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Scavenger drive

  • Writer: Adam
    Adam
  • Jul 28, 2018
  • 5 min read

The Independent States of Scavenger Drive

Routine is a funny thing. If something is repeated often enough eventually it becomes automatic. When the Old World broke down it was surprising what didn't change. After the end some people continued to get up every morning and go about their day. They got up, brushed their teeth and went to work the next day (assuming it was still standing). The people in charge of these businesses then had to find a way to deal with the new reality.

A successful example of the ones that adapted to this reality is an area known as Scavengers Drive. Before the fall it was a classic example of the Big Box store idea. A dozen or more large superstores placed next to suburbs and office buildings for easy shopping convenience. There have been quite a few changes since then but the area is still very much open for business. The various states, kingdoms, and collectives of the Drive have mostly worked together with one another. Each location has its own people and history dating back decades, each telling the story of how they took what remained and used it to survive. Each location has its own culture and heritage, its own weapons and strategies for survival. But individually any one of them could be swallowed by the wasteland at large. Only by banding together to repel outside threats and trade with one another can Scavenger Drive survive. This mutual agreement has stood for many years but as with all things divisions and conflict were bound to arise. Land disputes, rebellions, and lines of succession all threatened to destroy the careful balance of power. To avoid this the leaders of Scavenger Drive long ago devised a system to help prevent conflicts from spiraling out of control.

They created The Games. A series of brutal blood sports that serves a dual purpose. First to settle all grievances between the peoples of the Drive and second as brutal entertainment for the masses. The people of the Drive compete in teams or in individual events against one another to settle all manner of grievances. Most games are held on on the Drive itself to cheering crowds. Others are taken away from the Drive to be settled in more private “civilized“ matches on neutral territory.

Somehow the system works. Things for the most part remain peaceful on Scavenger Drive. Market stalls remain open, caravans pass through un-interrupted, people still get up every morning and go to work. Things are mostly normal, safe, and briefly disrupted by the brutal violence of The Games.

The Kingdom of Ent

Organization: Monarchy

Faction Type: Builder

The Kingdom of Ent stands firm against the Wasteland. Its high walls shielding its people from the outside world. What was once parking lots and lumber yards have been ripped up and turned to fertile fields and busy mills. It is ruled over from the office spire, by the grace of Head Office their Majesty the Regional Manager. The Mercer family line has ruled over the Kingdom of Ent since time immemorial. Handed the literal tools of their salvation by the Head Office the Mercer line has held firm against the hardships of this new world. Under their leadership Ent has endured hunger, drought, rebellion and even times of siege. Through careful stewardship and strict discipline the people of Ent have grown tough but wary of outsiders.

The kingdom is organized under a strict caste system. At the top you have the Regional Manager given final decision over all matters relating to the kingdom. Under them you have assistants to the Regional Manager, this role is normally filled by the sons and daughters of the

Regional Manager but has been filled by others in times of crisis. Under them you have the Supervisors who oversee the direct day to day operation of the kingdom and advise both the Assistants and Regional Manager in matters of the state in court. Under them you have the guards, watchful protectors of the kingdom. They maintain a strict defence of the kingdom and organize peasant militias when the the kingdom is brought into war. Under the guards are the various craftsmen and merchants of Ent. They produce and process goods before trading them with the surrounding factions. They also oversee the work performed by the floor staff. Floor staff are the absolute lowest caste in the system, their job is to plow and harvest crops, see to livestock and perform any other menial labour required in the kingdom. In exchange for protection and a safe place to stay the floor staff surrender their lives to the kingdom. Forbidden from leaving the kingdom, owning property, or even marrying without direct approval from a Supervisor

Under this system the Kingdom of Ent has stood against its competitors. Providing a steady flow of food and processed lumber to the surrounding factions. Brutal in execution and questionable in method none can argue that the direct rule of the Regional Manager is quick and efficient



Crazy Eddie’s Electronics Emporium

Organization: Mercenary company

Faction Type: Warrior

Crazy Eddie's is a shimmering neon example of the best the old world’s technology had to offer. Its glowing signs cast soft pink and purple hues into the night sky. A beacon of salvation for some and a warning to others. The emporium was once a simple outlet store for electronics and appliances. Selling and servicing the modern conveniences that made pre war life as easy as it was. They were also one of the first major retailers that offered service and sale of electronic limbs and other enhancements. In the decades after the bombs dropped it began to offer a different kind of service.

Crazy Eddie’s now operates as one of the most successful mercenary outfits on the Avalon. Staffed entirely by Analogs, these cybernetically enhanced warriors are known for their cold, calculated tactics and ruthless efficiency. If there’s something that's needs guarding or you want someone taken down a few pegs Eddie’s crew are the ones you call.

The only bug in the code would be Eddie himself. By means no longer understood Eddie was integrated into the store’s mainframe, becoming one with the store. From there Eddie can organize his mercs and maintain the various automated systems of the store. While his artificial components are expertly maintained there is only ever so much that can be done for the organic components. Every so many years a new analog must be plugged into the mainframe. Eddie’s digital consciousness then transfers to this new host body allowing Eddie to continue running the show. This transfer process was never perfected. Bits and pieces of the previous hosts still linger within the mainframe and have merged with Eddie. With each new host Eddie’s personality becomes more wild and unpredictable making him ever more deserving of the moniker Crazy Eddie. For now Eddie still remains king of his neon citadel, still executing his role as commander. The question is how long until the ghosts in the machine devour his mind for good?

 
 
 

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