Welcome to the second part of my Pit Babe novel commentary aka "hey this isn't so ba---wait where's Babe's sudden daddy kink even coming from??"
And I try (oh my god do I try). 🤡
I'm now at chapter 10, trying to pace myself because the (auto-translated) translation I'm reading is apparently a WIP. I'm on the edge of my seat. The plot is beginning to thicken.
Previously, Charlie was being sus and Babe was catching feelings, but most importantly there was a lot of pwp and very little racing.
Now there's more racing. Babe even brings Charlie (he still has to wear a mask and a hat) but gets too distracted by his presence (he's apparently addicting enough to kiss through the mask) and promptly forgets to check his car before the race (even though Charlie warns him against it but such is the power of scent - or lack of scent in this case. I don't even know anymore - neither does Babe but at some point Charlie states that's he's now in an alpha rut which I suppose means exactly what it says on the tin).
But, oh no! Babe runs into trouble during the race. He loses the lead and his car gets increasingly difficult to control until it crashes and bursts into flames. But it's okay, Babe jumps out of the driving car just in the nick of time (have you ever seen a supercar outfitted for racing? It's difficult enough to climb into one - funny how I'm apparently okay with omegaverse shenanigans but I draw the line at wonky motorsports physics 🤣).
Anyway, the track marshals are doing a really shit job because somehow they 1. let Charlie on the track to singlehandedly try and rescue Babe and 2. they also completely miss that Babe has literally jumped ship car and is lying on the track. He ends up with a broken wrist and a sprained knee (or was it the other way around? anyway, he's wearing several casts) which means he won't be able to finish the season and lose the title of King (all because he was too horny to check his car... but yeah also apparently it was sabotage ¯\_(ツ)_/¯ ).
So much for the racing part.
Babe needs weeks to heal so naturally he needs Charlie to pamper and feed him and dick him down several times a day but what else is new. No offence to the the dicking down part but ugh I hate this trope. Maybe it's just because I dislike the dynamics but I don't like the way Babe is taking on more and more cliché omega traits. If I have to read one more time about how much smaller he is (or about his "rounded" hips... are you ok google translate?)...
Oh, and btw. There are omegas in this! Charlie gets flirted at by one (which Babe absolutely hates) and he does have a scent and all. Later, when Charlie is busy being extremely sus again he meets up with a childhood friend, Jeff (Pon's character in the series is called Jeff - oh. oh no...), and if I'm not mistaken he's an omega as well. Jeff cautions Charlie against being with Babe and displeasing his father (which also seems to be Jeff's father? Dude sure has a lots of adoptive kids...) but Charlie argues that he knows what he's doing and he doesn't want to stop anyway.
Later on he tells the exact same thing to his (adoptive?) father, and why do I get the feeling that this might be the same father Babe mentioned earlier when he was telling a feverish Charlie a story to get him to sleep:
In his story, Babe mentions how when he was very small he used to go hungry every day because his mum was out of the picture and his father didn't even make enough money bring food to the table. One day the hunger was so bad that he passed out and woke up in the hospital where a stranger told him he'd be his new family. With little choice in the matter, Babe accepted and went on to spend the rest of his childhood well-cared for and in elite schools etc. That is, until he turned (presumably...) 18 and discovered that his father didn't adopt him out of the kindness of his heart but for ulterior motives that Babe doesn't explain any further because at that point Charlie has fallen asleep.
So yeah, what are the odds that Babe's "father" and Charlie's father are the same person (no spoilers, please)? Because if so then... that's disturbing, especially since Charlie's father seems to want Charlie to lure Babe back home. I mean, Charlie seems to have his own plans but it's not like his father throws him out after their secret meeting. Sus, very sus.
Meanwhile, Babe is slowly losing his heightened senses (the novel doesn't mention it yet but I'm pretty sure this is Charlie's doing) but he doesn't seem to mind because he's too busy falling in love. There's a lovely scene where Charlie and he spend the night stargazing, and this is when Babe realises that something's different because usually his heart only beats this fast when he thinks about racing (lmao).
Cue to them not having sex for a week because Babe feels like he's going crazy.
