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Post by Insano-Man on Aug 1, 2022 8:00:42 GMT -5
THE BENDYBOWL CONTINENT: Ventannen REGION: West Duluth Range, Eastern Kalatan Outskirts CONDITIONS: Husklands, Industrial Wastelands, Badlands, Dust Plains, Flood Plains, Active Warzone
POPULATION: - Unaffiliated: Moderate - Loonies: Light - Space Loonies: None - Cult of Meat: None - Harvester Drones: Minimal - Wildlife: Elevated
LANDMARKS: - Towns: Lelda's Lookout, Rock Rash Beach, Big Bandit Beach, Ladybug Grove, Little's Hideaway, Norgy Cove, Banana Bob Island, Dab-Damgabbit, Dim-Daddit, Damptown - Religious: Sons of the True Dot, Shrine to the Steelfather, Refinery of Souls, Crucible of the Heart, Belt of the Damned, Assembly Line #606, Glorpy's Hole, Dang-Gunnit - Nests: Stanley's Sneer, The Split-Splorts, The Mighty Midgets, The Mutant Midgets, The Little Men, The Neonasties, Stickyuh's Stain, Bagman's Blob, Goalie's Glob, The Crusty Canker, New Blob City, Those Bugs We Scream At, WAIT STOP TURN AROUND, The Slumping Circle, THIS IS A TERRIBLE IDEA, The Need-Meaters, "No.", The Glump, HUNGRY - Major Ruins: Bendybrow Superfactory, Slippery Strategic Reserve, Bendybreeze Power Facility, Florpumungus Metalworking Complex, Hawkins-Louie Hydrocarbon Complex, Blorpy Power Facility, Glorpy Mining Post, Grunge Mining Post, Megadeath Drilling Post, Backsby Mining Post, Pain-Popper Mining Post, Gunky Mining Post - Minor Ruins: The Old Hole, Fat Fred Power Plant, Crumbly Grove Quarry, Snibbler's Hills, Flopsem Smelting Plant, Florpsum Smelting Plant, Bendybus Transportation Hub, Bendybrow Oil Dump, Bendybus Pumpmaster, The Tar Nation, Fry Me a River Power Facility, Dunwiffits Megarefinery, Chunky's Fist, Jumping Jingwits, Slibberty Beach, Upland Apetown - Roads: Bendybrow West Interior Gate, Bendybrow Northwest Interior Gate, Bendybrow North Interior Gate, Bendybrow Northeast Interior Gate, Bendybrow Southwest Gate, Bendybrow South Gate, Bendybrow Southeast Gate, Bendybrow East Gate, Bendybrow Northeast Gate, Bendybrow North Gate, Junebug Trail - Railways: Bendybrow North, Bendybrow East, Bendybrow West, Bendybrow South, Bendybrow-Slippery Line, Bendybrow-Glorpy Line, Bendybrow-Hawkins Line, Bendybrow-Grunge Line, Bendybrow-Backsby Line, Bendybrow-Megadeath Line, Bendybrow-Popper Line, Bendybrow-Gunky Line, Flebfink Junction, Skugfisk Roundabout, The Rinser, The Twister, Splattergulf Junction, The Centrifuge, Donut Plains, Flipsy Roundabout - Vegetation: Ughley Forest, Pain-Popper Woods, Whosajigga Scrublands - Plains: Slurping Desert, Bimbleback's Landing, Dum-Fubbit, Derb-Dannit, Rip-Nasty Plains, Blungy Plains, Pop-Up Plains, Hungler Barrens - Hills: Arnie's Nose, That Place We Scream From, Lunchlifter Badlands, Mount Skinripper, Yodeller's Point, Whackme Hills, Spaghetti Johnson's Summit, Blisterblob Badlands, Big Boogie Badlands, Gob-Gobbler Badlands - Depressions: Splattergulf Canyons, Slippery Valley, Dotkin Pass, Albuquerque's End, The Limp Wrist, Worm Country - Shores: Bang-Up Bay, Chunky Bay, Squidgestopper Straits, Arhargh Bay, Tiptoe Straits, Splat-Dash Shores, Busto Beach, Bagman's Beach, Blung-Geh Beach, Chump's Checkpoint, Banana Steve Beach - Water: Longnuts River, The Brunchies, Bloodspa Lake, Smug River, Little Man's Oasis, Eetmey Oasis - Other: The Greaselands, The Happy-Maker, Lunchlifter Corridor, The Glorplands, THE DOT, Sneering Stanley, Lookie Louie, Where That One Fat Guy Died, Louie's End, Slurpy Slopes, Bimbleback's End
SUMMARY About fifty years ago, two losers hijacked a garbage hauler full of harvester drones, and slammed it right into the planet. Today, it's one of the biggest industrial facilities on the Ventannen supercontinent - even if it doesn't work right half the time. Today, it's a supersized industrial wasteland that's the cork on a well of mutant super-crabs - even if they're still sneaking out whenever the power blinks. Today, it's a sacred site of holy pilgrimmage to the tech-cults of the Knobbled Cutters - even if they're all glossing over names like "Jumping Jingwits" and "The Brunchies". That place is what locals call the Bendybowl, centered on the Bendybrow Superfactory - and this is one ruin that refuses to die.
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Post by Insano-Man on Aug 1, 2022 8:06:15 GMT -5
BENDYBROW SUPERFACTORYAt the heart of it all is the city of rust; the Bendybrow Superfactory. Words could never do it justice. Under a haze of multicolored smog, in the glow of thousands of flickering foglamps, it fills up the Erf. Among the jittering buzz of an endless parade of drones, it stretches on over hills and down into valleys. Needled with sagging power poles and twinkling with emergency lights, there's not one scrub or tree to be seen. Ringed with gun turrets and carpeted with factory buildings, it's no place for life - and people keep coming back. Nobody needs to ask themselves why Bendybrow is a tourist trap. It's a city-sized factory stuffed with everything a scavenger could love. Dormant loader drones, assembly lines packed with robot arms, nuclear power facilities buried down in the dirt - and there's just so much, so tight together. It's a tangle of half-collapsed rubble that's never sure if it's alive or dead, that's so massive that it's eaten up several major regions. What was once Bloodspa Lake is now just its liquid waste dump. What was once Slippery Valley is now just part of its strategic petrochemical reserve. What was once Arnie's Nose is now just a weird bump on its north side with a busted gate. None of those names were mistakes. As much as Bendybrow looks like Cloneston in a nursing home, there were still harvesters behind its rise. Worse still was that there were two human beings there to name everything - and not the kind that had any business ever putting a pen to a map. It infests everything. The first power plant in Bendybrow was named "Fat Fred". The first mining site was just the "Old Hole". Its primary resource and distribution hub? "Bendybus". Somehow, they managed to dodge everything being named "Li'l Stinky" or "Ol' Lefty", but the compromise wasn't much better - especially when you start looking at all the strategic landmarks past the main base, with names like "ew" and "No." Half the reason why all these names are still on a map is that Bendybrow isn't exactly a ruin. Most of it is totally non-functional on most days; if it hasn't run out of power or resources, it's fallen apart after years of constant abuse. What little is left is all hard at work to bring the rest of the sprawl back online - even if it's all a game of musical chairs between the start-ups and breakdowns. What that means is that the chief authority on local terrain features is the primary database for Bendybrow. Given that it's all distributed across every individual factory building, it's going to take an asteroid strike for someone to find a better name that sticks. The other half of the reason is that Bendybrow is as much a blight as it is a looter's motherlode. Since it first started up, Bendybrow has been poisoning everything it hasn't dropped down into a sinkhole. It's classic harvester colonialism writ large; the only thing that ever mattered was that the factory could grow. Between the still-belching factories switching on, the years-long pollution in the soil and groundwater, and the occasional world-ending dust explosion, nobody can hang on for long. Towns lose their farms, drink down too much cobalt mine runoff, and melt away in the acid rain. Even Loonies know better than to set up shop by Bendybrow. That means most folks don't have time to start writing down new names before their brains start leaking out of their skulls. What's perverse is that one of the things that keeps regular folk from setting up shop is one of the same things that should keep the Loonies close. Encircling Bendybrow is a massive network of walls, trenches, and