You decide to follow the Coosa River south and hope to find another crossing, or at worst, just make it easily all the way to the Maritime Collective. You wind up having to make a large number of detours and backtracks over the entire route, finding ways around subsidiary rivers and locations. Eventually you are surprised to come across an intact and heavily guarded bridge. The guards welcome your free crossing over to their town, called Wetumpka. You pass over to the town without incident and find your way to an inn.
You are at the independent town of Wetumpka
Local merchants offer you the following for some of your gear:
Spoiler:
Frag Grenades: 200 Caps
Metal Armor: 2,000 Caps
Missile Launcher: 4,000 Caps
-Missiles: 200 Caps each
Pip-Boy: 2,000 Caps
Plasma Rifle: 2,500 Caps
-Plasma Cells: 100 Caps each
Well Crafted Spear: 200 Caps
Local merchants have the following useful goods for sale:
The town of Wetumpka is built around a fortified crossing of the Coosa River. Most of the walls and fortifications exist on the east bank, and it appears to be a very prosperous and large town. The buildings are all clearly built after the war and fairly well constructed for the most part. You are even surprised to see a large number of these structures are built out of wood or cement, rather than the piecemeal metal structures most wasteland communities use. The walls are well patrolled and at regular intervals, impressive looking siege weapons are placed, with old wreckage to be used as munitions. They appear to be well prepared for use, and you can see scars on the walls where past attackers had failed to take the town from its inhabitants.
I mean, the ferryman may not be as alone and unarmed as he might look.
EDIT: You see, travelling south has worked!
EDIT2: Option 1: wait to see if any merchant caravan stops by - such a crossing must be used by some trading companies. If nothing shows up, travel south-east to Louisville.
Let's wait for a trade caravan. There's no way such a city is not a stopping point for some caravans. Let's travel with them. It's safer and earns us money.
How does going north get around Georgia when you're trying to go to Universe City? Looking at a map, wouldn't that just make it so that there's more of the Badlands to go through? I mean seriously, you're only like 10 days away from the FRD if you go south.
We don't know the Sunshine Kingdom has fallen, I want to go through the GRD, then down to way cross, then down the coast through the former SK, avoiding Jacksonia, where we are still considered criminals.
How does going north get around Georgia when you're trying to go to Universe City? Looking at a map, wouldn't that just make it so that there's more of the Badlands to go through? I mean seriously, you're only like 10 days away from the FRD if you go south.
Ok, even if, despite what I said, none of the party members who would know about the Sunshine Kingdom told the Traveler, that logic still doesn't make sense. You'd still wind up traveling across most of the badlands to get up to New Nasacity and then through equally hostile lands in the GRD and RFR, before coming down through the worst of the badlands near Nahunta and Waycross. Elapsed time: 4-5 months
The alternate route would be just going south to the FRD, from where it's an easy trip to Newberry, and from there it's a day's train ride to Universe City. Elapsed time: 3-4 weeks, tops.
I beg you, guys. Pretty please with a cherry on top, let's wait for some caravan for 3 days. If it doesn't show up, just go south-east to Louisville. It's a safe town and it's close-by. And then FRD. And from there, we can still reach Universe City without crossing the Jacksonian border (even the old, pre-war border).
The night before leaving Wetumpka, you experience an unusual dream in which a disembodied voice repeatedly tells you to visit the Royal Archaeological Society. Unwilling to admit to yourself a desire to visit the New Nasacity, you remind yourself of your real destination, and leave the town, heading southeast. Luck seems to be with you and you head southeast without any issue, following a number of caravan routes to the town of Louisville. The town welcomes you in, as you take a break from the road.
You are at the independent town of Louisville
Local merchants offer to buy your goods:
Spoiler:
Frag Grenades: 200 Caps
Metal Armor: 2,000 Caps
Missile Launcher: 5,000 Caps
-Missiles: 200 Caps each
Pip-Boy: 2,000 Caps
Plasma Rifle: 2,000 Caps
-Plasma Cells: 100 Caps each
Well Crafted Spear: 200 Caps
Local merchants have the following goods for sale:
Spoiler:
9mm Pistol: 200 Caps
Hunting Rifle: 500 Caps
The town of Louisville is very well situated and fortified and the guards are highly alert towards any disturbances or intruders. Your entire party is searched when you reach the perimeter, and you voluntarily submit to that as soon as it becomes clear they will allow you to keep your weapons. The town itself has a large, reinforced wall, and pitfalls around it to prevent people from scaling the exterior. Inside the town there are both prewar and postwar buildings interspersed and constructed in typical wasteland fashion. There is some farming outside of the city, but for the most part, people tend to keep their own gardens for self-subsistence. There is a large compound in the center of town with a reinforced cement wall of its own, and you imagine that it must be a place of significant importance.
1. Look around town for any work that could be found. 3 Days
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