Meanwhile, it's been decided that Charlie will finish Babe's racing season for him because ¯\_(ツ)_/¯ and I'm sure he'll win the title too because he's Charlie, alphaest of alphas. Or something.
So one night Babe officially introduces him to the rest of team X-Hunter (and curiously Sonic and North seem to be racers in the novel as well) but things go awry when Babe is too busy fooling around with Way (no you cannot be affectionate with a male friend in a BL novel it is forbidden!!). Charlie and Babe argue and proceed to ignore each other for the rest of the night until they make up (and out) during the official X-Hunter sleepover (with Way and another poor dude sleeping in the same room).
They're polite enough to seek out the indoor pool (this isn't even their house - have you no shame?) and talk it out. And by talk it out I mean there's an inappropriate amount of daddy-calling and Little Mermaid jokes. This is where Charlie claims Babe. Yes, there's knotting (I think? like I said, I'm not axactly an expert and auto-translate is a bit vague, bless its little AI heart). Charlie threatens (I'm sure it's all meant very lovingly 🤡) to impregnate Babe if there's no other way to show others that he's his. To which Babe replies that that's impossible anway.
It's impossible, right? Right??
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Hi so me being me I've decided to hyperanalyze the conversation Qrow and Raven had in Higanbana practically line by line bcus I have Many Thoughts and this is the best way I can think of to get them all out. If you can't tell I'm absolutely obsessed with these two. Btw.
Thanks to the RWBY wiki for providing transcripts for every episode, otherwise I definitely would have missed smth despite having just watched this scene recently lol
I put it under the read more for easier scrolling due to how long this post got!
I immediately noticed smth in the very first lines of the interaction:
Raven: "Hello, brother."
Qrow: "...Raven."
You'll notice throughout the whole conversation that Raven never calls Qrow by his name, only condescendingly referring to him as "brother" this one time and never calling him anything else. Meanwhile, Qrow directly refers to Raven a total of three times throughout the conversation, and only one doesn't call Raven by her name (which we'll get to shortly)
On the other hand, Qrow doesn't bother with even so much as a greeting beyond simply stating Raven's name
It's different ways of communicating their distance. While Raven holds her relationship with Qrow over his head — never once, even outside of this scene, does she call him "brother" with affection iirc, only derision and condescension — Qrow doesn't seem to rly know how to greet her. He hesitates before saying her name and approaching her, as if trying to assess the situation before acting
Qrow: "So, what do you want?"
Raven: "A girl can't just catch up with her family?"
Qrow: "She can, but you're not. Now how 'bout we get on with it? Unless you plan on keeping these [drinks] comin'."
Again, Raven seems to bring up her familial ties with Qrow as a tactic to get him to do what she wants — in this case, stick around to talk to her despite him not seeming to rly want to. Frankly, it feels manipulative. We're gonna put a pin in this for now and come back to it in just a moment
Additionally, Qrow already knows that Raven's not just here for a friendly chat between two siblings, and sees right thru her facade that it is. Raven is here bcus she wants smth from him. But interestingly, it is Raven in V5 that says, in an almost frustrated/disappointed tone, "Family. Only coming around when they need something." There's another pin; keep both in mind
Raven: "Does she have it?"
Qrow: "...Did you know Yang lost her arm?"
Raven: "That's not—"
Qrow: "Rhetorical question, I know you know. It's just obnoxious that you'd bring up family and then carry on like your own daughter doesn't exist."
Raven: "I saved her."
Qrow: "Once. Because that was your rule, right? Real 'Mom of the Year' material, sis."
Qrow dodges Raven's question about the Relic and instead brings up her hypocrisy in how she treats family. And it's a good point. Here she is lording her siblingship with Qrow over his head while simultaneously defending and upholding her rule that she is only obligated to help her own daughter a single time. Another pinpoint on our little conspiracy board
Also, here's the one time in this conversation Qrow refers to Raven as "sis". Like Raven's use of "brother", Qrow's use of "sis" is very pointed and with intent. But it's not to manipulate Raven, it's a snarky jab meant to rly hammer home Qrow's point
Raven: "I told you Beacon would fall, and it did. I told you Ozpin would fail, and he has. Now you tell me. Does. Salem. Have it?"
