK IN PROGRESS / UNDER HEAVY RECONSTRUCTION
- The Broken Banks -
Welcome to the Fallout Forum DLC: The Broken Banks
Banks Guide V 2.1!
Banks Guide V 2.1!
"On the Eastern Coast of the former USA, a lighthouse shines out from the Broken Banks and across the restless Atlantic Ocean. It acts as a beacon of hope for some, and a prelude to destruction for others. The region can be a coastal paradise for those with a strong will, but the weak and the useless have no chance in this wild land.
Since the Great War, this land has been reclaimed by life - with dangerous people and far more dangerous creatures. The Broken Banks is one of the few locations across the American Wasteland that has thrived ecologically and may support the most diverse group of wildlife in one area known so far. Mankind's factions have recently found the Banks again, too. And you know what they say about war..."
Geographical Location: The Coastal Wetlands, Peninsulas, and Islands of former North Carolina (United States). Also, the areas of south-east Virginia are often referenced as part of the Banks Region.
Section 1:
Geography , Terrain , & Weather
Geography , Terrain , & Weather
The Broken Banks consists of a large peninsula and a group of barrier islands separating the Atlantic Ocean from the mainland of North Carolina. The eastern shore of the Banks meets the Atlantic. The western shore meets the Pamlico and Albemarle Sounds. The Mainland is largely covered in irradiated swamps and forests, and the roads that once led through it have been destroyed either by the flora or flooding. Travel is difficult on the old highways, damn near impossible through the swamp.
The sandy islands and peninsulas are mostly covered by dune ridden beaches and broken towns, some of which have been badly flooded and turned into shallow water lagoons or sunken ruins. At one point a traveler must wade through the flooded beach in water nearly four feet deep for two miles to cross to the Southern Banks on foot. Watercraft is advised.
The Banks' position jutting out into the Atlantic Ocean makes it the most prone area to hurricanes and coastal storms north of Florida. When the weather becomes active, the coastline is battered with strong winds and pounding waves. The rainstorms are occasionally radioactive. If boats are not pulled from the water, they are often destroyed in the strong storms. The geography of the region is slightly changed after every huge storm, because the Banks are not sitting on a coral foundation like many barrier islands. This harsh weather is common along the Banks, but there are occasionally bright days with calms seas. The weather can change from bright to stormy within minutes, with some storms lasting only a moment before passing over.
Because of the coastal hurricanes that pass through the Broken Banks, many of the old boardwalks and heavy docks have collapsed into the ocean. A few, however, still stand (or lean) out into the salty waters, some a long as a quarter mile. These heavy docks that still stand around the peninsula of the Broken banks are often used to dock boats and fish from, and are high enough that DeathJaws ( see Creatures section ) cannot "jump" onto them, as they do many watercraft. Much of the highways that were built over the Atlantic and Sounds have long since collapsed during these storms, but the few bridges that remain are being slowly repaired by the Wolves.
A portion of several towns lies below sea level, with many ruined buildings rising from the blue-green salt water. Because the Broken Banks had no public underground shelters, the original inhabitants of the coast were all killed in the Great War. The Wolves have only controlled the Broken Banks for a few years now, but have already established a firm hold on the barrier peninsula and have began a major reconstruction project. Much of the region-as-a-whole's loot and ruins are still untouched, despite Wolven salvage teams combing the area with increasing frequency.
One area of the Banks [Jockey's Ridge] is the largest formation of natural sand dunes on the eastern side of North America, both then and now. Kill Devil Hills is also home to many high sand dunes. This was where America had first learned to fly, with the Wright brothers using the powerful ocean winds and high dune ridges for liftoff.
Dilapidated houses and aging ruins remain scattered along the coastal area, and there are a few on the mainland if you can find them in the lush vegetation. The Broken Banks were known in the Old World for having a huge variety of habitats packed into a small part of the coast. Swamps, Marshlands, Sandy Beaches, Rocky Beaches, Shipwreck Graveyards, Flooded Ruins, Lush Fields, Dense Forest, and Tropical plant life can all be found scattered on the Banks.
- The outer coast of the Broken Banks is lined with shipwrecks and rotting boats in many areas. It is known as the Dead Coast.
