The wastes
Summary
The wastes are a harsh, inhospitable region at the edge of civilized settlements in the campaign world. New Smoke is positioned at the extreme edge of habitable territory, described as "basically as far into the wastes as a place wants to be," sitting directly on the edge of this hazardous territory. The wastes are characterized by glittering spires—ruins of advanced pre-existing civilization that shine in the distance, visible from approximately half a day's journey from New Smoke. These ruins contain valuable scrap and pre-apocalypse technology that can be scavenged, making the wastes both dangerous and economically important. The roads through the wastes are monster-infested and require armed escorts for safe passage.
The wastes support the economy of frontier settlements through the collection of scrap materials. New Smoke's main industry involves collecting junk from the wasteland and melting it down into usable materials, making the harsh environment a source of livelihood despite its dangers.
Description
The wastes are characterized by their hostility to human habitation and their monster-infested roads. The region manifests on the horizon as glittering spires—the remains of structures from before that catch the light, creating a shining effect visible from a considerable distance. These structures suggest a civilization of significant advancement, with buildings that retain their reflective or metallic qualities despite their ruined state. The environment contains remnants of pre-apocalypse civilization in the form of scrap and technology that can be salvaged.
The environment is dangerous enough that settlements are reluctant to establish themselves too deeply into the territory, with New Smoke representing the furthest extent that civilization dares to reach. The roads through the wastes require armed escorts due to the presence of monsters, making travel through the region a hazardous undertaking that commands premium rates for protection services.
History
Session 4
In Session 4, the wastes are established as both the destination and the economic foundation of New Smoke. The party discusses traveling through the dangerous region to reach the settlement, with specific attention paid to the fact that the roads are monster-infested. The dangerous nature of travel is underscored by negotiations over payment for escort services along these routes, with a rate of 54 coins per day being discussed.
The wastes' role in the local economy is explained through New Smoke's primary industry: "Their main industry is basically collecting scrap and junk from the wasteland and then melting it down into usable materials." This establishes the wastes as more than simply an obstacle—they are a resource zone that makes frontier settlement economically viable despite the environmental hazards.
Session 6
During meditation in the pumpkin field, Vasso and Safia observe an eagle in the distance. Their attention is drawn to the horizon where they can see the glittering spires marking the wastes' edge. The realization that they are now close enough to see the wastes—roughly half a day from New Smoke—creates a sinking feeling for Safia. The GM notes that Safia has previous experience with the wastes and that "it's not a very fun place for Safiya to be near." The first visual confirmation of the wastes' proximity serves as a harbinger of the challenges ahead as the party continues their approach to New Smoke.
Notable Features
- Glittering spires — Ruins of pre-existing structures that shine and glitter in the distance, visible from half a day's journey away, suggesting a civilization of considerable technological or architectural advancement
- Monster-infested roads — Travel routes through the wastes require armed escorts and command high daily rates for protection
- Scrap deposits — Contains valuable pre-apocalypse technology and materials that can be collected and processed
- Economic resource — Provides the raw materials for New Smoke's primary industry through scavenging operations
- Settlement boundary — Represents the practical limit of how far into hostile territory communities will establish themselves