Qrow: "I thought you weren't interested in all of that."
Raven: "I just want to know what we are up against."
Qrow: "And which 'we' are you referring to?"
A few things of note here. At some point in the past, Raven expressed an outright disinterest in Ozpin's inner circle, at least to Qrow. Qrow also feels excluded in the "we" Raven mentions being against Salem. To me, there seems to be a distinct possibility here that it wasn't that Raven felt personally disinterested in Ozpin's operations, but that she somehow felt excluded and feigned a lack of interest in order to protect herself. An idea that is further supported in my eyes by the following dialogue:
Qrow: "You should come back, Raven. The only way we'd beat her is by working together. All of us."
Raven: "You're the one who left. The tribe raised us, and you turned your back on them."
Qrow: "They were killers and thieves."
Raven: "They were your family."
Qrow: "You have a very skewed perception of that word."
And there it is. Raven's problem is laid out here for us, loud and clear: She feels like she was the one abandoned, not the one running away. She says it outright! "You're the one who left." To her, Qrow is the traitor, the one who left their family behind. If you ask Qrow (or, for that matter, Tai, Yang, and even Summer based on the scene in V9), it's the opposite
Bcus they have different definitions of family
Another thing to pin (I promise this will all become clear soon)
Raven: "I lead our people now. And as leader, I will do everything in my power to ensure our survival."
Qrow: "I saw. The people of Shion saw, too."
Raven: "The weak die. The strong live. Those are the rules."
Qrow: "Well, you've certainly got someone strong on your side. I've seen the damage."
Raven: "We couldn't have known the Grimm would set in as quickly as they did."
Qrow: "I'm not talking about the Grimm. And I'm not talking about you, either."
Notice Raven's shift from "the tribe" to "our people". More of that guilt tripping!
Additionally, Raven is *obsessed* with rules. One save. The weak die, the strong live. Raven lives and breathes rules, even seemingly arbitrary ones. Guess what this is? Another pin!
Raven: "If you don't know where the Relic is, then we have nothing left to talk about."
Qrow: "I don't know where the Spring Maiden is, either, but if you do, I need you to tell me."
Raven: "And why would I do that?"
Qrow: "Because without her, we're all going to die."
Raven: "...And which 'we' are you referring to?"
Qrow's "either" here implies that he also doesn't know where the Crown of Choice is, which is... interesting. He's one of Ozpin's closest lieutenants, and is in the dark on where Beacon's Relic is? Wherever it is, it is such a closely kept secret that even Ozpin's best spy doesn't know where it is (maybe so that in the event Qrow gets captured by Salem he can't be forced into giving her the information?)
Meanwhile, Raven's "And why would I [tell you]?" implies that she does know who the Spring Maiden is (obviously. Raven's the Spring Maiden lol) but refuses to disclose to Qrow
A lantern sputters out after Qrow says "Without [Spring] we're all going to die." Now, I genuinely can't remember if this is headcanon or canon, but iirc Misfortune seems to act up when Qrow's upset. He's clearly tired of this little game of dancing around topics that Raven's been playing with him
And once again, Raven indicates a feeling of exclusion from Qrow's life in the iconic final line. She gets the final word in before leaving
We've finally reached the end of the conversation. Now what does all of this tell us?