automated defenses. Rusty gun turrets loom over every wall. Limping mine-drones hide away just under their muzzles. Artillery positions are dug in at the second line to nail harder targets - and spit flak at passing aircraft. There's even a network of ground-to-orbit laser cannons and missile siloes ready to knock down any spacers who want a piece of the action. Every last bit of it is on a hair trigger for anything without a valid IFF, or just an unlovable amount of legs. It's all on-again-off-again like the rest of the factory, but nobody's ready to try their luck with a 20mm auto-turret. Nobody except for the Loonies. Much as they aren't fond of living nearby, Loonies get a free pass from the guns of Bendybrow. Nobody's exactly sure why - and rumors inside the family usually say it's got something to do with all that spookiness between the Loonies and the harvesters. Thanks to that silent truce, Looney teams from surrounding bunkers are common sights prowling the ruins. Most times, they're inside for the same reason anyone else is. Most times, they're only in it for blocks of raw material; even Loonies know better than to mess around with hardware that a harvester might've touched. On other occasions, they're there to scout things out - and occasionally get the jump on scavs digging where they're not meant to. While engineers get to do their thing without a care for the kill-bots, everyone else has to find another way in. For most, that means sneaking in on one of Bendybrow's freight trains, or crawling through one of the long-lost service tunnels. It means worming their way through trenches cut under the guns, or fighting their way through monster-infested breaches in the walls. Once inside, the game doesn't end; rear-line sentry guns and drone patrols dot the base, ready to pop anybody who doesn't check their corners. As much as Bendybrow's a gold mine for daredevils, most keep their stays short. There's only so much lead poisoning the average scav can stand. For the nuttiest of the few, getting in as much the destination as it is the journey. For them, it's about finding that one gap in the defenses to march in like they own the place. For them, it's about making it in and out of the most dangerous parts of the facility. For them, it's about seizing that one techno-nugget heralded by prophecy. Some even come in like they're a flock of repair drones, trying to wake the slumbering beast back up. None of them ever get very far before they get jammed in the gears of it - which is for the best, really - but that doesn't stop them from trying. That detail is what really sets Bendybrow apart from other sites of techno-religious significance. As much as it's one Hell of a walk, at least half of the scattered tech cults of the Knobbled Cutters see Bendybrow as some kind of promised land. It might be hard to understand from the outside, but the ingredients are right there; Bendybrow covers the gamut of industrial technology from steam engines to spaceflight - and it fixes itself at least once a year. It's not an ancient place of Pioneer supertech, but that only inflates the legend. There, in that crusty dustbowl, is the rebirth of industry - again, and again, and again. Thanks to that boom and bust cycle, Bendybrow is even more dangerous than just the concentration of carbon monoxide. Nobody knows when an old factory might jump to life again - with someone standing right under one of its welding arms. Nobody knows when the power might kick on somewhere - and send megawatts of death arcing out from a clipped power line. Nobody knows when any of that might shut off instead - and cause a calamitous collapse onto whatever gang of scavs might be convenient at the time. Meanwhile, drone trucks keep blazing down its roads, full of ores and fresh ammo - flattening everything that doesn't know how to use the sidewalk. What nobody can figure out about Bendybrow is that, despite having harvesters at its roots, there have been no confirmed sightings of shrieking spiderbots inside its walls. People in the know reckon that there are little scrappy clunkers working in the shadows to get everything turned back on, but nobody's ever met one in person. All they ever see are the brainless robo-beasts, hauling freight and loading guns. Most have learned to treat them with the same respect as live harvesters; stop one from getting its job done, and there'll be a swarm of bomb drones on top of you before you can leave the scene. It's hard to separate Bendybrow's own history from its surrounding environment. By way of being so big and important - and driving out just about everyone else - the Bendybowl may as well be synonymous with Bendybrow. Thanks to that database spanning the base, every power priest and Looney intel analyst has a full dossier - or five - on the superfactory. For a full overview of Bendybrow's life and times, please refer to the History section of this article. Major landmarks are endless inside Bendybrow. It's hard to separate them from the carpet of industrial buildings covering the place, but structures of significance usually have some kind of name too moronic to have ever had context. The following is a list - mercifully incomplete - of some of the most important parts of the base. - The Whoopsie is the garbage hauler that started it all. It's a wreck smashed into a small clearing, wired into the electrical grid by a web of power poles - whenever they aren't flat on their backs, anyways. For a fifty-year-old wreck, the Whoopsie is in surprisingly good condition. It's still a jumbled pile of hauler parts, but it's surprisingly rust-free relative to its surroundings. It's a favorite stopover for pilgrims from the north - especially since its still-working systems are hooked straight into Bendybrow's primary database.
- The Bloodspa Lake, just off the Whoopsie, used to be...well, a lake. Then Bendybrow happened. Now it's a massive, ragged pool of sludge and wastewater that's been steadily eating into the underground. Depending on the time of year, it likes to change color; puke green in the winter, neon teal in the summer, and red-orange in spring and autumn. There are supposedly some rites of passage dedicated to swimming from one end to the other, but nobody needs to ask about the survival rates on that idea.
- The Fat Fred Power Plant, on the other side of the Whoopsie, was the first power facility Bendybrow put up. It's a set of scrappy coal-fired steam turbines that are only just barely holding it together these days. Ever since the base went nuclear, Fat Fred went into standby for emergencies. Given that every other day qualifies as an emergency, Fat Fred is still chugging away - and one of the chief sources of smog over the base. Between all that, it's no surprise that Fred's detonated a few times in the past. For some reason, it's gone back up every time. Nobody's ever been happy about it.
- The Old Hole was the first mining operation Bendybrow dug into. At first, it was dedicated only to exploiting a few rich surface deposits of key metals, notably iron and titanium. As time went on and Bendybrow found more and more minerals below it, the Old Hole lived up to its name; the mining operation cut straight down - and turned the whole thing into a churning death pit. Nowadays, there's not much of value left in the pit save for the mining drones and ore elevators that are all stuck there. Of course, that's never stopped all the auto-drillers from trying for more.
- West of the Old Hole is Crumbly Grove Quarry. It was an early mining operation dedicated to harvesting various sands and stones, chiefly for the production of concrete. It was eventually abandoned when the Glorpy Mining Post came online and overtook it, but most of the equipment there is still operational. When the trains from Glorpy break down, the base turns to Crumbly Grove to fill the gap - even if it's only for days or even hours at a time.