- South-Eastern Virginia is loosely considered to be within the Banks region, but is only habitable to Swamp Thrashers and wetland critters. Most of this area is considered the Great Dismal Swamp. Virginia beach is prowled by fearsome beasts. The Wolves' only outpost off of the Banks can be found near the Virginia-North Carolina border: North Guard.
- North-Eastern South Carolina is also loosely considered part of the Banks Region, but only for lack of it's own designation and being useless for most purposes. This area is filled with wetlands, irradiated woodlands, and skeletal cities that have been decimated by war and weather. A few Pre-War military bases and a National Guard depot were found in this area.
Typical Wetlands of North Carolina.
The Great Dismal Swamp Region ( North Carolina & Southern Virginia )
The Northern Coast of the Broken Banks during one of the frequent storms. This stretch was famously known as the "Graveyard of the Atlantic" to people of the Old World, because of the dangerous coastline and countless shipwrecks on the shallow barrier coast. To the people of the Banks, it is known as the Dead Coast.
[ End of Geography and Weather ]
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Section 2:
- Inhabitants -
- Inhabitants -
[ The various groups of people and humanoids who live in the Banks Region. ]
The Wolves
A clan of militaristic, tribal raiders. Their home is a chain of settlements running down Highway 12, which includes most of the Broken Banks. They have no settlements or fortifications on the main land or the southern-most islands with the exception of North Guard, which occupies the flooded ruins of [---]. They follow the orders and rules of two leaders, Darwin and Alpha. The Wolves reign over the peninsula, and the they have built an impressive salvage nation from the ruins of the Banks. It is their center of operations as well as the home they had been searching for. The Wolves aren't generally known in the rest of the Wasteland, and the raiders of the Pitt are currently the only outsiders they trade with. Although they are an aggressive people, traders and wasters with business are allowed onto their lands.
The Wolves have successfully pushed the local natives and most of the dangerous wildlife back to the wetlands during the years they have been on the Banks, and have managed to turn it into a bustling hub of trade. They scramble under the dual leadership of Alpha and Darwin to secure the Banks and progress to a major faction and military power in the Wasteland. They now stand as a "king of the hill" faction, doomed to defend their home against numerous aggressors.
Wolven soldiers scout the coastline of the Banks as a storm rolls in.
The Storm Troopers
A militaristic tribe currently advancing into the wetlands. They are rumored to have come from the direction of the Dustbowl. Scattered encampments and trenches are hidden throughout the wetlands, and they have struck an uneasy alliance with the bandits of Stumpy Point, as their Ex-Legion Leader has an overwhelming gift of speech. He has named himself the Fuhrer. His soldiers use uniforms and weapons salvaged from the museum, bandit supplies, and dead Wolves.
The People of Camelot
A group of vault-dwelling, intelligent and self-sufficient people, located far south of the Broken Banks. They possesses superior armor, and dwell in a vault surrounded by a modern day fortress. They have taken on a seemingly medieval and barbaric style of life, as was the Vault's original purpose. Camelot is led by King Richard II, who rarely leaves compound. They have been slowly expanding from their island home in the South. William, a young knight of Camelot, was the first of his people to make contact with the Wolves.
Bandits of Stumpy Point
Although few people of the Wasteland have heard of the Broken Banks, the worst people always seem to learn things first. The mainland of Carolina harbors many fugitives, thugs, smugglers, looters, thieves, and murderers. Those who survive the native creatures become obsessed with finding treasure and equipment in the wild lands. The bandits often find themselves having to fend of The Natives. All these strangers come to scavenge valuables and make their fortune, but most end up slumming around the wetlands once they realize the Wolves have heavily fortified the Banks. This has lead to a few groups of Bandits forming in the region, but all of them steer clear of Manteo and the Greater Broken Banks. Most know trying to raid the Wolves' territory would result in a quick death. The others, well, they just don't have a boat.
A large group of the bravest, hardest, and most foolish bandits have claim the ruins of Stumpy Point as their base of operations, dangerously close to Wolven Territory. These Bandits are led by a violent woman, Rachel Seth.a
Note: R
The Natives
Swamp Folk
Swamp Folk
A group of swamp folk who have been living in the Broken Banks region for generations, and possibly even before the bombs fell. Most of them are deformed mutants, and many are cannibals. The majority have lost their minds, and others have become very stupid due to inbreeding. No two natives are the same. Despite common physical and mental disabilities, the tend to be very dangerous. They live in the wetlands along the coast and in the swamps of North Carolina. The Natives have no large settlement, but live in small families throughout the wilderness. When the Wolves took the coastal Broken Banks a few years ago, they "purged" the land of any Natives they found. There are now no known Natives living on the peninsula or the islands.