And here is where all of those pins I wrote down are relevant. As I mentioned, the twins view family very differently
Qrow's view is pretty obvious: he views family as the ppl in his life who matter most to him. Unlike Raven, he does not view the tribe as family despite the fact that they raised him, disgustedly referring to them as "killers and thieves". It's implied that he was, in fact, neglected and/or likely abused by the Branwen tribe, saying in V6C4, "No one wanted me... I was cursed..." further explaining his distaste for them. Furthermore, despite not being related to Ruby by blood, they clearly consider one another family throughout the series, and he even seems closer to her than he seems to his niece who's actually blood related to him (I personally headcanon that he keeps more of a distance from Yang bcus she reminds him too much of Raven, who he feels abandoned and hurt by, but that's neither here nor there). Bloodlines and debts are secondary compared to loyalty, if they're considered at all. He is obviously furious that Raven only insists on saving Yang once and never directly interacting with her beyond that, despite Raven constantly guilting Qrow over abandoning his so-called "family" of the tribe. And yet. And yet. He still offers Raven a place back in his life, even if only to unite against Salem
Raven's view, to me, has been an enigma for a while. But after hyperanalyzing this conversation, after noting down all of those points of interest, I feel like I've finally cracked the code. Raven views family as an obligation, an exchange that always has an ulterior motive behind it. She seeks out Qrow only bcus she desires smth from him despite showing distaste when someone does the same to her; condescendingly calls Qrow "brother" more than his actual name and calls the tribe their "family" to try guilting him into doing what she wants; and feels fierce loyalty to the tribe but barely interacts with her daughter, only seeming to count one of the two as true family. She views the concept of family with cynicism and seems to feel an obligation to the tribe, as if she "owes" them for raising her
I think the two's perceptions of what defines family are all to do with the way the tribe treated both of them. This crosses a bit into headcanon territory, but as you can see by the above quotes and analysis, I rly don't think I'm just making it up entirely
As I already mentioned, I think it's implied that the Branwen tribe neglected/abused Qrow. In fact, we could probably blame their treatment of him for the deep self-loathing he has due to his "cursed" Semblance. But what about Raven?
Well, it's simple: I think she was abused, too, just in a different way. While Qrow was likely shown and told on a consistent basis that he was unwanted, unloved, undeserving of good things, Raven may have been shown and told she was wanted, loved, and deserving of good things... if she did what the tribe told her. If she repaid them for raising her and her brother, for being her "family". The way she uses her familial ties with Qrow as almost blackmail may be exactly the way the tribe treated her. Her obsession with following rules may stem from the fact that she had to follow the rules the tribe set for her in order to be accepted and deemed worth smth
As for her distance from Yang... honestly, I wonder if Raven is aware that Yang deserves better and keeps her distance as her way of doing that. When Summer confronts Raven in the V9 scene, Raven says, "...You're better at that life. Better than I was." She seems to have a fear and insecurity about being a good family member, a good mother, and maybe that's why she fled. Maybe she was scared of being like her abusers due to how she emulates them as a self-preservation tactic in so many other ways. Not entirely sure about this point tho
And I think too this is why the twins don't rly understand one another. They may have been unaware of the different ways in which the other was treated. Qrow, constantly unwanted and loathed, can't understand why Raven sticks around with the tribe; Raven, who obeyed the tribe and, in doing so, garnered enough of their favor to even eventually become leader, can't understand why Qrow can't just be "good", earn respect, and stay
This dissonance between the two experiences may also be completely intentional on the part of the tribe; abusers will often eliminate their targets' support systems in order to make them completely reliant on the abuser, so it's highly likely that the wedge was intentionally driven between the two siblings so that they could not find support in one another. This would also tie into why the twins seem to feel excluded from one another's lives and abandoned by one another: bcus they were made to feel that way by their common abusers, and did nothing to challenge these assumptions bcus they saw no reason to — and only seemed to keep proving one another right if they did
Which rly has some disturbing implications about how the Branwen tribe works. Like, do they just pick orphaned kids up off the street and abuse them into being perfect little bandits, molded to be of the greatest possible use and discarded if they're deemed worthless? Plus Qrow says his Semblance is how he got his name, which implies that the tribe also renames the kids they scoop up (possibly as a form of control or a way to make sure they can't be tracked down by any remaining family)? Plus there's the whole thing where Qrow and Raven were originally sent to Beacon to learn how to kill Huntsmen, which carries with it the implication that the Branwen tribe grooms literal orphan children into becoming stone-hearted murderers? What. The heck.