- Northeast of the Old Hole is the Bendybrow Trainyard. When it's not piled up with derailed cars and pulverized freight, it's rammed to the gills with automated trains. It's where Bendybrow's outposts send their products, and the main base sends back drones and supplies. On the days it's not busted, it's a blur of motion; drone locomotives at near to the speed of sound, slowing down only just long enough to dump their wagons, gulp down supplies, and take the loop back out of the trainyard. It takes a special kind of nerve to make the jump from the platform to the train before it takes off - especially with that big shoulder full of engines that didn't hit the turn slow enough.
- The Flopsem and Florpsum Smelting Plants are Bendybrow's back-up stomach. When the Florpumungus complex is down - which is every other week - its older brothers get the job of picking up the slack. That means they look something like the gaping maw of Hell. As much as they're critical to operations, Flop and Florp are so overworked that repair teams can never get in long enough to do more than hose them down - and usually only when they burst into flames. They're both shoddy boxes full of slag, pools of half-blazing runoff, and bent chimneys choking on their own smog. Most days, they're both so ruined and slumped over that it's hard to tell which is Flopsem and which is Florpsum.
- The Bendybus Distribution Hub is hard to pin down as a single place. Its center of operations is southeast of Bloodspa, but it's more like the spine of the entire base. It's a network of long-distance conveyor belts, roadways, and drone hubs that run south to north, from Flopsem and Florpsum right up to Arnie's Nose. Roads branch off that main highway to service just about every piece of Bendybrow, about half of them diving underground only to pop up elsewhere. Defensive positions stud it at odd intervals, all leftovers from perimeter walls that were overtaken when the factory needed room to grow. Much as most non-Loonies try to avoid it because of that, the Bendybus is still the best way to get around.
- The Slippery Strategic Reserve used to be an outpost until Bendybrow crept up on it early in its expansion. It was dedicated to exploiting a major oil deposit in the so-implied Slippery Valley. As Bendybrow branched out to bigger and slipperier sources of gas and oil, the overtaken drilling post evolved into the strategic reserve of today. The resources collected from the site were sequestered into an emergency stockpile in the event that other prospects dried up, or a rainy day put the trains out of action. These days, Slippery is still doing just that - and it's one of those key pieces of redundancy that have kept the base from shutting down for good.
- The Bendybus Pumpmaster is a mixed set of storage tanks and heavy-duty pumps servicing a small trainyard, between Slippery Valley and the Bendybus. It's the primary connection between the Hawkins-Louie Complex and mother Bendybrow, that services the main base on-demand when production requires a specific kind of hydrocarbon product. Despite a whole lot of complexity in its operations, it's one of the most disaster-free stretches of rails on Bendybrow's train network. It's also the best way to catch a ride to the hydrocarbon complex; trains at the Pumpmaster need to dwell for a while to offload their fluids, which means the time to board is in the minutes instead of seconds.
- Snibbler's Hills are where Bendybrow's primary communications and radar infrastructure are. They're a vast forest of bent antennae, rusted radio masts, and sad, sagging radio dishes. Only one in ten still works right - and not very well. Even then, given how much that one-tenth encompasses, it's still more bandwidth and signal strength than anywhere else. It's another critical player in Bendybrow's continued operations; without Snibbler's Hills, the whole complex would lose its coordination, and all its repair drones would spiral out of control. That'd also leave the neighboring orbital defense siloes blind - and nobody wants to find out if they'd just start shooting off at random.
- The Tar Nation, right along Bendybrow's shore to the Longnuts River, is a backup power facility not a whole lot different from Fat Fred. What sets it apart is that it was built expressly for that task, and its proximity to Snibbler's Hills wasn't a mistake. It's a dedicated power supply made exclusively to keep the base's communications online even when nothing else is running. Just like Fat Fred, it's a major contributor to the weekly acid rainfall in the area. Purportedly, it was one of the first surface breaches by the mega-lobsters of the underground. Supposedly, it was built there "just to piss them off" - so says the database.
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Post by Insano-Man on Aug 1, 2022 8:10:55 GMT -5
BENDYBROW UNDERGROUNDComparisons to the Chopping Blocks and Cloneston are inevitable. Below the surface, Bendybrow doesn't disappoint. Beneath the base is a tangle of rust, leaking pipes, and shafts full of half-chewed power cables. It's all tunnels gridding out the whole of the superfactory in a labyrinth of underpasses, maintenance corridors, and subterranean support facilities. It's all a mess of oxygen-starved drone hangars, toxic sewers, and caved-in ventilation systems. It's as hot, horrible, and choked with smoke as the rest of Bendybrow. It's a deathtrap even deadlier than being on one of the assembly lines when the power kicks in again. It's the only way most folk can get in and out of Bendybrow. As much as they're all a confusing mess to navigate, Bendybrow's sublevels are the only places not flooded with sentry guns. They've been breached a million times on both sides of its walls, by time as much as looters. They lead in and out of just about everywhere in the base, either by way of a heat pipe or a loading dock. It's a dance with death and multi-ton ventilation fans, but Bendybrow above isn't much different. An arcing power line up above hurts just as much as one down in a maintenance shaft. It's just a lot easier to move around when you don't have to worry about a gang of gun drones serving an eviction notice. The underground is one of the stranger parts of Bendybrow. Harvesters usually dig deep - and sometimes don't stop digging - but, in spite of that, the complex hardly goes down more than a few levels. It makes up for that in density, but most of the base is firmly above ground. For the most part, everything underground is only down there by way of necessity. Whenever the space was needed more for a new factory building, or a new chemical plant, roads and transport belts had to dive down. Whenever something needed a water supply, a waste pipe, or a connection to the ventilation network, it drew it from below, where all its heat and leaks could be conveniently earthed. It's for that reason that Bendybrow's underground is packed so tight that even kids have trouble moving around down there. Whatever isn't made for drone trucks is usually hardly bigger than a crawlspace, or a single-file corridor. The only major facilities down there are mineshafts and the Fry Me a River power facility. Even those only go down as far as they have to. For scavengers sneaking in, it's a mixed blessing. On one hand, it means the monsters down there are smaller, and the tunnels less prone to collapse. On the other hand, it means anything that could kill them has nowhere to go but their lungs - which are usually in stabbing distance by the time they meet. That rule applies everywhere but the crab tunnels of the underground. There are more monsters than just lobsters, but Bendybrow has it bad with crabs. Back in the past, when it first started coming together, it had to put up with an invasion of mutant mega-crabs surging up from below. Eventually, Bendybrow beat them back, but only by locking them up underground. The mega-lobsters were never quite killed off the same way as the native flora. In all the time since, they've been digging around underneath the base, trying to find a way back up - which is probably why there's a gun turret at every street corner up above. The crab tunnels are as you'd expect from the name. They're large-sized holes chewed and clawed out by hyper-crustaceans, sometimes breaching through into Bendybrow's own tunnels. Most of them spit out into larger cave systems, usually choked with sludge and scrap from the machine world up above. Most are empty these days, but a few still have super crabs lurking inside - and there's a reason why Bendybrow's defenses are all loaded for bear. Any good scav knows that chancing a crab tunnel is a dicey proposition. There's always the risk that it doesn't go anywhere - and that there'll be something pinchy slipping in behind you when you finally figure that out. Even then, the mega-lobsters have been trying to bust out from beneath Bendybrow ever since they were bottled up. Some tunnels reach up to the surface, to new and unexploited access points. The hard-shelled horrors punch a hole up above at least once a week, and try to scuttle free across the surface. Where and when that happens, Bendybrow's bots stand ready to put it down. If the breach isn't in sight of the base's walls, it's in reach of its flying bomb drones. Whenever the suicide machines can't reach it, the artillery can blast it to pieces. As much as most never see it, there's an endless war going on all around Bendybrow - but, just like the superfactory's power supply, only when it feels like it. As an interconnected extension of the base above, the underground's history is about synonymous with Bendybrow's. The only distinction is when the underground really got started. It'd always been there, in some way or another, as a place of pipes and ducts for the early years, but it started to get more and more packed around 1266 OSC. It was then that expansion of the Bendybus came into its own, and more buildings needed ventilation to keep running at peak throughput. Fry Me a River was set down later, in around 1277, first with its fission reactors, then in 1278 with its fusion facilities. By then, the underground was a mess of crab dens and duct hubs - and it's not changed since. As mentioned, Bendybrow is mostly on the surface. Only a few minor mines and support facilities exist beneath the sea of steel. The Bendybus above extends down into the underground, but most of it is on the surface. The same could be said of the Old Hole, but given that Bendybrow's first dead drop doesn't have much of a roof, it's not quite under the ground. - Apart from the mines, only the Fry Me a River Power Facility, near to Bendybrow's west shore, exists wholly in the underground - and for a very good reason. Fry Me is a set of nuclear power facilities; two decommissioned fission plants, and three major fusion reactors off to the west, closer to shore. Only the reactors' turbines break the surface - and only through a radiation-resistant shell set into the Erf. Even with all that disaster-proofing, the reactors are never clean. Sometimes, the contaminated water in the fission plants leaks into their neighbors' supply. Sometimes, the fusion reactors break down, and shred their irradiated reactor casings. The end result is that Fry Me a River is constantly venting radioactive particles up into the sky, like an endless barrage of fallout - when that wind isn't blowing into the ventilation network.
