YOUR WORLD
is a feral scattering of tribal camps who survived the Great Flood.
For the first time in ten years, the dark waters are receding and liberating new pathways back to your lost City.
Like the other High Camps, you are ready.
You built a special fleet of trucks to traverse the terrain and return your people back home.
Home, if you can remember it.
That is the treasure.
That is what you must find. And Reclaim.
Do you remember our shining City?
It was a place where all of us lived in peace, for a time.
Every year, the flood waters came, then retreated as they always do.
Then one year, the waters came closer. And the next year, closer.
They advanced without retreat.
When the dark waters finally consumed the heart of our city, we gave a name to the tragedy that came for us - the Great Flood.
TRIBE BLUE
The Guild of Architects were the first to recognize the danger. They built the first High Camp, Terra Arcis, many years before the dark waters reached the city center. They left first and escaped the trauma and bloodshed of the Evacuation Protocol. They also hoarded the majority of the City's resources and technologies in their refuge. The Guild has master plans to build a new city landscape dedicated to their vision of a re-formatted society of scholarly rule - where you are either an educated citizen with social standing, or an unprivileged brick to be built upon.
TRIBE RED
The Raj Khan were the political kingmakers of the city. They created the Evacuation Protocol as a distraction for the masses while they secretly escaped the city with hoards of key currencies and commodities. As veteran negotiators with a deep network of alliances and political favors, they coerced the Guild to build them a sanctuary which rose to prominence as the second High Camp, Palatium. They will ruthlessly pursue the re-establishment of their Red Banner with immovable tiers of wealth - or servitude - over a new city.
TRIBE GREEN
The City Defense Corps were collections of skilled citizens mobilized by the Raj Khan to execute the Evacuation Protocol. Organized by utilitarian ranks and specializations, the CDC were the heroes who saved innumerable lives from the dark waters and established the third high refuge, Anfa Camp. They also bear the scars of the final departure when plans of an orderly evacuation turned into a nightmare of violent escape - while never forgetting the betrayal of the Raj Khan. Their mortal oath is to rebuild the city for the true citizens of service and sacrifice - with the courthouse as their centerpiece to deliver justice and punishment to the rest.
TRIBE GREY
The Serr Asa were the diehard citydwellers who stayed to the bitter end until the dark waters nearly drowned them. Their stubborn unity turned into gang warfare during a cut-throat final escape. The sins of that era still haunted them as they hastily built the final High Camp, Le Spire, where the omnipresent color of grey serves as a reminder of the ashes of their former lives. Battle-hardened with salvaged equipment, the Serr Asa prospered by creating a virtuous system of interwoven allegiances and debts among the competing gang families. The first day without rain is their prophecy and a sign of ultimate salvation - a return to the city to bury the dead and birth a new world under their strict religious laws.
Atmosphere
Drylands is a climate change apocalypse. Outside of the rare, stable ecosystems where the Tribes founded their Camps, the general environment is an ever-changing hellstorm of shifting sand dunes, muddy downpours, parched dirt ravines, flash floods, and rocky cliffs.
The Trucks
To traverse this world, you need a nimble 4x4 that can skim over loose sand, power through stormy floodwaters, get quickly unstuck from swampy patches, and navigate up and down sleer slopes. Critical Mods are a front grill designed to punch through the elements, a stage-light grid on the roof to illuminate the sandstorm darkness, loads of supplies and spare tires, and a cargo bay to haul-away treasures. And if you encounter your tribal rivals, you need to be ready to run - or fight!
Battles
Like ancient naval battles, your truck is your ship and every fight is a dangerous dance of inflicting more damage on your opponent than you take yourself. Winners glide away undented while losers are rammed off cliffs, rear-ended into trenches, driven-over, or shredded into metal chunks during catastrophic rollovers.
Be the first to Find – and Rebuild – your CITY.
Or risk the forever loss of your tribal virtues to your Rivals.
Guild of Architects
"Azuro"
High Camp
Terra Arcis
Leadership
The Council
Creed
Science Sustains Us
Economy
Precious Metals
Energy Reserves
[Gems]
Raj Khan
"The Princelings"
High Camp
Palatium
Leadership
The Khanett
Creed
Bloodline is Destiny
Economy
Royal Currency
Family Banks
[Dinars]
City Defense Corps
"Ver-Dey"
High Camp
Anfa Camp
Leadership
League of Captains
Creed
In Valor There is Hope
Economy
Barter System
Assurances
[Slips]
Serr Asa
"The Asani"
High Camp
Le Spire
Leadership
Les Victors
Creed
To The Strongest
Economy
Crypto Notes
Gamblers Paradise
[Tokens]