And if I'm right, if the Branwen tribe is that severely abusive, then like... wow, no wonder Qrow and Raven are Like That. They're both very deeply hurt people expressing it in different ways
I was considering adding their conversation at the Battle of Haven to this post, but I think that would be better as its own thing. Also I haven't gotten there on my rewatch yet so I may miss some details if I try to analyze it rn; it's better to wait overall methinks
But I have reached the point of my rewatch where we see Weiss and Whitley interact, and I think it would be very efficient to sum up what Qrow and Raven's relationship seems to be by using those siblings as a point of reference. Qrow = Weiss, actively trying to break free from and fight back against their abusers in different ways, while Raven = Whitley, continuing to do as their abusers want and have wanted as a method of self-preservation. Only, unlike Weiss and Whitley, Qrow and Raven have yet to come to a point where they can understand one another. I think that's a good way to briefly summarize the uh. Absolutely massive post this is.
In conclusion, I may have cracked the majority of the Branwen twins' pre-Beacon backstory purely by hyperanalyzing a single conversation. Oopsies
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(Tech's Annotated) Map of The Zones
There is an official/presumably canon map that was created and circulated around the time of the music videos (viewable here). However, after playing around in this sandbox it quickly feels deeply and entirely too small (the city only around 3 miles across, and then around 15 miles from the city to the edge of the zones — it's simply not enough space) for all of the madness going on inside of it. So here's the headcanon/blog canon version of things!
The zones of the west coast center over Battery City, and are roughly 300 miles in diameter, making for over 30,000 square miles of potentially habitable ground.
Note: "Old world" locations visible purely for irl reference, the city names wouldn't still be in wide use or marked on an official map. The annotations are approximations in some cases, based on info I got from people who made up the locations — if it belongs to you and you're thinking 'hey that's not where that is' please let me know! I will scooch.
I absolutely recommend opening this in another tab for better viewing, as it is massive and maybe slightly unreadable at tumblr dimensions. (Oops.)
The roads -some old, some new- are generally passable, but many are very rough. Detours are common as the desert, and killjoys, shift obstacles around. Moving straight east from the city, it would take a person about 5 days to get to the edge of zone 06 on foot, 1-2 days on a bike, 6-8 hours by motorized vehicle, and less than 2 hours by helicopter. Since Better Living patrols are almost never moving in a direct line unless they're hunting specific quarry, they tend to pack heavy, and take multi-day or multi-week patrols that sweep the zones, looking for 'rescues' to make and hostile settlements to squash. There are also a number of Better Living outposts in the inner zones: permanent encampments where employees are left to watch over particularly desirable or troublesome locations, such as the robotic dumping grounds in southern zone 02, and the borders of the annex.
A lot of the livable area is characterized as desert or steppe, partly due to the regions natural inclinations, partly due to the environmental devastation wrought by the wars. To the west and south, the old coastline now marks the start of the salt flats: empty stretches of ground that end at the current coastline some miles out from where it once was, turning the former channel islands into a spattering of rocky, mountain-esqe outcrops surrounded by hard, packed earth too salty to bear much life. Many settlements and travelers prefer the north and east, where the terrain protected some of the valleys and so echoes of the forests and other natural resources remain — as well as echoes of the wildlife. To the south(east), conditions start dry and get drier, providing massive challenge to anyone who doesn't know the way to carve out safety and make use of the weather.
BATTERY CITY
Ten miles in diameter, closed off by a barrier wall with fixed entry points, all of which are heavily monitored.
Battery City is a self-contained and somewhat* self-sufficient city. In the early days -before they built the walls- the plan was always to expand, crawl outward and establish a new world from the rubble of the old. However, conflict with early rebels led to the division of city from 'zones', and the heads of the corporation at the time chose a ten mile diameter to lock behind their main wall. Largely prevented from expanding and lacking the room for urban sprawl, the city has gone vertical to keep up with the demands of its population. Buildings and entire block levels extend both up and down, in sky scrapers as well as some subterranean levels (the latter of which are mostly used for synthetic farming and detainment.) Rather than divide by production, the city is designed so that, in the event of failure or invasion, no one zone of it can be commandeered to cut off the rest. Factories and power plants are interspersed with dwellings and other means of production, and the divides dictate the city's class system more than occupation. The outer wall is dozens of feet thick; the only roads in and out are tunnels guarded around the clock by S/C/A/R/E/C/R/O/W task force. For more detailed city notes [I will make another post which I will come back and link here.]