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Post by Insano-Man on Aug 1, 2022 8:13:40 GMT -5
BENDYBREEZE POWER FACILITY Hardly a power line's collapse away from the rails around Bendybrow's south wall is a big box full of guns. What was once a solar power facility is now just a redundant defensive position lined with basic auto-turrets, forming up the western wall of the Lunchlifter Corridor. Inside are the remains of transformers, solar panels, and other electrical equipment that'd once been meant to supply the main base with its daytime power. After Bendybrow's nuclear power came online, and the smog layer started looking more permanent, Bendybreeze fell into disuse. As much as the service drones keep fixing and loading the guns, they hardly touch that vast field of bleached-over sun-collectors.
Thanks to that, Bendybreeze's only apparent purpose is to trap anyone too curious for its own good. With most of the panels in pieces, and all that open ground for the turrets inside to monitor, walking inside is something like mooning a firing squad. The turrets there aren't shy about shooting back into the facility. Any stray shots would land on something that's already busted. They're ready to shoot through old panels, carve through fallen transmission towers, and punch through any blown-out miscellaneous hardware. The solar leftovers inside are still valuable, but it's such a deadly proposition to get through that nobody in the know tries. The ones who do usually end up as starved skeletons stranded behind a piece of hard cover - if they can get that far before their skull leaps off their shoulders.
As hard as it is to find records of the solar plant, the rustfathers of the Bendybowl have nevertheless gathered them together across the ages. Bendybreeze started life about six years into Bendybrow's history, in 1271 OSC, as part of an abortive attempt to prop up its power supply with something less floricidal. It reached fruition for a while, but that was as far as it went. It wasn't long before Bendybrow's needs had outstripped Bendybreeze's supply. The more the factory grew - and the thicker the smog layer grew with it - the more the solar plant became irrelevant. By 1300, the drones of the main base were so overtaxed trying to keep everything running that Bendybreeze started to bleach over. Before long, all the panels had fallen apart, and all that was left were the guns guarding the rubble.
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Post by Insano-Man on Aug 1, 2022 8:16:52 GMT -5
GLORPY MINING POST One of Bendybrow's first mining outposts was the Glorpy Mining Post, situated far south of the main base at the end of the Lunchlifter Corridor. Glorpy covers up the coal and limestone deposits in the sandy Glorplands for which it was named - which are exactly what they sound like. Linked to it is the Blorpy Power Facility - which isn't so different from Bendybreeze. Right along with it is one of the best-defended train depots on the continent, ringed with missile batteries and stacked with engines. The jury's still out on why it's there.
The name "Glorplands" is silly, but it wasn't a mistake; the prime resources of the area are mixed together into some kind of sticky, slimy, disgusting ooze. It's not quite tar, and it's not quite lava, but it's nasty stuff - and it never seems to stop bubbling up. From somewhere down in Set, there's a well of gelatinous pseudo-anthracite. Somewhere on the way, there's a river of molten limestone. Nobody's bothered to explain it, but Bendybrow didn't care. It set up a mining operation over the sludge fields - which runs more like an oil platform - and started sending the stuff back.
Glorpy made sense; it was a bottomless well of easily-gotten goods. The Blorpy Power Facility isn't so easy to explain; it's a jungle of broken-down wind turbines on the west side, rising over rows of massive batteries on the east wall it shares with Glorpy. The batteries are still an integral part of Bendybrow's power network, and still getting the priority repairs they need to buffer the grid, but there's just no explaining why they're there. Blorpy and Glorpy are hooked into Bendybrow's grid by way of long-distance transmission towers - and Glorpy isn't so vital a mining operation as to need the on-site redundancy.
Some think it's Glorpy's railyard that's the important part. Piled up off the side of its central supply rail - in heaps as much as stacks - are nearly as many locomotives and storage wagons as Bendybrow's own trainyard holds onto. Around the outpost are dotted lines of missile batteries and standard gun turrets, so thick in some parts that there's been at least one recorded instance of a dismembered corpse achieving escape velocity. In some ways, it's not hard to get why trains would be important to Bendybrow; without them, the whole complex would run out of resources, fuel, and, consequently, power. Without the rail network, there wouldn't be that shut-down-and-wake-up routine today.
Why it's down there, where it could all sink into the glorp and kick off a thousand-year coal fire - that's the real question.
The answer to that might lie in Glorpy's early start. According to the database, when Bendybrow was still burning coal for power, eyes turned to the Glorplands. When it needed the limestone for cement and early smelting operations, hands reached out for it. That it was in a desert, full of sand ideal for concrete and glass - well, those rail lines practically built themselves. In 1266 OSC, the outpost started up. According to Bendybrow logs, it was about the same when it first started up as it is today. It only changed in 1274 when the Blorpy Power Facility was built off the side - which was a long time after Bendybrow had worked out a petrochemical supply to keep its coal addiction in check. There are some reports that the position was a favorite target for lobster armies, but the lack of shredded carapace on the walls makes that hard to follow - much as all the missiles might not have left a whole lot of evidence.
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Post by Insano-Man on Aug 1, 2022 8:17:13 GMT -5
GRUNGE MINING POST Grunge is one of the simplest, smallest, and absolutely most vital mining posts for Bendybrow. It's west of Bendybreeze and southwest of the main base. It's probably the closest mining position to Bendybrow's walls. What makes it so crucial is what it's mining; copper, tin, and a few small gold deposits - which are all fundamental to the electronics the whole system depends on. Beyond that, it's nothing to write home about. It's a cramped box of close-by auto-mines, surrounded by gun turrets. A valley runs past it, offering a convenient vantage point to the outpost's defenses - and a deathtrap to anyone who thinks it's a good way to sneak in.
