Wedgeward

Known as a haven of survivors and raiders, scientists and the occult, sheep and leaders: Wedgeward has it all. Forming out of the ruins of the old world, born in the blood of gang wars that still flow in the sewers beneath, Wedgeward is a chaotic place. Chaotic, yet perfectly in order at the same time.   You can find almost anything you need in the many markets and workshops that exist throughout the district. Trade Caravans from Yeast Ave and The Brights flow from their respective directions through the maintained roads and toll gates. Seedy traders and organized merchant groups both exist, selling their wares next to each other in settlements.   Wedgeward's many factions and gangs dominate a delicate political structure that manages the district's survival. Through tradings and dealings, blood sacrifices, slave trade, and completing errands for each other, the gangs maintain a semblance of peace. Each faction, can be traced back to the origin of only a few gangs that existed in the past. But this history is lost and all of them claim to be unique and unrelated. Yet one can see their tribal sigils and war chants be clearly related.   In the North-East, a great wall has been erected to guard from the Infinite Loop. In nearby settlements a faction of Brainers study the maelstrom from the safety of Wedgeward's walls. A few brave the journey and travel to The Infinite Loop itself to see what they can find.   The district is divided by the East and West sides of the rivers. The majority of the factions and gangs exist on the West, with the East being dominated by the Royal Library and a few smaller gangs that handle the borders of that side of the district.   It is unknown exactly what is happening within The Royal Library, other than the trade that occurs from them with the rest of the district, it remains isolated. They supply hi-tech gear and medicines and because of that most of the gangs leave them alone. A few in the past tried to infiltrate only to be never seen again.   Nearby The Royal Library, the cemetery keeps the old world dead. Or alive. Rumors of undead and evil creatures roaming the old mount creeps into the ears and minds of every Warden. Many are too afraid to even check what is there, except for those who are from the West and are explorers.   Many people here live comfortable lives, comfortable for the apocalypse at least. Through smart trade deals, an abundance of necessary gear and supplies, and a strong military presence, Wedgeward has grown extremely rare. Yet it all sits on a weak foundation, where one wrong move in a trade deal, or an old grudge never healed, can destroy an entire faction in the process.   Some days in Wedgeward one may feel like the apocalypse never happened, on other days, a swift reminder is dealt by an axe to the spine or a bullet to the back of your skull letting you know that things are still not all well in this world.

Demographics

Extremely diverse, the old neighborhoods of the past have maintained their diverse origins. The west is notably wealthier than the east side. The west is made up of doctors, soldiers, scientists, and mechanics. While the east is traders, explorers, and guides. No one in Wedgeward is treated better based on skin color, gender, etc. In Wedgeward the only thing that matters is what skills, or gear, you bring to the table.

Government

A grouping of factions form a small council of leaders when needed. Most times this is to deal with the relations with other districts, notably The Infinite Loop, The Brights, Henry Etta's West, Yeast Ave, and Get High Falls. This council is made up of warlords, scientists, and merchants. Each one the respective leader of the many factions within. The total number of council members changes often, as factions rise and fall, merge, or get outright obliterated.   The council comes together to deal with the maelstrom presence in The Infinite Loop; trade with The Brights and Yeast Ave; and to deal with the rivalry with Henry Etta's West to the south, yet usually The Royal Library sends a representative to explain that they will deal with it themselves. The Council seems to always comply whenever The Royal Library sends a member, it is rare to even meet someone from there.   Otherwise, when not needed to act as one, the factions rule independently of each other, acting like a feudal kingdom with many competing lords.

Defences

Large groups of gangs turned militias, some more professional soldiers make up some factions forces. A large wall in the northeast with mounted guns and armed guards. Patrolling mercenaries guard the streets and toll gates.

Industry & Trade

Trades between both sides of the district occur on the pedestrian bridge. Skulls of bad dealings in the past hang on lampposts to remind both sides to play fair. Blood still stains the ground from the past. A small group maintains the peace as a third party here, playing both sides.   Major trade relations with The Brights and Yeast Ave. They provide food and trade goods, while Wedgeward provides military support and medicine. On the major highways Wedgeward holds toll gates to manage the many trade caravans moving from one district to the next.

Infrastructure

Major settlements dot the district. They have hospitals, schools, makeshift military compounds, market plazas, gateways, and walls. The pedestrian bridge and some harbors live on the banks of the river. To the north east a large wall has been erected to protect from the Infinite Loop.

Guilds and Factions

The gangs of the past have reformed into small functioning militias and local governments. Each one distinct in appearance. Banners and sigils mark territories of each faction. Most finding headquarters in a old school, church, or hospital. They trade amongst themselves and have settled most of their old debts and blood feuds. Yet the peace lies on fragile ground that can be upset by old grudges never fully healed. Each faction supplies a need, whether it be medical supplies or armed guards, they all have a use.   Neighborhoods form their own factions but come together unified under one banner when needed, an elected council to settle district wide issues. Often, it is to deal with the Infinite Loop on it's north-eastern border. A large border wall protects the district there, mounted guns and guards patrol the wall, organized by the local government. A large gathering of Brainers situate themselves here, hoping to learn of the secrets of the maelstrom nearby.

History

Wedgeward was initially a chaotic mess of gang wars and tragedies. It took a massive amount of work from various leaders of these gangs to stop the fighting and form defensive pacts. Over time it calmed down as other districts also rose in power and trade was able to settle many disagreements. The district finds itself allied with The Brights and Yeast Ave.   To the South, relations with Henry Ettas West is shattered. On the border a no-mans-land has been declared, the bodies still lying there from the last conflict.

Geography

The river cuts through this populous district separating it into two distinct sides. A large pedestrian bridge still stands, held up by makeshift repairs crafted by the districts residents, it bridges the gap of the river. On the west, the sites of the old world still find function and use here. Hospitals and clinics dot the district, harboring old hi-tech medical supplies. Schools serve as fortified bunkers and headquarters of the reformed gangs patrolling the streets. Churches and chapels have been converted to house the poor and sick. The rot and decay of the apocalypse, found primarily at the edges of the district, also fills in the gaps between outposts and settlements. Parks have outgrown their old fences and their tendrils of vegetation grip onto the structures nearby. Forest and home are often one and the same. A healthy amount of vegetation has taken over most of the old homes, but where there are people it has been cut down enough to allow both people and forest to live together. Trips from one neighborhood to the other often requires protection from outlying raiders who still find themselves as rogues.   On the east, A large old-world cemetery finds itself neighbored with the Royal Library. Tales of undead and dark tidings creep out of the old graveyard. Streaks of lightning dart out from the Infinite Loop, striking into the cemetery. Often fires can be seen there, burning through the little vegetation that is left on the decrepit haunted hill. Chants can be heard echoing throughout the empty streets, a chill descending down the spines of any listeners.   Not many settlements exist on this side of the river, the majority of the area dominated by the Royal Library and the cemetery. The few that do find themselves in small hovels and groupings of refurbished houses. It is much damper here on this side of the river, and the sun never seems to shine as bright as on the west side of the river. Flooding has plagued this area throughout, forcing the residents to build raised structures and bridges crossing the roofs. They maintain a sense of livelihood by acting as the first liaisons to The Brights' traders and also Yeast Ave's merchants. Some residents also act as intrepid explorers, going through the ruins of the area looking for old hi-tech gear and weapons.
Alternative Name(s)
The Wedge, Ward, Wedgie
Type
District
Population
Large, most settlements consist of at least 200 people. The east is notably smaller in population, with the largest settlement being around 30 people.
Inhabitant Demonym
Wardens, Wardie's as a derogatory
Characters in Location

Articles under Wedgeward


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