Irene's Decoy
Irene's Decoy is haunted, both figuratively haunted by the horrors and injustices of the past, and literally haunted by a vengeful spirit locals have taken to calling "Irene".
To the south and east, the District consists of broken suburbs dotted with safehouses and drug dens alike, all of them somehow finding a way to coexist in a landscape torn by the apocalypse. Or maybe they have more important issues to worry about than petty squabbles.
The woods up northwest dominate the landscape of the District, sharing a large portion of the border with West Rons. The trees here have seemingly adapted to the apocalypse, shedding their leaves and growing an excessive amount of branches, blocking sightlines and making it very difficult to navigate.
These woods are where Irene makes her home. Those who have ventured into the woods and return report seeing massive fissures in the earth, glowing with otherwordly light, and the very ground beneath them seems to undulate and ripple with living power. One doesn't get far before she shows up, a glowing blue apparition with a twisted frame and gaping mouth. Some travelers have claimed to see multiple ghosts, but it is very difficult to trust every the crazed may claim. Even less the possessed.
Irene's ghost clearly has a vendetta; every able-bodied individual she encounters will come back to society possessed with her spirit. She seems to spare children or the disabled, but most people come back with glowing eyes and a serious face, acting more aggressive to anyone getting in their way, and mumbling a short, repeated chant under their breath. 'Renies, as they've come to be called, are often shot on sight by the residents of the District.
Most people in the suburbs know to stay away from the woods, and out of the reach of Irene. But still, once every so often, she will be seen wandering the torn roads, looking for something. Or someone.
Demographics
There is a wide range of professions and individuals within the suburbs; druggies, merchants, medics, you name it. There is also a noted community of parents with children, either brave enough or stupid enough to raise new life within arm's reach of a ghostly monstrosity. The children of dead / possessed parents have a 50/50 chance of dying themselves or joining the Krab Kids.
Government
No formal government exists in this District. The suburbs are loosely defined, and the residents have come to a mutual understanding of their situation. The woods are a no-man's land. C-Breeze and the Lock in the north are controlled by whatever military or raider force is strong enough to hold on to it. At least, until Irene gets to them.
Defences
Irene's Decoy has relatively sparse defenses across its southern and western borders. A repurposed golf course to the north and little league baseball field to the south provide all the necessary defenses against the animals located in West Rons. An old highway interchange in the south serves as a lookout point with a decent view into Ron Dequois, but a relatively unnecessary one.
The vast majority of defenses exist up north, centered on the Lock at the top of the bay. Forward military forces (generally in excess of 50 individuals) are stationed on the lock, guarding the controls from any who would seek to release the mechanism. Reserve forces are located not far away, in the military center C-Breeze.
Industry & Trade
Merchants will often engage in trade between the citizens of Ron Dequois and Irene's Decoy, but they won't venture much further into the Rocpocalypse.
Infrastructure
The buildings in the suburbs have been patched up with spare planks and sheet metal, anything laying around in the rubble. Very few original structures exist.
To the north, past the stronghold of C-Breeze, lies a defining structure: a massive mechanical drawbridge system stationed on the Lock at the top of the bay. Long ago, a Maelstrom-influenced military force constructed this locking mechanism which, when active, will provide a land travel solution to the neighboring district of North Web, as well as stop the flow of water into and out of the bay. The Lock has been active for several years now, turning the water in the bay murky with sewage and Maelstrom corruption.
Another bridge used to exist to the south of the Lock, connecting this District to North Web. However, a large force of individuals possessed by Irene succeeded in planting explosives along this bridge and detonating it, cutting off merchant and transit access.
History
Whatever event or crime prompted the emergence of Irene probably happened before the world exploded, or so most people assume. But everyone agrees that the Maelstrom definitely plays a large role in her power. Her ghost is dressed in an exotic fashion that no one can really recognize, and she has been around since the very early days of the Maelstrom.
The suburbs were settled soon after the Rocpocalypse was formed, and initially saw some fighting and aggression between different factions. However, very quickly, these groups either killed each other out or recognized the much more serious danger in Irene, bringing the suburbs to their current passive and inert state.
Numerous military groups have risen and fallen over the years, all of them eventually taken down by an outside force, either from North Web or another District. These military groups consist of possessed individuals who survived long enough to get through the suburbs and arrive at C-Breeze. Irene knows a thing or two about military organization, apparently.
The Lock and drawbridge became a hotly contested location soon after the destruction of the southern transit bridge, another event orchestrated by Irene. With no viable option for traveling across the bay, North and South Web had to make the choice to either take the long route and travel all the way down through Fenfield to get to Ron Dequois, or fight for a chance to secure the lock. This struggle has been ongoing for years, North Web forces making up the bulk of the military power, but still unable to break through the possessed forces at the lock. C-Breeze proves to be a pivotal location, and no one is really sure just how many reinforcements are located there, or how quickly Irene is replenishing her possessed military.
Geography
The suburbs are relatively flat, marked only by occasional intact houses and numerous piles of rubble.
The woods are an unpredictable landscape, difficult to navigate due to thick foliage, large fissures in the ground, and constantly morphing ground topology.
Type
District
Population
400
Inhabitant Demonym
'Renies (those possessed by Irene)
Included Locations
Characters in Location
Related Reports (Secondary)
Hi! I just wanted to say that I included another sentence in the Demographics section that referenced the, "Krab Kids," gang I created. If I screwed up anything while editing this article (or if I violated some narrative tone / structure you put in place), please let me know!