It can be easy for things to seem small, with the city so dwarfed by the zones as it is on this map, but the city inside the wall alone covers roughly 320 square miles of land [compared to L.A. (503), New York (469) or Chicago (234)] and hundreds of thousands (if not millions) of people live in Battery City. Many of them are descendant of people who never left, and the walls went up around them; many others migrated there, in out of the wild and destruction. Of the three remaining (official) settlements in the US, Battery City has the largest civilian population.
*Battery City does do its own farming, but is supplemented by resources from Fort FISK and the Fishery, another Better Living establishment in the southern US. In a crisis situation where FISK was unable to send supplies, the city could sustain without lifestyle changes for approximately five years.
ZONE 01
Ten mile wide band around the city, marked and separated from the other zones by a series of border walls and fences. Regularly patrolled.
There are many buildings, most of them crumbling, that were once urban sprawl and the suburbs. Thanks to the city's tampering with the weather, zone 01 shares most of the benefits, and can rely on slightly lower temperatures, regular safe rainfall, and even a four-season year (while the outer zones tend to have more like two seasons, dry and wet.)
Despite the city's attempts to section it off from the other zones, 01's borders aren't secure, and a small number of killjoys regularly move through the wreckage of the area. These are the most hostile and often least recognized killjoys — extremists even by the standards of arguably violent killjoy culture. They launch attacks on the city, the walls and patrols and citizens alike, and keep the rubble of the suburbs too unstable for the city to continue to expand. Many die young and unrecognized.
Zone 01 also contains the city's two expansions, as acquired in 2020: the Neon District and the Annex. The Annex is largely agricultural in nature, a proto-version of the much smaller greenhouses the city tried to establish in later years. The Neon District is an expansion of the outer city, mostly containing civilian dwelling. Where once the slums and Neon were the same, now the slums are at least inside the main wall, and Neon has become adjacent to the city. Neon houses almost exclusively registered neutrals, many of whom commute into the city to do undesirable jobs for low pay. On BL/ind paperwork, the Neon District is both a neighborhood in the zones and the expanded dwelling, but among citizens, the Neon District "Slums" of the city and the district's expansion, "Neon", are different places entirely. [Also more details for this in the city post.]
ZONE 02
Fifteen mile wide band around zone 01, marked off in some places by (often unmaintained) border fences. Regularly patrolled.
As in zone 01, what remains of the old world's sprawling boroughs make up most of the landmarks, though here in zone 02 they're less stable. More spread out, and prone to one day shaking apart for no entirely clear reason. The landscape begins to shift in the north and northeast, turning hilly. The city's weather control effects taper off within this zone, so that the inside mirrors a lot of zone 01's weather, while the outer sections reflect more of the desert. Overall, the two often clash, and weather in zone 02 changes at the drop of a hat. It's rarely dangerous in and of itself (typically no acid rain or poisonous fogs) but the speed and frequency of the changes make attempts to travel through and settle in zone 02.... interesting.
Scattered around zone 02, amidst the crumbling infrastructure, there are both Better Living outposts, where patrols sent out from the city stop or bed down, as well as some more permanent installments. The unlucky are sometimes shipped out for a few weeks at a time to man these watch points, such as the Better Living building that overlooks the robotics dumping ground south of the city, just beyond the old coastline. Just as equally, there are killjoy encampments dotted across the zone, populated like a forward front, often taking in anyone who manages to escape the city, and serving as an early warning system to the rest of the zones. Zone 02 is often considered a "buffer" zone: too chaotic for the city to really want it, but too valuable to leave untouched — too controlled and close for the killjoys to claim it, but too dangerous to let it be absorbed. Thusly, it sits as something of a no-man's land, and is arguably the most dangerous part of crossing the zones in either direction.
That is, it's the most likely place to get killed by a person in the name of the grand conflict, anyhow.
ZONE 03
Twenty mile wide band around zone 02. Occasionally patrolled.
Many of the old buildings are gone, dusted away by the bombs of the wars or scorched up by the fires or crumbled away in the time since. Those left are the most sturdy, or else the ones rebuilt by dedicated zone dwellers. There's a few old neighborhoods, but mostly things aren't so closely or neatly laid out as the old-world neighborhoods used to be. Weather takes a turn for heat and dust and desperation: desert standard from here out.