Swamp Folk, who have been referred to as "The Natives" by travelers and the Wolves, will use anything they can pick up as a weapon, and some even remember how to shoot a gun. These mutant people are very hostile to any trespassers, and will try to track intruders down and kill them even if they have moved beyond the clan's territory. The majority of the Natives seem to be male, and this theory is reinforced by the fact that they only take women as prisoners and kill the men. Although the Wolves have drove many of them back into the swamps with superior firepower, this does not stop the Natives from occasionally raiding Wolf caravans. Even though the swamp folk are generally unintelligent, many have still kept their old world skills of hunting, trapping, building and repairing. The swamp folk of the Banks region speak in a primitive language of grunts, growls, and yells. Most have long since forgotten the language of the Old World, or just can't understand it's complexity.
Most of the Natives that live on the mainland aren't pretty or friendly.
Many Natives live in scattered wetland cabins.
[End of Inhabitants]
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Section 3: Locations
-[ Click here for full resolution. ]-
This is the current map of the Broken Banks Region. It is still under construction.
Major / Minor Locations :
[ Listed from North to South ]
North Guard
( Wetlands, VA )
( Wetlands, VA )
A portion of former Elizabeth City, just north the state line. Much of the city ruins have become flooded by the rising water and frequent storms. Fortunately, the water moves through the city just face enough to resist stagnatiing like the Great Dismal Swamp to the south.
The Wolves have claimed the city, and have been outfitting the western end of the city for two years. Although the population of North Guard is under 200, all of the inhabitants are either Wolven soldiers or skilled contractors. North Guard serves as a rest stop and trading post on the road to the Banks. Darwin also uses it to scout any large groups that may eventually approach the Broken Banks from the North or North-West.
The rooftops of North Guard during a cloudy evening.
Coro
( Banks Peninsula, NC )
( Banks Peninsula, NC )
A small, mostly abandoned town on the Northern end of the Banks. The Wolves have claimed it, but few live here as most of the town has flooded. If entering the Banks from Virginia, the road passes through here.
Sand
( Banks Peninsula, NC )
( Banks Peninsula, NC )
A small, mostly abandoned town on the Northern end of the Banks. The Wolves have claimed it, but have done nothing with it. A few abandoned houses still remain, the rest being taken by the Atlantic. Sand does, in fact, have a great amount of sand. The scattered buildings have been picked clean of anything useful, but the submerged ruins have been left untouched. If entering the Banks from Virginia, the road passes through here.
Duck
( Banks Peninsula, NC )
( Banks Peninsula, NC )
A small, mostly abandoned town on the Northern end of the Banks. It was known for it's coastal seclusion before the Great War, and supports a large number of Carrion Gulls. The Wolves have claimed it, but have done nothing with it. If entering the Banks from Virginia, the road passes through here.
The Southern Shores
( Banks Peninsula, NC )
( Banks Peninsula, NC )
A small town that is half empty. The other half is inhabited by mercenaries, traders, caravaneers, and anyone passing through the Banks who does not want to journey south through the Northern Gate. The Wolves allow anyone to stay in Southern Shores for a small fee. Rent is low here, but many of the houses are in poor condition, and some of them closest to the coast have flooded. If heading south from Southern Shores, one must pass through a armed barricade called the North Gate in order to enter Kitty Hawk.
The Pilar -
A salvaged, stationary vessel found on a beach of the Southern Shores. Formerly a luxury boat, it sunk some time after the war during a coastal storm. It was later salvaged, raised, and repaired by a fisherman of the Banks, who "legally" owns the vessel and the surrounding area. The coastal native, Thiago, sells his goods ( fish, mirelurk, ect.) in Kitty Hawk, and lives in relative peace here. He is one of the few people who was never assimilated by the Wolves allowed to "own" land on the Banks, and is a valued "contractor". The Pilar is considered to be part of Wolven Territory, and is therefore protected from enemies along with the nearby town of the Southern Shores.
The Pilar, a former wrecked luxury boat converted into a home near the Southern Shores.
