City of Cartoons
The City of Cartoons has existed since Pre-War times. While much of the city today is in ruins, it is still highly occupied. It might not have the millions of residents it had in the Old World, but it still retains that largest population of any settlement in the entire Taebur region, a number that measures in the hundreds of thousands. It sits at the confluence of the Red, White, and Blue Rivers.
The City of Cartoons is divided into 12 distinct suburbs and several other surrounding regions. The suburbs are of various different sizes, wealths, and even cultures. Most suburbs self-govern (although a couple have no government at all), but they also contribute to the governance of the City of Cartoons as a whole. Depending on the suburb, residents may consider themselves members of the suburb first or the City of Cartoons first.
Each suburb has its own separate write-up. See the sidebar at right for a list of the suburbs and links to each article. Notable locations in the City of Cartoons that are not part of a single suburb are listed below.
Government
The City of Cartoons is governed by a council made up of the leaders of each of the suburbs (those that have a political leader). The heads of the richest corporations and families are allowed a spot on the council as well, supposedly only as advisors. However, even though they are not allowed to vote, they hold enough power to intimidate voting members into voting the way they want. In the end, the City of Cartoons is ruled by the rich and powerful.Deadlands
The Deadlands are a region stretching between Kala and Soba and extending south of both suburbs. They are called this because virtually nothing lives there--not people, not animals, mutants, insects, flora, or anything else. It's not entirely lifeless. A lone shrub or lost bird might be encountered, but these are few and far between. What makes the Deadlands particularly odd is that there is no apparent reason why nothing lives there. It is perfectly possible to travel through the Deadlands. Indeed, it's actually safer than just about anywhere else in Taebur. The land is not radioactive, there are no mutagens, nothing. The ground is fertile, and it is possible to grow crops there, but for various reasons, they never last long. People have, on occasion, tried to settle in the Deadlands. When this happens, their attempts eventually fail due to various completely natural reasons. They might experience a drought, which wipes out their crops and forces them to leave, or the settlers themselves might die from a perfectly ordinary disease. When this happens can vary. Sometimes, it's after only a few months. Sometimes, it's after several years. Some people might even live their whole lives in the Deadlands and die of old age. Yet on these occasions, they either have no children to carry on after them, or their children move away, not wanting to remain there. In either case, the outcome is the same: the Deadlands remain empty of occupants. While there might not be anything living there, that doesn't mean the Deadlands are completely empty. There are the ruins of the Old Word as well as the remains of other attempts to settle there. Some people believe the ruins hold ancient treasures, but little is ever found there. In all likelihood, any treasures that were once there have long since been found and taken.Great Desert
This is the eastern extent of the massive desert that covers northern Taebur and most of the north of the continent. Immediately north of Om and near the Red River, there are numerous ruins of Old World cities, built in a time when the land was fertile and the river water safe.Happy Hunting Grounds
The "Happy" in Happy Hunting Grounds refers to the creatures that reside there. They are quite happy to hunt the unfortunate souls who enter the area. Stretching from southeast Nort into northwest Jerry, this tangled jungle is full of all manner of monstrosities, including vicious mutant plants that can swallow people whole. Some residents of Om and Momma consider it a sport to hunt in the Happy Hunting Grounds. Some of the richest residents offer immense, extravagant prizes to any big game hunter who can bring back a kill from the Happy Hunting Grounds. While some take them up on the offer, they rarely have to pay out because almost no one returns successful. Creatures residing in the Happy Hunting Grounds rarely come out. However, it's not entirely unknown, so residents of Nort and Jerry keep a close eye on the edges of the jungle. They also do this to keep track of its increasing size. The jungle is steadily growing a few dozen metres every year.Killing Grounds