Grunge's history is equally unimpressive - so much so that it was nearly lost to a bug in the system in 1306 OSC. It was only by the careful sifting of the forge-priests of the north - and the Loonies - that what little could be said remained to be said. Grunge came a little late for its importance, in around 1272, when Bendybrow's demand for electronics started to outstrip what it could scrounge from surface deposits. As mass production took over, Grunge was set up past Flebfink Junction, and came to be in bits and pieces. Several major attacks were launched by the super-crabs during the siege years. How well those went isn't up to interpretation; videos leftover show smouldering corpses lining that convenient valley by its side. Some of the old exoskeletons are still down there - still with all the scorches from incendiary tracers.
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Post by Insano-Man on Aug 1, 2022 8:22:07 GMT -5
FLORPUMUNGUS METALWORKING COMPLEX One of the major hotspots for black lung disease is the eastern wall of the Lunchlifter Corridor; the Florpumungus Smelting Complex. It's something like Grunge's big brother; it's one of the largest outposts close to the main base, but it's still as straightforward as it is vital. Where Flopsem and Florpsum handle backup smelting in the superfactory, Florpumungus handles the big bulk of ore processing, forging, and the production of specialized parts that need to happen right out of the oven. With all those jobs to tackle, it's the closest thing to Hell in the Bendybowl.
Florpumungus looks something like a blocky star fort from above - when all the smoke from the forges and furnaces isn't blocking it off. Inside is the standard defensive ring of gun turrets and supporting weapon systems - when they haven't caught fire and blown apart in an ammo explosion. Cargo trains beat a steady rhythm on loops through the center - when their wheels aren't melting to the tracks. Everything is hot, hot, hot, and if it isn't on fire, it's sinking into a pool of its own slag. There's a constant conga line of fire-control drones flying in to hose it down whenever it's running. How the Hell the whole thing runs in the first place - well, that's even sillier.
There's a sick routine Florpumungus goes through. It's the most extreme of Bendybrow's as-the-weather-goes operations. When it first starts up, something usually goes wrong; a fire breaks out, a blast furnace explodes - the usual. That kicks off a cascade of accidents that typically build into a self-sustaining inferno. Thanks to how vital all of the complex's end products are, it stays running even as the temperature outside turns hotter than what's inside. Fire suppression starts to lose its impact. More buildings burst into flames. The whole thing swells up into a firestorm that terrorizes Hawkins-Louie and Bendybrow's southern gate for days. It only stops when the whole thing finally melts down.
Then a repair team comes in a week later, and turns it all back on - or else the whole Bendybowl would fall apart with it.
So say the circuit-mothers, Florpumungus came into the works late. First designs were laid in about 1276 OSC, around the same time Bendybrow started expanding into nuclear power. That kind of juice didn't just happen alone; Bendybrow knew it was going to need some serious power to expand its original furnaces. On the other hand, even harvesters can't guarantee a deadline. Florpumungus happened before Fry Me a River could get up and running. There was a test run to see if the grid could handle its power needs - which, poignantly enough, set fire to half the superfactory. After that, the new Florp sat dormant for a few months waiting for the day when Fry Me a River came onto the grid. When the superfactory finally started to slump, the metalworking complex was one of the first to falter - again, and again, and again.
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Post by Insano-Man on Aug 1, 2022 8:22:33 GMT -5
BACKSBY MINING POST Far in the north are three rings of blood and thunder. Far in the north is an impenetrable wall of smoke and spite. Far in the north, at the very end of Bendybrow's rails, is the most storied of mining outposts; Backsby. Nestled in the former site of the Backsby Woods is the so-named Backsby Mining Post, situated in the scrubby deserts known - for some reason - as the Lefties. Only Loonies have ever breached Backsby's walls. From what they've said, it's nothing special; metal mining, subsurface iron deposits, trains - the usual. Given that anyone else who tries for it usually ends up as a smear on the sand - well, maybe they're playing it down a little.
Backsby is built up around two major mixed deposits of iron, tin, titanium, and aluminum. The resources down below the surface are so rich and dense that most Loonies figure that it's not a natural formation, even if it looks the part. Both deposits are locked down by interior walls that emphasize the mining pits inside. Down in both are a jumbled mess of auto-diggers, ore elevators, and drone docks spiralling away into darkness. Loonies say it doesn't go that deep. The flattened skeletons they sometimes find at the bottom might beg to disagree.
The defenses at Backsby are fitting to a far-flung outpost. The walls are steeped high in sentry guns of all kinds; rotary cannons big enough to shred a tank, auto-guns fit for fighting infantry, shotgun grenade launchers with incendiary loads - if Backsby can see it, it can make it disappear. Meanwhile, the position is so far from Bendybrow that the smog only just reaches out to it. What that means is that all the rangefinders and radar guiding the guns doesn't have a speck of interference. Backsby sees all - and if you don't have a drone IFF or a Looney ID tag, it'll make you disappear, too.
The mining post has a run-of-the-mill trainyard handling imports and exports, but Backsby's defenses are sticking their noses into that, too. That's a literal statement; unlike most outposts, Backsby's guns are given free rein to look back into the outpost and slice apart anything hitching a ride by train. Trains running to the outpost are double-plated for exactly that reason - and the turrets know just where they can put a bullet into one that won't penetrate through. Loonies have dozens of videos of naive scavs riding in, only for the train to be peppered with smart-frags - and that's to say nothing of what they've seen happen to the people who made it to the platform.
Much as entrepreneurial types might not be able to get in, they've still got the servers back in Bendybrow to study up. With that kind of knowledge, it's been roughly established as fact that Backsby was an early necessity. It came together in a shape similar to the present, in 1265 OSC, as the first of Bendybrow's outposts. It grew a little, but it mostly stayed the same - and the crabs hated it. Hyper-crustaceans launched daily attacks on its walls. Some even made it through - and just as many came from inside, through its mining tunnels. That was the inspiration behind letting the guns shoot backwards - and adding in an extra layer of security behind the main line. The battles at Backsby stayed pitched for years on end, but never did the outpost fall under. Locals these days aren't sure if that was a good thing, all considered.
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Post by Insano-Man on Aug 1, 2022 8:24:40 GMT -5
HAWKINS-LOUIE HYDROCARBON COMPLEX Bendybrow harvests its oil and natural gasses from all over, but they all come to the Hawkins-Louie Hydrocarbon Complex for processing - and maybe it's best not to guess what the name really means. The complex is a mesh of several fuel processing plants, the Dunwiffits Megarefinery, and on-site back-up power plants for when - not "if" - the connection to Bendybrow fails. For sheer acreage, Hawkins-Louie is the biggest external facility servicing Bendybrow, and it's got a trainyard to fit that stature. For as much smog as the complex puts out, you can even still see some of the grass leftover - wherever it hasn't turned grey as a fridge full of mold.
Hawkins-Louie gets its name from the Lookie Louie supercavern, which empties out into sight of its gun turrets. The "Hawkins" part was just there to make it a day-ruining pun. The terrain at the complex used to be a major forest on the banks of the Smug River, according to local lore. What's left these days is an apocalyptic expanse of leafless trees extending out from its walls, dead roots wrinkling dried soil. Inside are the dried remains of meadows and clear-cut stumps - half of them growing some kind of smog-soaking fungus that glows when the Dunwiffits is at peak output. The black horror den better known as New Blob City smears up one of the defensive walls, but the guns mostly leave the horrors alone - as long as they stay out of the complex.