Kitty Hawk
Traveling South, you must pass through a fortified barricade to enter Kitty Hawk. This town is very close to the Interstate Highway 158 Bridge ( often referred to as Wright Brothers Bridge or Kitty Hawk Bridge ), the last bridge connecting the Broken Banks to the mainland. There is a guard station on the bridge, and most of the inhabitants of Kitty Hawk are stationed Wolven soldiers. In short, Kitty Hawk is the "gateway" town to Wolven territory. If an attack would ever come from the mainland, it would have to cross the bridge to Kitty Hawk, then move it's way south towards Kill Devil Hills and Nag. There is a maintenance crew that keep the bridge and barriers in the best condition possible, and snipers are posted to ensure the bridge's safety. A Old World crane has been repaired to work as the gate on the Kitty Hawk end of the bridge, sitting a solid wall of steel on the bridge's exit that stops anyone from setting foot on the peninsula if it is closed.
The North Gate outside of Kitty Hawk. This is the only way to gain access to the Banks from the North. A similar barricade is found on the Kitty Hawk Bridge, both using salvaged cranes to open and close the gate.
Kill Devil Hills
This town has become a major outpost for the Wolves. It is home to the First Flight Airport, and the Wright Brothers monument. Access to these buildings is restricted to high ranking Wolves only, and a great part of their military is stationed here on the Banks. The Wright Brothers Monument is the Wolves' main military structure, serving as and HQ and a barracks. The First Flight Airport is a training ground and supply point for the Wolves.The Wolves have converted many of the airport's hangers into barracks.
Nag
Originally the town of Nag's Head, before the Great War, all that remains are some haggard houses, ancient store buildings, a single broken factory, and half of the original welcome sign. Known as the rest stop between the military town of Kill Devil Hills and the heavily populated town of Whalebone. A few traders and some of the less-social Wolves live here. The factory found here was a sister company to Giddy-Up Buttercup, and manufactured a few adult models for exotic retail sales before the Great War. Also home to the Bodie Lighthouse and the Hospital ( Outer Banks Hospital Pre-War ), both of which have been repaired and maintained as well as possible.
Whalebone
A town found at the intersection of Highway 12 and the only bridge to Manteo Island. Whalebone is where most of the inhabitants of the Banks live, Wolf or not. This is reflected by the tents and dwellings that cover the half a mile of and between the Atlantic Ocean and the Sounds. Makeshift catwalks and bridges run across the top of these homes, allowing people to get through the city without being lost in the maze of huts and ruins. Sometimes referred to as "Down Town" because Manteo and Whalebone are separated only by the bridge. It is also know as the general hub for trade on the Banks. many gun and weapon merchants have set up shop in Whalebone. Slaves are also sold here.
Outskirts of Whalebone
Manteo -
The capital city of the Wolves, and the largest area of ruins on the Outer Banks. Manteo occupies most of Roanoke Island. The southern half of Manteo City was referred to as Wanchese in the Old World. The two towns have become one since the Wolves reclaimed Roanoke six years ago. Although the Wolves have taken control over most of the ruins on the Banks, their base is found here. Sometimes referred to as "The Den" because it serves as the hub in which all the Wolven way of life revolves around, and is not to be confused with the unaffiliated town of Den on the other side of North America.
Both highways that bridged Manteo to the mainland of North Carolina have long since collapse in the region's harsh coastal storms. The only way to get to Roanoke Island is by boat, or an ancient highway bridge that connects Manteo to the rest of the Broken Banks, and the bridge ends near the town of Whalebone. A luxurious and well built (meaning that it is mostly intact) mansion sits in the center of Manteo, and this is where Darwin resides, as well as where The highest Wolves meet and conduct business.
Manteo as a city is filled with aging hotels, getaways, beach-houses, dusty stores, and a few industrial buildings. Generally, Manteo is home to most of the Wolves higher on the totem pole. The entire island has be garrisoned into a patchwork fort around the city, and a portion of their military assets are also found here. Whalebone is directly East (over the bridge) from Manteo.
Fort Raleigh & Elizabethan Gardens -
Dare County Airport -
Manteo Mansion -
The three level Mansion in Manteo is guarded heavily by Wolven soldiers and snipers. Darwin, Marilyn, Angel, and some of the highest ranking Wolves live here. A secret was buried underneath the mansion before the Great War.
