Leastview Maul
Leastview Maul was, at one point, just another old world center. It had food, drink, guns, and nick-knacks aplenty. It suffered the same fate as every other old world center; mass looting, gang conflict, and innocents dying in the crossfire. Nowadays it's a much messier and much calmer place, but it holds an unknown yet sinister grip over its parent district.
Some time ago, in a well-lit backroom (now called the “Terrarium”), the mind plant started to grow. Absolutely no one knows how or why it started to grow, but it had one thing most plants lack; a direct connection to the Maelstrom. Given the Maelstrom fog that had enveloped South Pitts, the mind plant used the Maelstrom to its full capabilities. The plant spread its spores into and across the Maelstrom fog, changing how the fog affected the remaining residents of South Pitts. Having become part hallucinogenic, part stimulant, and all relaxant, the fog created a shared vision of a pre-apocalypse world that had no negatives whatsoever. This dangerous fog is what South Pitts is known for now.
Seemingly knowing that a group of drugged-up humans wouldn't offer it much in terms of safety, the mind plant excluded some candidates. It let 23 people grow an immunity to the psychoactive effects of the altered Maelstrom fog to instead be partway influenced to protect the district from outsiders and to protect the mind plant itself. These unique 23 survivors became The Handlers, agents of the mind plant that enforce the blissful ignorance of the other South Pitts residents and do what must be done to protect the mind plant.
The first thing each Handler did once they grew their tolerance was to travel to Leastview Maul. Once there they began stockpiling food and water, boarded up all the entrances, and collecting every weapon they could find. Not even the handlers are sure who thought of the name, “Leastview,” but the later part of, “Maul,” was suggested by one of the younger Handlers after he had realized that the weapons rooms had enough battlements to equip an army of biker gangs.
Demographics
When the Handlers aren't meeting, the Maul appears abandoned. All of the entrances are boarded up, but that's it. Overturned stalls, rotting wall panels, and overgrown moss are a dime a dozen. The only noticeable life is small reptiles and insects.
During a meeting, things get more lively. After securing the perimeter and dealing with any rift-raft, the Handlers have a classical feast. They catch up with each other, share any stories they have, and start hooting 'n' hollering if they're particularity jazzed. With how much they act like regular people, it's easy to forget that they're being forced against their wills. Once that's over, two groups start patrolling the Maul while every other Handler talk in the mind plant terrarium about the problems they're having. After several hours of debate, the meeting is adjourned and the Handlers return to their designated areas.
Government
The most governing event that occurs in the Maul is when the Handlers can't decide on how to tackle a problem. The best suggestions are fielded and then voted upon by everyone in the terrarium. Once a vote is decided, then the group moves on to the next issue. Ultimately the mind plant has the final say, but it's not quite a talkative participant.
Defences
When unoccupied, the Maul doesn't have any defences. It's so far into the South Pitts that there is no need for an active patrol. The boarded-up entrances are enough to dissuade the deluded residents away from the building. The locks on the weapons room, stockpiles rooms, and mind plant terrarium make sure the more insane residents don't cause any trouble.
During meetings, the Maul becomes armed to the teeth. Two patrolling squads of Handlers given any combination of firearms make regular rounds across the Maul every 30 minutes. If any conflict does break out, all the Handlers come out and surround the intruders within minutes. If one Handler is too much to deal with, you don't wanna piss off all of them.
Industry & Trade
Not applicable.
Infrastructure
It's a mall in the post-apocalypse. Shops have been ransacked, stalls have been overturned, and every wall has some part damaged or rotting off. Even the skylight domes have been damaged, whether that be not having glass in them or their metal frames having collapsed decades ago. There are clear pathways from every part of the mall, but they include minuscule detours around standing water and tipped shelving units.
Assets
- Any weapon you want. Baseball bats, billy clubs, butcher knives, brass knuckles, curved swords, metal darts, spiked flails, various grenades, sturdy hatchets, and authentic katanas are on the table. Guns? There are so many guns. The Handlers are prepared for war. That also means they've got it all locked up, so the average idiot (or unwanted intruders) can't get their grubby hands on it.
- Stockpiles of food and water. A lot of it is either canned or bottled, so it's safe to consume and doesn't require any prep work. It could last the Handlers a good few months, provided they ration it carefully. For a crew of a half-dozen people? It could last nearly a year. Don't get your hopes up; these stockpiles are locked up too.
Guilds and Factions
- The Handlers. While being controlled to various degrees by the mind plant, the Handlers are the ones who execute the suggestions and make it happen.
History
- 2021 - Hell on Earth begins. Leastview Maul is ransacked quickly.
- 20?? - The mind plant appears in Leastview Maul and spreads its spores across the local Maelstrom fog.
- 2056 - The mind plant has spread its delusional spores across almost the entirety of South Pitts. 23 ordinary people have been chosen to be the Handlers and they attend quarterly meetings held at the Leastview Maul.
Alternative Name(s)
The Maul
Type
Outpost / Base
Population
0 normally, 23 during meetings
Inhabitant Demonym
Handlers
Location under
Owning Organization
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