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
Key Personnel
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
Only faction with zero Helixion mesh presence
Finch carries the Broadcast Tower mass-overwrite timeline — endgame critical intel
Wren's innocent questions mechanically reframe mesh normalisation
D9 drone overflights increasing — Nix has seen them; hasn't told Neva yet
Harming Wren results in permanent loss of all Nomad disposition