The Complex -
The Complex is a series of industrial buildings and factories located on the east side of Manteo City. One of the few industrial areas on the Banks, much of their construction materials are manufactured here. This is also where the Wolves service their military boats, as the Complex has a few concrete docks and a flooded docking bay inside. Many of the cranes are operational, thanks to Wolven mechanics. They have been successful in repairing some of the Old-World machinery, and they use this area as their military construction base as well.
Stumpy Point -
A medium-sized settlement of swamp bandits and cutthroats live here. It is the only known settlement of hostiles to the Wolves that has not been purged from the region. Recently, a tribal group know as the Storm Troopers have taken up residence here, striking an uneasy truce with the local bandits and recruiting some of them to their cause. Stumpy Point is nestled in a cove, deep in the wetlands of North Carolina's coast. It is naturally protected from the frequent storms and explorers. Ruins of the former town still remain, and are used by the Bandits and the Storm Troopers.
Cape Hatteras -
The Southern-most Wolven territory. Cape Hatteras serves as the Wolves' southern defenses, and they utilize the Coast Guard base here. This barrier island is home only to Wolven soldiers, and civilians are forbidden to boat this far south.
The Kingdom of Camelot -
A settlement consisting of a fortress and a vault, located on an island southwest of the Broken Banks. The people of Camelot posses superior armor, and a self-sustained life style. Little is know about them, and they prefer to keep it that way,
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Section 4: Wildlife (Fauna) :
The Broken Banks have always been home to a diverse amount of life, but the nuclear apocalypse has sent the surviving creatures into evolutionary overdrive. The Broken Banks may have the most diverse amount of wildlife in the Wasteland. The ecosystem remains diverse as ever, but nearly every form of life found in the Banks has adapted to become vicious and predatory. The ecosystem here has survived the nuclear apocalypse, and it's creatures have adapted to their new, irradiated home. Carolina's coast is a dangerous place, and the swamps are usually avoided due to the hostile wildlife and insane, deformed locals.
The unofficial spokesman for the Nuclear Holocaust. The mutant cousin of the common cockroach has thrived in the Wasteland, and the Region of the Broken Banks has been no exception. The Wolves have spent years trying to exterminate them from the Banks, but RadRoaches can't resist the wet, humid conditions. They will eat anything that is alive or rotting, including people if they are hungry enough. They will bite you, and it will hurt.
Melee weapons work well against these insects if the attacker is fast. Wolves are often taught to kick them square in the face when they jump, as this usually smashes their heads in. If the insect survives your kick, it should be stunned long enough for you to stomp it's ass. Should one jump onto you, don't panic. Simply drop to the ground, using your own weight to crush the bug. Yes, you will be smelly and messy, but at least you won't be dancing around like a lunatic as it scuttles away from your hands and takes painful nibbles off of your exposed flesh.
Location: Found across the Broken Banks Region
Danger Level: Very Low, ( Low in groups )
Encounter Group: 1 - 12
A Radroach. If you've seen one, you've seen 'em all.
RadBeetles
[Mutant Chinese Beetles]
A wide as a basketball and as ugly as a Bloatfly, the Rad Beetles are common in North Carolina. These little monsters will eat just about anything they can sink their pointy mandibles into. Unfortunately, they are slow, and thus have become a major source of food for the region's various larger species. Although full of protein and minerals, these bugs taste disgusting and their guts smell horrible. When in danger they lift their shell and beat the wings loudly. Unfortunately, they are too heavy to use these wings for any other purpose. Can be found alone or in groups as large a twenty.
Location: Found across the Broken Banks Region
Danger Level: Very Low, ( Low in small groups, Moderate in large groups )
Encounter Group: 1 - 20
A RadBeetle. They're pesky, and they bite.
A variation of the Bloatfly and a mutation from an unknown species of Pre-War fly. They are commonly known as Bumble-Flies to the Wolves. Smaller than a common Bloatfly, but more agile and more aggressive. Like the Old World deer flies, these insects will bite humans if agitated or starving. Also unlike the common Bloatfly, Blackwater Flies cannot "shoot" spined larvae, but will attempt to shove a larvae under the skin of a suitable victim or corpse. They can be killed with bare hands, but are tricky to catch and often sting their attackers with larvae or bite them.
Blackwater Flies, along with Blackwater Leeches, Swamp Chicken, Ravens, and Carrion Gulls, are often found in areas with stagnant water or rotting corpses & vegetation.
Location: Found nearly everywhere in the Wetlands and Swamps.
