THE PARISH

Community survival and mutual aid — help because someone has to, not because it changes anything.

Default Disposition

+2

Welcoming

Territories

2

zones

Named Leaders

5

Tier-1 NPCs

Key Features

5

mechanics

Overview

A survivor community built in the drainage tunnels beneath the city. The Parish shelters escapees from Helixion programs, refugees from the outer blocks, and anyone the surface has discarded. Elder Doss — a former test subject from the earliest cohort — leads through consensus. Resources are scarce and genuine: the water filtration is failing, the medical supplies are running out, and more people arrive each week. The Parish is the game's starting faction for most players.

Territory

Drainage Nexus (Z08)Residential Blocks (Z02)

Key Personnel

DossParish Elder (former test subject)
MaraArms Dealer and Quartermaster
ColeField Medic
AshGate Guard, The Drop
ScrapsTunnel Rat Leader

Economy

SCRIP-primary, resource-limited. Mara's workshop trades in weapons and repairs. Ketch (Freemarket) operates here as fence. The Parish doesn't sell — it redistributes. Players earn standing through supply runs, medical aid, and scavenging.

Gameplay Mechanics

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Starting location for most player archetypes

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Water filtration system under pressure — supply quest hook

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Cole the medic: stabilise (not operate) — serious cases go to Iron Bloom

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Bioluminescent fungus lighting — no power grid dependency

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Ketch's Freemarket presence creates faction tension in home turf