THIS IS A PLACE HOLDER. ADDITIONAL DETAILS WILL BE REQUIRED
Background note: In this campaign, Traverse City (aka “TC, or “The City”) provides an opportunity for a different “style” of play. Players can involve themselves in the intrigue between the City’s political/economic/military powers.
The City is a trading hub for Lake Michigan. Everyone comes to TC. Everyone buys and sells. Shipmen (of course), Truckers, Slavers, Wanderers and many others sell their goods and services. Wines and fruits are the main agricultural exports, but the city also has a strong manufacturing sector.
At first glance, Maxwell’s Militia has the greatest amount of power. The Overlord’s son is “Sheriff” and his M1 tanks have the most visible power. The MM could close the port, or stop food coming into the city at any time. However, that would remove all value from the city.
The Sheriff – Maxwell’s Militia
The Lawmen – A group that traces its ancestry back to Michigan’s Department of Natural Resources (and still call themselves “Conservation Officers”)
The Academy – Great Lakes Maritime Academy. The Lakers’ university
The Medics – Medical professionals operating out of the old Munson Medical Center. Emdees, with surprising links to Breeders and Inquisitors
The Lunar Convent – Psionic Nuns
The Vintners – Merchants in wine, spirits, maple syrup and other luxury foods
Power Workers – the people who run the power stations and maintain the power transmission infrastructure