Danger Level: Very Low
Encounter Group: 1 - 3
A Blackwater Fly, common in the humid wetlands.
Blackwater Wasps
[Mutant Wasps / Hornets]
The mutant wasps of the wetlands are commonly known as Blackwater Hornets, Blackwater Wasps, or just Wasps. They are believed to have grown considerably bigger than their ancestors due to the environmental radiation of Carolina's Swamps. Rarely travelling alone, these insects have a painful bite and a paralyzing sting.
These Wasps are rare along the coast, as they seem to dislike it's strong winds. They also seem to be drawn to rotting houses and overgrown ruins, preferring the shelter provided from the storms of the Broken Banks. If one accidentally stumbles upon the nest of a Wasp, run. These insects will attack anyone in close proximity to their larvae, but will not give chase far enough to leave their nests vulnerable to another intruder.
Location:
Danger Level: Moderate, ( Extreme in groups )
Encounter Group: 1 - 4
Blackwater Wasps, native to the wetlands of Carolina.
Sand Lions
[ Mutant Ant Lions ]
[ Mutant Ant Lions ]
The most dangerous insect on the Broken Banks, the Sand Lion is usually found in the various stretches of sand dunes across the coastal Banks. Mutant descendants of a beetle species that once naturally inhabited the coast, these monstrosities are as stealthy as they are deadly.
Sand Lion
Noose Weavers
[ Mutant Spiders ]
A descendant of the Pre-War Argiope Trifasciata (Species of Garden Spider) or Schizocosa Ocreata (Species of Wolf Spider), believed to be mutated from exposure to radioactive matter, like the Giant Ants found elsewhere in the Wasteland. This arachnid has grown much larger than it's harmless ancestors and has evolved with a few new hunting tactics since the Great War. The Noose Weaver got it's name from the noose-like strands of sticky silk it hangs from trees. If a person (or creature) manages to walk into one of these, the saliva and enzymes coating the silk bond with the prey. The spider will then make it's way to the tree and hoist the victim up in the air, preferring to have an advantage when it attacks Survivors who have been bitten by a Noose Weaver usually go blind from the toxins. Their silk is highly valuable, but dangerous to handle.
Location: Found in many coastal woodlands and wetlands with dense tree growth.
Danger Level: Extreme
Encounter Group: 1 - 3
A Noose Weaver, the most venomous creature on the Banks.
Blackwater Leeches
[ Mutant North-American Pond Leeches]
The mutant variation of the North American pond leech has grown twice it's original size, as well as developing appendages for gripping and squeezing. They will hold tightly to a swimming creature, sucking it's blood through a long, hollow tooth surround by many smaller teeth.
These are the reason why skinny dipping is just not done on the mainland. It has been noted that they feed only on mammal blood. If one is found in the swamp, there is sure to be dozens more around.
Location: Found in many slow moving or stagnant bodies of freshwater.
Danger Level: Very Low, ( Low in groups )
Encounter Group: 1 - 12
An adult Blackwater Leech.
Blueshell Mirelurks
[ Mutant Horseshoe / Blueshell Crabs ]
Found only in the Broken Banks region, these cousins of the common Mirelurk are smaller, and have an extra set of legs common among northern Mirelurk Hunters. These crabs will eat anything organic, including corpses. Their tender meat is an important part of the Wolves' and Natives' diets despite it's radiation, so many people hunt them daily. Blueshell eggs are also a favorite among Wolves for breakfast. These creatures mate and lay eggs around shipwrecks and docks.
Like the common Mirelurk, Blueshells are most vulnerable when attacked in the face. Unlike the common Mirelurk, Blueshells are smart enough to flee from a fight if the odds are not in their favor. If a lone human wanders into their nesting areas, they will attempt to eat them while disemboweling them at the same time. It's best to avoid groups of them.
Location: Found in the Pamlico and Albemarle sounds, as well as along the coastline.
Danger Level: Low, ( Moderate in groups )
Encounter Group: 2 - 12
A Blueshell Mirelurk commonly found on the Coast.
Ravens & Carrion Gulls
These two species of surviving birds compete along the region of the Banks. The gulls have retained their white color, but now will eat anything either dead or alive. They are much better swimmers than the Ravens, but few are found on the mainland. Corpses disappear quickly around the Broken Banks due to the many scavengers, these birds being the largest part. The Wolves and Natives of the Banks tolerate and even encourage these scavengers, because they often feed on the young of Blackwater Leeches, Radroaches, and Radbeetles.