The Dunwiffits Megarefinery is the star of Louie's show. It's a massive set of petrochemical refineries and gas processing plants, with storage tanks as far as the eye can see. Much as the scale of the so-named megarefinery is impressive, it's nothing out of the ordinary for its role. Instead, the two points of striking significance about the Dunwiffits are its smooth operations, and ugly impact on the environment. Dunwiffits is the place in the Bendybowl that needs the least service; it runs fine for years, breaks down only over some minor failure, and gets back up in hours - if not minutes.
Thanks to that, it's public enemy number one when it comes to airborne pollution; the exhaust from the megarefinery is enough to blanket the whole of the Smug River right on up to the Megadeath Drilling Post. It's guessed that Bendybreeze has the Dunwiffits to thank for its obsolescence - and the same could be said for the rampant lung disease in the Bendybowl. Daytime and nightfall are synonymous under the black clouds of Hawkins-Louie. The only light to be seen is all from the flare stacks and train lights - when the glow-slime isn't that ugly rotten yellow everywhere.
Rather than just piping everything straight to Bendybrow - which would've been the sensible thing, given the distance - Hawkins-Louie runs its oil products via train. Tanker wagons slide in through a weave of pipes like one grand optical illusion. Their stations circle the whole of the complex in one gigantic loop, cutting out Hawkins like an island inside its own walls. There's a stop dedicated to every product that could ship into Bendybrow - and, strangely enough, only one for everything up at the superfactory's Pumpmaster. A funny fact is that the trains are almost part of the defense network for the complex; anything that makes it past the guns gets to play chicken with a thousand tons of rolling stock screaming by every minute.
As big and important as it is, Hawkins-Louie doesn't have much to speak of for defenses. It has a standard loadout of large-bore sentry guns, but nothing to scale for its size. Instead, it has a single defining point; Chunky's Fist. The Fist is the single most fortified defensive position in all the Bendybowl, with no less than sixteen 40mm-or-bigger gun turrets watching a space hardly big enough for one truck to bumble over. Eight mortar positions and a high-flying pair of flame-towers back them up. What they're watching is a land bridge that was formed when Chunky Bay started choking with industrial waste. That was the one point of access the mega-lobsters could squeeze in through that didn't run up against a wall. These days, there's not much of a reason for it to be there - but don't ever try saying that to the Fist.
Hawkins-Louie was one of Bendybrow's big expansion pushes, to improve its plastics production and satisfy its need for lubricant. It happened around the middle of its life in 1271 OSC, and went up over the course of a year. Louie was one of those facilities that was set down before it could start running; the Megadeath Drilling Post intended to service it didn't come online until 1272, after the hydrocarbon complex had already cleared basic trials. Strangely enough, despite how hard the place hit the environment, the hyper-crabs didn't care much for it. That was until the nearby Chunky Bay was selected as a waste dump in 1273. By 1275, Chunky had been choked so hard that the combined effects of evaporation and solid waste had formed a land bridge - that itself formed a backdoor into the complex. The crabs tried to exploit it not long after, but foresight had set Chunky's Fist down before they could get there. The attacks only went on for about a year - all while the rest of the walls stood silent.
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Post by Insano-Man on Aug 1, 2022 8:29:19 GMT -5
MEGADEATH DRILLING POST Furthest east of Bendybrow are the Megadeath Fields, home to the Megadeath Drilling Post. The Bendybowl has a couple of other oil deposits, but those were claimed to service the same outpost they were built for. Megadeath is the outlier in that regard; its oil all goes straight to Hawkins-Louie for refining. Tight up against the Smug River, surrounded on all sides by steep coastal cliffs, and complete with a deep, lucrative natural gas deposit, Megadeath lives up to every idea behind its name.
Apart from harvesting gas and fluids, Megadeath isn't so different from other mining posts save for its size. It's a tiny, cramped place of pipes weaving around and under everything. Trains come in right on the edge of a reinforced shoreline. They come to station with only just enough clearance on any given side for a toddler to squeeze out. They slide out at a quarter of their ordinary speed, running tight between storage tanks and pumping equipment, and exit out the same gate they came in through. Whenever one jumps a rail, or hits the loop in the center too fast, the explosion is usually big enough to give Florpumungus a run for its money. It's nothing short of a miracle that all the volatile stuff under the ground hasn't burned off by now.
The potential for disaster is one way Megadeath got its name. The potential for violence is the other. Being so tiny and so important, Megadeath is flush with turrets. As if that wasn't enough, a small oil refinery and chemical plant on-site are dedicated expressly to providing military-grade fuel to a network of flamethrower turrets. Being on the wrong side of its own cliffs might sound like a con, but it's not. Every drop is long enough to crack a crab's skull on impact - and not much has the firepower to put a dent in the site from above. Put that together with all the choke points running down the cliffs, and it's all a recipe for the Bendybowl's greatest cook-off.
According to the net-prophets and Looney engineers, Megadeath had been known and wanted for a long while. It wasn't until around 1271 OSC that demand for what it could provide reached that favored threshold. Hawkins-Louie went up around that time, and Megadeath hit the drawing board with it. By 1272, when Hawkins-Louie was done, Megadeath was ready for action - and not a moment too soon. After just a few months of operation, the hyper-crabs took offense to the drilling operation, and tunnelled up to shut it down - right in front of Megadeath's southeast gate. Right then and there, Megadeath lived up to its name better than ever before. For a week unbroken, super-crustaceans came streaming up to meet the guns. For a week unbroken, every single turret and flamethrower on that side was blazing away, only ever holding fire to cool off. Records estimate that at least 12,000 lobsters died that week - more than most battles fought during the heyday of the Native Uplifting Agreement. The crabs only stopped when their corpses had clogged the holes.
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Post by Insano-Man on Aug 1, 2022 8:29:40 GMT -5
PAIN-POPPER MINING POST Huge. Dangerous. Empty. Pain-Popper is the weird one in the west; it's one of Bendybrow's biggest outposts by sheer volume, but there's not a whole lot going on inside it. It was dedicated almost exclusively to servicing Gunky to the northwest of it, but Gunky only needs it once a month. It has a fully-furnished mining infrastructure set down on its generous mineral deposits, but that's only there for when the rest of Bendybrow's outposts run out of ore. It's so underutilized that its namesake forest is still green and breathing. It's all a strange flip side to the rest of the Bendybowl; it's all still on-again-off-again - only because it's just not doing anything.
Pain-Popper's headlining point is how pristine it is. The equipment at the site is all rusted over, but that's all just on the surface. All of the mining platforms, sentry guns, radio infrastructure - that's all in better operating condition than anywhere else in the Bendybowl. None of it's been grinding itself to dust, or working hard to find its own failure point. It's not been taxing its Bendybrow-supplied power grid - or seizing up at the wrong time when the power from outside cuts out. Drones still flit and scuttle about, keeping everything in shape, but even that's only once a week. They don't have anything else to do most of the time.
The woods in Pain-Popper are a testament to all that. Not much in the Bendybowl thrives, but the woods around all the drills and guns are healthier than anything else that close to a dig site. It's almost like a nature preserve; birds and bugs jump between trees, squirrels and other furry things scrounge around for food, and bones never have time to bleach. It's also something like a zoo; anything that tries to sneak out past the walls - or just too close to an auto-turret's field of fire - ends up just the same as if it'd tried charging Bendybrow's front gate.