Ask any Toon what the Killing Grounds are like, and they'll tell you, "Like the Happy Hunting Grounds, only worse." This swampy patch of jungle stretches along the east bank of the Red River for about 12 km north of Nort. It is the only place where there is extensive flora growing near the Red River, and not surprisingly, the plants growing there are deadly, mutant monstrosities, quite capable of devouring animal life with little effort. The animal life living in the Killing Grounds is just as dangerous and deadly as the plants, perhaps more so since it manages to survive alongside the deadly flora. These creatures sometimes wander out of the Killing Grounds into Nort or even crossing the river into Om. This usually causes great panic. Om can bring military might against them, but even this usually only succeeds in driving them away, not killing them outright. Residents of Nort just hide until the creatures grow bored and return to the Killing Grounds.Contents
Inhabitant Demonym
Toon
Location under
City of Cartoons
Community Type: ConglomerateSuburbs: Alsun, Durma, Gab, Jerry, Kala, Momma, Nadir, Nort, Om, Silent Toons, Soba, University
Population Level: 10 (273,675 adults)
Force: 15 (+2)
Mobility: 11 (+0)
Resilience: 13 (+1)
Learning: 13 (+1)
Awareness: 14 (+2)
Command: 12 (+1)
Wealth: 88
Reputation Bonus: +39
Skills: Computer Use (data and operation systems) (6) +18, Computer Use (artificial intelligence) (5) +17, Computer Use (biotech systems) (1) +9, Craft (chemical) (1) +11, Craft (electronic) (1) +13, Craft (mechanical) (9) +33, Craft (metalworking) (9) +29, Craft (nanotech) (3) +11, Craft (pharmaceuticals) (5) +17, Craft (structural) (8) +32, Craft (textiles) (5) +21, Craft (visual arts) (1) +11, Craft (writing) (1) +11, Demolitions (2) +9, Diplomacy (10) +30, Handle Animal (9) +23, Intimidate (10) +49, Investigate (3) +8, Knowledge (art) (1) +9, Knowledge (behavioural sciences) (1) +13, Knowledge (business) (5) +19, Knowledge (earth and life sciences) (1) +15, Knowledge (gossip) (4) +24, Knowledge (history) (5) +34, Knowledge (physical sciences) (1) +13, Knowledge (politics) (5) +19, Knowledge (streetwise) (10) +34, Knowledge (tactics) (3) +19, Knowledge (technology: advanced) (1) +19, Knowledge (technology: archaic) (4) +30, Knowledge (technology: nanotech) (1) +11, Knowledge (technology: Pre-War) (4) +28, Knowledge (theology and philosophy) (3) +21, Linguistics (1) +19, Perception (8) +27, Perform (act) (4) +14, Perform (dance) (4) +14, Perform (keyboard instruments) (4) +16, Perform (percussion instruments) (4) +16, Perform (sing) (4) +16, Perform (stand-up) (4) +14, Perform (storytelling) (4) +14, Perform (stringed instruments) (4) +16, Perform (wind instruments) (4) +16, Profession (9) +34, Repair (5) +23, Research (6) +16, Sense Motive (4) +17, Survival (10) +27, Treat Injury (5) +24
Feats: Advanced Communications (x5), Advanced Engineering, Advanced Farming, Advanced Manufacturing (x3), Archaic Engineering (x6), Archaic Farming (x3), Archaic Manufacturing (x4), Archaic Vehicles (x3), Archaic Weaponsmithing (x4), Automated Defences (Om), Basic Fortifications (Durma, Nort), Biotech Usage, Builder (mechanical, structural) (x2), Caves, Educated (history, streetwise), Educated (Knowledge (technology: advanced), Knowledge (technology: nanotech), Electricity Generation (x5), Fertile, Heavy Fortifications (Durma), Hospital, Infamous (x4), Influential, Library, Medical Expert (x2), Moderate Fortifications (Durma), Nanotech Usage (x2), Pre-War Electricity Generation (x4), Pre-War Engineering (x6), Pre-War Vehicles (x2), Pre-War Weaponsmithing (x3), Psychic Advisors (Silent Toons), Psychic Shielding (Silent Toons), Renown, Ruins (x5), Shipyard (x2), Stockpile (x3), Surgery, Synthetic Repair, Tower (Durma), University, Wagon Train, Windfall
Benefits: Characters cannot have an allegiance to the entire City of Cartoons. They must take an allegiance to a suburb instead.