Location: Found across the coastline. (Carrion Gull), Found across the mainland. (Raven)
Danger Level: Very Low, ( Moderate in large flocks )
Encounter Group: 1 - 200
Swamp Chicken
[Unknown Mutation]
Shortly after arriving on the Banks, the Wolves discovered a flightless bird that bobbed swiftly around the roots of the native swamp flora. These chubby little creatures navigated the wetlands expertly, and had developed a hooked "horn" above their beaks to dig for food or skewer prey. A mutant tongue allows the bird to pull food into it's mouth, something the horns and protrusions would make difficult otherwise. The creatures are host to multiple parasites and insects.
A Rad Chicken. Tastes better than it looks.
Yao-Guai
As the wilderness rises and the wetlands become shallow, these mutant bears can be found hunting occasionally. Identical to their cousins across the East Coast, Yao-Guai are not as common in the Broken Banks region. They usually stick to the dryer woodlands of Carolina, but will venture into the thriving wetlands for a meal. Wolf scouts have reported the possibility of a den nearby, but have not investigated.
Location: Found on the borders of the wetlands and in the Virginia's and Carolina's forests.
Danger Level: Extreme
Encounter Group: 1 - 2
An adult Yao Guai found commonly across the higher elevation of Virginia and North Carolina.
Swamp Ghouls usually travel in groups, and some can even still manage to growl single word sentences. Pretty much all of these ghouls are hostile to humans, and would rather eat you than have any attempt to communicate. A Swamp Ghoul will hiss loudly to alert nearby ghouls or your presence, as well as any other creature who happens to be nearby.
Location: Found throughout the Broken Banks region, usually in wetlands.
Danger Level: Low, ( Moderate in gangs )
Encounter Group: 1 - 8
A Swamp Ghoul, found throughout the Broken Banks.
Shamblers
[Mutant Humans]
These creatures have degenerated much worse than the native swamp folk. This is another creature who's origins cannot be pinpointed, but is believe to be spawned from F.E.V. Found in ruins, forests, and swamps, the abominations of nature are slow and very vulnerable to gunfire, as most of their organs are exposed. One theory for the existence of the Swamp Mutants, often called Shamblers, speculates a cross between an F.E.V. infection and highly irradiated swamp folk. They can only be found in groups deeper in the swamps, and this pattern has forced Darwin to forbid the Wolves from traveling into the most irradiated areas, fearing that a live strain of F.E.V. still exists there.
Location:
Danger Level: Low
Encounter Group: 1 - 2
A Shambler.
Feral Swamp Dogs
Also known as Blackwater Dogs to some wastelanders, these creatures owe their ancestry to the surviving dogs from the Great War. The run in small packs, having found their survival instincts awakened in the absence of mankind. Feral Dogs, or Hounds as they are more commonly called, have excellent hearing and smell. They have been known to hunt their prey all the way to the ocean, dragging them back into the wetlands when the creature hesitates to plunge into the salty waters. Their bloodline is so muddy now that these creatures barley resemble their ancestors, having been shaped into a new breed of hound by the world that came after.
The Jaws of the Swamp Hounds are very strong, capable of crushing human bone and rending flesh from it with little effort. They are not as swift as feral dogs of feral wolves, but have grown more muscular and stocky. These hounds are not to be confused with typical feral dogs, which are much less mutated, and can also be found scattered throughout the Banks.
Location: Found in the wetlands and swamps of Carolina and Virginia.
Danger Level: Moderate, ( Extreme in packs )
Encounter Group: 1 - 12
Feral Dog of the Wetlands, North Carolina / Virginia
Banks Centaur
[Unidentified Mutation]
[Unidentified Mutation]
The Centaurs found near the Broken Banks and scattered in Carolina are few and far between. The origin of these creatures is unknown, but they are called centaurs due to their vague semblance to the FEV mutations crawling around the rest of the Wasteland. Whether their origin contains human DNA has yet to be discovered, but most speculate their core origin is amphibian. Spiny, needle-like teeth protrude from their jaws and no eyes are found on their head. These creature have three to four fingers on each appendage, usually including an opposable thumb. Slimy, clear mucus can be found around their homes and on their bodies. Although aggressive, the Coastal Centaurs' soft skin seems to have little resistance to bullets. This weakness means they seldom cause a real problem for Wolves, Bandits, or well armed travelers. As a rule of thumb, however, Wolves don't enter subterranean ruins or caves whenever possible. Plus, they look weird, and freak people out.