All that works together to make Pain-Popper a dangerous place. As much as there might be a bastion of life inside, the sheer size of the outpost blots out everything around it. Pain-Popper doesn't have any special density of turrets, but its long walls and far-flung position means that it's got more guns in total than most other outposts. For any attacker - or sneaky scavengers - the terrain doesn't make it any easier. A cliff face runs from its northwest corner to its southwest corner, making it virtually unassailable from that side. The shores of the Longnuts River shore up its east side. Both the north and south ends form potent chokepoints - and the train gate on the north means anything laying siege has to contend with a thousand-ton missile cruising in at random.
In the scripture of the House of Drones - and the Hippophobia Command Post - Pain-Popper was set into motion around the same time as the Gunky Mining Outpost, in 1274 OSC. It was planned from the beginning to be a sister outpost to that same Gunky, supplying it with certain additives and supplies to cut down its dependence on the overextended rail network. Like Gunky, it had its walls and guns set down early, by the conquered Blisterblob Badlands, before it ever had rail access. Unlike Gunky, it never earned any strategic significance beyond watching its partner's rear. Years went by, and not a whole lot happened. Even as much as it was handy to its sibling, Pain-Popper was left to lie in peace.
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Post by Insano-Man on Aug 1, 2022 8:30:13 GMT -5
GUNKY MINING POST The Gunky Mining Post is a far-flung satellite facility placed down on a riverside bonanza of natural resources. Its primary purpose is the excavation of heavier metals and the exploitation of a local uranium deposit. Both are suspected to have originated from a major meteor impact some time in the past. Fortuitously, a near-surface oil deposit was also discovered nearby - believed to be from whatever the meteor splattered on its way down - at Slibberty Beach. A drilling platform and a petrochemical facility sit over top of it, supplying fuel and other oil products to Gunky and its close partner Pain-Popper.
But nobody thinks about any of that when Gunky comes up.
What defines the Gunky Mining Post is the absolutely silly network of defenses encircling it, especially on its western wall. It's hard to paint a picture of just how tough a nut Gunky is - even when only half of it is running. Gatling turrets, anti-tank gun emplacements, flame turrets, missile batteries - to say the walls are nothing but a solid sheet of muzzles and laser apertures wouldn't be far from the truth. Just as with every other facility around Bendybrow, every last defensive system is automated, mad as Hell, and loaded down with enough ammo for a decade of continuous fire. Nobody knows why, but it doesn't matter these days. Nothing gets in. Nothing gets out.
Except for the trains keeping the whole show running.
Like every other outpost, Gunky is linked up to Bendybrow via train. It sits at the furthest western end of the lines, just barely ahead of Pain-Popper. The trains bring in drone-borne supplies of ammo and maintenance equipment, and ferry out everything Gunky pulls out of the Erf. That's the chink in the armor that scavs use to get in for the loot, and pilgrims journey in on to see the feistiest holy site on their trip. It's how Loonies beat the rush when they don't feel like walking the whole distance from Bendybrow - if they're not shy about being on a three-hundred-ton missile if there's a break in the rails.
For the people cagey enough to make it inside, Gunky doesn't look a whole lot different than the rest of Bendybrow. It's a maze of flaking pipework whipping out from the rust-eaten refinery on the north side. It's a forest of automated drills carving into a jagged dead drop on its southern side - when there's actually power coming in from Bendybrow's supply. There are the corpses of a long-rotted forest surrounding the whole thing, still strewn with the bones of birds and badgers that were too stubborn or stupid to get out before the smog came in. There's that tremendous defensive wall, wrapping around it like a fat horseshoe - and, but for the grace of God, all those auto-guns are fixed facing outward.
Gunky is reckoned to have come late in Bendybrow's development. Between Looney investigation and the work of steel-seers, it's generally guessed that Gunky was founded to meet a demand for its rare metal deposits. It was a key part of Bendybrow's ability to manufacture more advanced computer parts and nuclear technology. What didn't come so late was the defense perimeter. The significance of the resources there was supposedly known for some time, which led to the gun-wall being set down around a year before the site was fully exploited. Its strategic significance evolved from there; the sheer level of noise the guns made was enough to make it the center of attention for the mega-lobsters in the west. Just like everything else, it was never scaled down. When the hyper-crabs were finally beaten back, Gunky stood tall - and, to this day, it's still shooting down every sorry seagull that blunders past.
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Post by Insano-Man on Aug 1, 2022 8:30:56 GMT -5
THE HAPPY-MAKER Everyone knows Bendybrow's only on once in a while. Its factories, refineries, and smelters can only stay up for so long before all their aging, overworked parts give out. They only get back up when the teams of maintenance drones can work their way through the backlog of repair tickets to get over to them. The superfactory is only ever alive in pieces, all stockpiling their products for when their neighbors get their turn. In its condition, Bendybrow should've given out and died down for good somewhere along the way. No machine could ever keep running in bits like that.
Unless there was something to switch it all back on at once.
Every year, around the start of autumn, Bendybrow comes back alive. All together, power plants spin back up, and the lights kick in. All at once, critical factories shake off the rust and rev their tools back up. Like a great wind sweeping across the superfactory, everything wakes up, and goes back to work like not a single day had gone by. Things still malfunction, fall over, and catch fire like usual, but the machine wheezes back to life. The names for it are endless; smog season, the Great Harvest, the Days of Labor - everybody who knows Bendybrow knows that time of year. It's a time of terror, of death, and loud music next door. It's a time of bounty, of salvage, and finding more dead scavs than usual.
And everybody knows they've got the Happy-Maker to thank for it.
The Happy-Maker isn't a place, and it's not exactly an event in itself. It's some kind of roving mechano-monstrosity that wakes up once a year to roll Bendybrow out of bed. Only Loonies have ever seen it in person - and, as usual, they're happy keeping it to themselves. Much as nobody can say for sure what it looks like, everyone knows what it does, and where it is. If it's not the lights winking back on, it's the noise of assembly lines coming online. If it's not the roar of robo-trucks stampeding down the Bendybus, it's the swarms of drones twisting through the sky. It's a hurricane of sights and sounds assaulting the senses, all backed up by a fresh wave of deadly smells filling up the air.
It's not just the native noise of Bendybrow's gears turning, either. When the Happy-Maker rolls through, the air fills up with song. That's not an embellishment; bullhorns on every building it touches crackle back to life to spew music across the superfactory. Sitcom soundtracks, circus tunes, Christmas jingles - it's like a crusted-over amusement park gone horribly wrong. Chiptunes follow drones around as they make their deliveries. Trains blare ragtime as they plow through anything on the rails. Idle factories screech elevator music over dying speakers. It all sounds like the whole facility is having a laugh at the expense of anybody caught inside when all the robot claws and sentry guns start coming alive.
As could be guessed, Bendybrow is about ten times as dangerous when the Happy-Maker is on the prowl. Gun turrets that'd been out of ammo suddenly spin back up. Doors that'd been locked open by a power failure slam back into place. Assembly lines all over start working again - with every one of those eye-gouging, spine-ripping, hair-igniting assembly arms working together. Smog and byproducts fill the wind. Drone trucks, combat teams, the fact that every metal surface could pass on a nuclear reactor's worth of current - as much as it's a time of productivity, only the daftest of the desperate are ready to risk the Happy Times in Bendybrow. Worst of all is coming face-to-face with the Happy-Maker itself. A screen of heavy combat drones locks down every street it stops by, ready to kill anything that's not on the checklist - and that's not even touching on how much more of Bendybrow is online near the epicenter.