As the beginning of proper killjoy territory, zone 03 is the most densely populated, and what most people think of when they're imagining the chaos of large groups and the vibrant party scene. Despite a decent number of permanent settlements, Better Living patrols don't sweep though very often, in part because they almost never find any actual killjoys, only the signs of life. (The rest, because it's simply too large and push back is too strong for the company to dedicate the resources to trying to lock it down.) Rebels living in 03 are heavily interconnected, and experts at avoiding patrols. With a whole system of bells and whistles and warning phrases, entire trading grounds empty in minutes ahead of patrol warnings only to go right back to their dealings the moment the coast is clear.
Popular destinations include Tommy Chow Mein's place, an old motel repurposed into a trading market in the east, Regal Riotess's Battlegrounds, a sparring and entertainment venue in the north, and the Hyper Thrust, a club and musical venue to the south. The Sun Sandbox, a music and event venue famous for its reflective quality, shines out in the east here. Many other traders center themselves in 03, coordinating into pop-up markets or setting up more permanent locations -such as the Wind Stop on the fence to the northeast- as killjoy movements across the zone support or demand.
ZONE 04
Twenty-five mile wide band around zone 03. Rarely patrolled.
Another fairly populated zone, though things spread out as the terrain and crumbling structures demand and groups become more distinguished. Drier, often flatter terrain means dust storms pick up in frequency here, and, though rainfall is typically sparse, flash floods run the risk of sweeping straight over things without much obstacle when they pour down out of the ridges in the northwest.
As opposed to the tight-knit nest network of zone 03, groups in zone 04 tend to be more distinct from and less trusting of each other. Turf disputes aren't entirely uncommon, though conflicting groups usually prefer boxing rings (one 'champion' from either crew battling it out) over all out brawls. Growing distances between settlements means radio contact becomes more important. It's thought, though it hasn't been proven, that Dr. Death runs the WKIL out of zone 04. Better Living patrols only ever cross into zone 04 if they're on the hunt for a specific target, and as such they're usually more hunting parties (colloquial "murders") than route 'patrol' parties.
04 houses a diverse mix of groups and locations: the infamous Fabulous Four's Diner sits to the north, while in the east a neutral settlement, Jasper, has planted their roots into an old lake bed. There's a little less of the party scene here, but it includes the Fuck You!!!! House, an establishment that promises bloodshed every evening, one way or another, and out in the flats there's Electric Starlight, part bar for their regulars who dwell around the old Channel Islands, part destination venue for the massive rave-like parties and shows that take place there as often as can be put together by the owner.
ZONE 05
Thirty mile wide band around zone 04. No patrol schedule.
Ambient radiation levels are a touch higher in zone 05, and pockets of danger exist that travelers and those trying to tame the outer zones should be wary of. Rainfall also takes a turn for the worst, as it becomes more common for it to be toxic to consume and/or cause burns to exposed skin from this point further (a happening not impossible but more rare, in the inner zones.)
To go with growing environmental dangers, there's a sharp drop-off in cooperation around this zone too. Groups tend to be less generous with their supplies, and while the waves remain a vital tool for communication and keeping ahead of things, crews that come face to face aren't likely to trust each other very much, if at all. The stakes are simply too high, the margin for error too narrow. Bad news is all too common: contract killers and more radical groups are easier to find, and easier to bump into.
Somewhere near or perhaps even within the Dead Zone to the northeast, a particularly vile and violent group of DESTROYA worshipers has set up permanent residence. They journey out from whatever base they have to attack others, city and zones alike, without prejudice. They're known to descend on churches or shrines of other desert deities with greater regularity and more demonstrative end results, but won't say no to fucking anyone up just for fun. The wise give them a wide berth, and heavily vet individuals who might only be posing as lost and looking for help...
ZONE 06
Thirty-five mile wide band around zone 05. No patrol schedule.