Location: Rarely seen in dark, underground areas or the entrances to these areas.
Danger Level: Moderate
Encounter Group: 1
A Banks Centaur. This one was found in a large storm drain.
Swamp Thrashers
[Mutated Alligators]
[Mutated Alligators]
No one can say whether it was the irradiated waters of the Great Dismal Swamp or the F.E.V. that caused the massive reptiles to mutate long ago, but they have. Swamp Thrashers are even more deformed than the swamp folk who share their home. Some have been found with extra limbs or strange appendages. A few have been found with two heads. Generally, all Swamp Thrashers have mutated from their original forms, and a "pure" Thrasher has yet to be seen. Adults have been recorded to grow up to sixteen feet from head to tail. Thrashers of this size are rarely encountered, fortunately.
Hunting in the same way they did hundreds of years ago, Swamp Thrashers explode from the murky waters and snatch prey by surprise. Their jaws slam shut with amazing pressure, enough to kill most creatures instantly. One of the first Swamp Thrashers encountered by the Wolves badly damaged the leg of Darwin's power armor in a single bite, attempting to drag him into the murky swamp water and end his journey to the Banks. The creature was quickly killed by Alpha and the Wolves following Darwin, and it was cooked over a camp fire later that night.
Few people are able to kill them without heavy firepower, but the meat is highly valued among all the locals and the Wolves. A small group of Wolves use one of the few working boats to bring Swamp Thrashers from the wetlands to the Broken Banks daily. Their meat and hide (which is tough enough to stop small caliber bullets) have become a local commodity. Their hide is used more often than leather, and their meat is full of nutrition and heavy protein. (And radiation.)
Swamp folk tend to resent Swamp Thrashers, and have learned to ward them off without a fight in most circumstances. The Natives often tell stories around their cannibalistic camp fires of "Big Daddy", a Swamp Thrasher said to be thirty feet long from head to tail. No legitimate sightings of a gator this size have been recorded, however.
Location: Found in nearly every body of water in the wetlands and throughout the Virginia & Carolina swamps.
Danger Level: Extreme
Encounter Group: 1 - 3
A Swamp Thrasher that has mutated mildly, compared to some.
Death-Jaws
[Mutant Sharks]
[Mutant Sharks]
The most dangerous creature on the Broken Banks is undoubtedly the nightmarish Deathjaw. Darwin, leader of the Wolves, was the first person to document their existence beyond the mutant locals. ( He first encountered one under the Wright Brothers Bridge upon the Wolves arrival. )
These creatures, who are thought to be somehow mutated from the great white shark or tiger shark, have changed dramatically. Whether their existence was accidental or intentional is still a mystery, but Darwin's research has led the higher Wolves to believe they were man-made biological weapons. Likely due to a case of crossed genetics from the Forced Evolutionary Virus, these creatures somehow became bipedal, and have grown an aqualung that allows them to survive on land for short periods of time. They use this time to hunt.
Deathjaws are undisputed killers, but are equally capable of scavenging. Because of the increase in firefights on the Banks as of late, Deathjaws have began to hunt the area in increasing numbers, draw by the blood in the water. Like their ancestors, they can smell blood for over three miles in water and a quarter mile on land. Poor eyesight is made up for by sensitive skin and an staggeringly impressive sense of smell. They are far from quiet, but can run, swim, and attack with surprising speed. Thankfully, DeathJaws are a rare sight on the Banks and the firepower of the Wolves seems to keep them very cautious of the populated settlements. Although not quite bullet-proof, these monsters can close a distance of fifty yards in just over three seconds during their sprints, which makes escape nearly impossible. It has been documented that the teeth and jaws of a DeathJaw can shear metal in half and snap bones like twigs.
Location: They come out of the Atlantic Ocean onto the Banks, and return within minutes.
Danger Level: Extreme
Encounter Group: 1 - 6
The nightmarish DeathJaw. Few survive encounters with these abominations.
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Additional Ambiance & Environments
* Note: This guide is subject to change, as it is updated weekly.*
Version 2.2
Version 2.2