NOMADS

Freedom and movement — no walls, no mesh, no city that calls you patient.

Default Disposition

0

Watchful

Territories

2

zones

Named Leaders

5

Tier-1 NPCs

Key Features

5

mechanics

Overview

A camp-based community living at the wasteland edge of the city's jurisdiction. Never meshed, never registered. Nomads have survived three Helixion retrieval sweeps by moving before each one arrives. Elder Neva leads through genuine consensus. Sura maintains an analog communication network between camps. Wren — eight years old, never heard the mesh — asks questions the adults forgot to ask. Finch, a Helixion defector sheltered reluctantly by the camp, carries the game's most critical intelligence about the Broadcast Tower timeline.

Territory

The Fringe (Z04)Fringe Nomads (Z05)

Key Personnel

NevaElder (consensus authority)
SuraSignal Operator
NixBorder Scout
WrenThe Child (catalyst NPC)
FinchHelixion Defector (sheltered)

Economy

SCRIP-primary. Barter-heavy. Analog only — no mesh transactions, no CREDS preferred. The camp trades salvage, clean water, and safe passage for supplies. Sable's Fringe market is the primary interface between nomads and outside traders.

Gameplay Mechanics

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Only faction with zero Helixion mesh presence

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Finch carries the Broadcast Tower mass-overwrite timeline — endgame critical intel

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Wren's innocent questions mechanically reframe mesh normalisation

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D9 drone overflights increasing — Nix has seen them; hasn't told Neva yet

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Harming Wren results in permanent loss of all Nomad disposition