When the mystery machine has given a spit-shine to every part of the factory, it disappears. Nobody's sure of where it goes; most reckon it dives underground to a hibernation chamber, or to keep up its work on an undiscovered under-factory. When it goes, things keep running for a time. Materials stockpile, vital maintenance on drone hubs goes on, and the superfactory readies itself for when things inevitably break down again. Before long, its self-sufficiency loses a gear somewhere, and the whole thing falls into another death spiral. Overproduction kicks off an explosion, or jams a critical assembly line. The excess of auto-trucks causes a deadlock on the road somewhere. The noise draws in a tide of monsters through a gap in the defenses - who get clogged in something important. However it happens, Bendybrow quiets down over a few months, and goes back to its old routine.
The Happy-Maker's trail of industrial carnage only lasts about a week - sometimes two, after hard years - but the factory keeps running and singing for at least three months after. It's in that last month and another month after - when the power grid starts falling apart again - that hungry hands reach into the superfactory. Scavengers and Looney acquisition teams move in to collect all the goods Bendybrow's stockpiled. They note down where the new working turrets are, where traffic jams are keeping the roads safe, and which train stations are jammed up by a derailed engine. They restart the process of trial-and-error to get to the best loot - which always means more than a few bodies as the season drags on. Meanwhile, pilgrims always turn up early, and ignore all the flashing red lights trying to warn them. Not many survive the circus - and the ones who do usually come back as their people's new prophets.
What's weird about the Happy-Maker is that no one can find anything in Bendybrow's records about it. It's got an IFF entry - with that doofy name - and nothing else. Even Looney cyberintelligence teams are stumped. There's no denying it exists, and it's been around for as long as people have been able to get inside, but when it started is a mystery. Some guess that it was engineered just before Bendybrow was abandoned, to keep the place running in case it was ever needed again. Others figure it'd always been there, running hotfixes on anything that broke down during day-to-day operations. Some Looney sources reckon that the Happy-Maker is really just a leftover harvester - or maybe several - that couldn't bear to break with Bendybrow. It's all legend, myth, and cult lore - and making heads-or-tails of the pseudoreligious technobabble is even harder than figuring out what all that damned music is about.
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Post by Insano-Man on Aug 1, 2022 8:32:56 GMT -5
LELDA'S LOOKOUT For some dumbass reason, there's a giant castle up in the northern flats of Bendybrow. No, that's not figurative, or a metaphor - it's an actual God damn fairy tale castle. Half its turrets have fallen over, every other wall's lying in pieces, and it's all covered in carbon build-up from the smog, but the shape's still there. Nobody has a single good explanation as to why it's there. As Set goes, that didn't stop people from setting up shop inside. There might not be any princesses or dragons around, but the old fortress is home to the biggest - and only - permanent population inside Bendybrow's walls. Lelda's Lookout is the name. Thankfully, the silliness stops at the front end.
Inside Lelda's Lookout is a scavenger society of itinerants and sneaky looters. It sits at the crossroads of eight major underground passageways, six of them cleared-out crab tunnels. Three of that number are the easiest shortcuts in and out of the superfactory's walls - except when the lights are on. Being out in the middle of Bendybrow's only undeveloped property makes it that much easier to slip out for a salvage run - whenever the guns at Arnie's Nose are down for maintenance. It's a firm neutral ground for all the rival scav families, where everyone's got their shot to get in, earn their scrap, and get out. It's a convenient marketplace for looters coming back with a haul too heavy to drag back home - or for the daredevils looting by the ton when the Happy-Maker's out on the town.
Most folks you'll find at Lelda's are just passing through. The ones who live there, that close to all the guns and carbon monoxide - they're some of the toughest 124 people in the Bendybowl. They live in gas masks and improvised clean rooms like a scrappy parody of spacer society. They dress up in junky plate armor with axe-stocked shotguns like a trashy imitation of the knights that might've manned the fort in years past. They spend every week gunning down horrors from the deep - whether it's a leftover mega-lobster, or something uglier from deeper down. They live through the noise, the drone raids, and the radioactive thunderstorms without so much as batting an eye. Silly as it is, Bendybrow's castle lives up to its looks in spirit - if maybe not how silly the whole thing is.
Sillier still is that even Bendybrow doesn't know why Lelda's Lookout is there. Records don't mention it up until 1274 OSC - where its only mention is "we have a castle now!!!! (????)" Apart from work tickets like "find dragon for castle", Bendybrow's ruling weirdos didn't care much about it after - up until crabs started swarming up through its halls in 1278. Being both inside the walls, and on the other side of Arnie's Nose, the hyper-crustaceans didn't get far - and learned it wasn't working quick enough not to destroy the building. The fort sat dormant for decades, until around 1301, when pokey locals realized that the tunnels beneath hooked up to several burrowed-under walls. As soon as people started using the tunnels, a gang of bandits took it over as a tax route. A couple years later, better-equipped scavs booted them out and locked it down. Some of those same people are still on Lelda's watch - nowadays as part of the command staff.
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Post by Insano-Man on Aug 1, 2022 8:37:11 GMT -5
BANANA BOB ISLAND Right in sight of Banana Steve Beach is a small, bald island, fit for a small, scrappy village. Right in one of the worst possible stretches of the Smug River - almost equidistant from Hawkins-Louie and the Megadeath Fields - is just that; a tiny town of deformed fishers doing their damnedest to stay alive in all the muck. It's a clear testament to how industrialization can ruin a place, laced judiciously with a bit of black comedy. Much as it's an awful, awful place, the Bobbers grin and bear it as best they can - and maybe a bit too happily, sometimes.
Nobody knows who Bob is. Nobody's ever found a banana on that island. Still, much as it's all a lie, Banana Bob is a thriving fishing community - or as much as it can be, with all its trawlers cruising through toxic sludge. It might not be the best beachfront property, but the runoff-rousers are too deep in to quit now. They pull up extra-finned fish, shave off the tumors, and smoke them - for a week straight - to clear off all the spent solvent. They work trade lanes from ports further down the river, showing people how best to avoid the old dumped Florpumungus scrap on the journey north. They haul up hideous crab-whale hybrids for oil, lead, and mercury. They do their best to sleep when the river around them glows in the dark - and the wailing beneath the waves is nearly as terrible as from Bendybrow.
What really makes Banana Bob wretched is how flippant the place is. The Bobbers are happy where they are. They're too happy where they are. They're all a big family of freaks, overjoyed to be alive - short as it is. They dance and sing when the Happy-Maker's blasting its tunes in the distance. They dress up the inedibles of their daily catch in little costumes, and hold puppet theaters until they rot to pieces. They love eachother so much that they pose their dead around town like they're still living, until the smell gets worse than the toxic waste. For a town of only about 180 people, their monthly death toll isn't the slightest bit sustainable, but they've got some kind of a brave face to put on - whenever the cobalt krakens aren't dragging homes into the sludge.
Banana Bob was noted down by Bendybrow, but never exploited. Not unlike Lelda's, it was just a terrain feature the base didn't need, but needed to name. Unlike Lelda's, there was never a crab uprising from it. The only thing the people of the island inherited was the name - and the wastewater lapping at their shores. The perverse part of it is that Banana Bob was supposedly inhabited off-and-on from around 1250 OSC to the present day, by roving fishermen who lived in their boats. It was only by 1287, when the waters started turning too caustic for a ship to stay out permanently, that some of the nomads came aground. More followed in waves, up until around 1302. The population has been bleeding ever since - and picking up more and more toes as time goes by.
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