Sights include sprawling vistas of desert skies and plenty of odd happenings, but not much else goes on in 06 on the regular. The terrain gets tougher, less tame and more churned apart by the wars and the rattling of the ground since. Radiation ticks up a little higher, and the places where it really clings will have an unwary journeyer dizzy and good-as-dead before they can even guess what's going on. It's easy to stumble into a gruesome death, out here.
Many zone dwellers don't go this far. Those who do are often the spiritual (or crazy) type, drawn by the odd sightings and phenomena such as lights in the sky, voices in the air, and landmarks that move. Any of it may or may not be real, depending on which story gets told and who is doing the telling. The other dustkids who travel through 06 are typically only there to pass along messages:
Several churches to various zone deities are tucked away here and there, ready to welcome the lost or, in the case of the unmanned shrines, offerings to the likes of Papa Sol and the Phoenix Witch. The mailbox sits in a little valley due east, and marks the outside border of the zones — "the end of the world".
ZONE 07
Isolated location also called The Anomaly located in the western quadrant.
Plopped down on the coast like something that crawled up out of the ocean and gave up on trying to walk across the flats, 07 is a mystery of a thing. It is consistently drenched in heavy fog no matter the surrounding weather. On approach, the ground quickly gives way to a soggy, sticky mess typically found in bogs or marshes, and it's presumed the ground within the fog cloud is the same.
Presumed, because no one goes into 07. No one who wants to return, anyway. Even Better Living has stopped sending investigative probes, manned or otherwise. The readings never make it out, and the people only rarely do, and only do so greatly changed. Often, reduced to vague shadows of their former selves, or else entirely delusional, sometimes even violent.
The superstitious types often refer to zone 07 as 'the mist', 'the veil', or 'the thin place', believing it to be a location where the world of the dead comes into contact with the living. This rumor is largely fueled by the human-like shadows often seen in the mist. Whether they are spirits or simply shadows or something else entirely, no one can say.
Pursuing answers in the matter of what, exactly, 07 is never ends well.
ZONE SEVEN
An approximate 'safe' band of 5-10 miles around zone six.
So named because the city had already designated the anomaly on the coast as "zone 07", meaning that killjoys could refer to something by that name and it wouldn't immediately set off any alarms. This zone seven is mapped almost exclusively by word of mouth, it does not feature on Better Living maps ((it's only on this one for visual aid)), and is rarely written down by killjoys to better guard their knowledge of things that just might begin to be out of the city's reach.
A hostile terrain pitted with unstable ravines, there is little shelter, even less water than the established zones, and further threats of radiation spikes, electrical & sand storms, and a variety of hostile wildlife drawn in from the wilds by the potential for someone to eat. Even those that know the landmarks, where to find shelter and make use of what little water can be found, take risks going out into this area. So they tend not to, unless things are bad enough.
As things are now, The Haven is the only known establishment of any kind within zone seven. It is, technically, a lighthouse, a location that will offer aid to anyone who finds their way to it, but as you can imagine they don't typically get a lot of outside traffic. (In other words: it was absolutely bananas cage mad behavior to set up a permanent encampment of this size out here. Anyone who doesn't know the Haven for trade reasons probably only hears rumors and thinks they're all insane for trying.)
THE EMPTY ZONE
Officially, anything beyond the edge of zone 06: which is to say, “nothing.”
The perfect truth is that the lines aren't so rigid as is convenient to mark on a map, and there's all of seven to account for, with more gradually being explored, word of more safety spread as it's found. But it's dangerous work. Unforgiving work. Few people dare to push the limits of the outer edge, believing instead that the way to true freedom lies in dismantling Better Living, not running from it. As things are, the empty zone beyond the end of the world, the untamed wilds, really is nothing but nothing. In theory there are livable lands, ways to cross the old cities, looting or building, striking out. In theory there could even be settlements that don't and never did belong to BL/ind, people who survived and continue to scrape their way along, or maybe even thrive. In practice, there's no guides and no guarantees, no promise of anything. In practice, to push beyond zone seven is all but certain suicide. Very few dare try it. Even fewer return, and it's been many years since anyone attempted a major excursion.
Even Better Living goes under the earth to cross the distances between their cities.
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