Fri, Sep 26th 2025 02:02
Edited on Tue, Sep 30th 2025 02:55
Following Korgoth’s grim assessment and Alessa's lead, the trio moves away from the relative—if rough—order of Torch’s main thoroughfare. The path toward Scrapwall is not a well-trodden road but a gradual descent into greater desolation. The sparse, tough grass gives way to cracked, barren earth littered with increasingly large and bizarre chunks of metal debris. The air grows heavier, the metallic tang sharpening into an acrid cocktail of rust, ozone, and chemical decay.
Soon, the settlement itself rises from the plains, less a town and more a monstrous, festering wound in the landscape. Scrapwall is not built *on* the ground so much as it is the ground—a sprawling, multi-layered heap of technological refuse piled dozens of feet high. Jagged walls of fused metal plates, tangled nests of ancient cable, and the fractured hulls of forgotten machines form a chaotic, almost organic-looking barrier. There is no formal gate, only a jagged wound in the junk-heap, a wide gap flanked by makeshift watchtowers constructed from skeletal gantries. Lounging in the shadows of these towers are several hard-faced figures, their armor a patchwork of scavenged plating and worn leather, their eyes tracking your approach with the predatory stillness of crocodiles.
Stepping through the gap is like entering the belly of some colossal, dead machine. The sky is partially obscured by a haphazard canopy of debris, casting the "streets" below in a perpetual, grimy twilight, punctuated by the sputtering glow of alchemical lamps and the eerie, pulsing light of still-active, but damaged, alien technology. The pathways are a treacherous maze of compacted refuse, narrow catwalks made of rusted grating, and bridges of bent support beams spanning chasms of unknown depth filled with more junk. The air is a cacophony of groaning metal, the mournful whistle of wind through countless holes, and the distant, muffled sounds of arguments and industry. It smells of rust, spilled chemicals, unwashed bodies, and the faint, unsettling scent of burning plastic.
The inhabitants of Scrapwall are a hard lot, their faces etched with desperation and paranoia. A motley collection of broken humans, hard-bitten half-orcs, wiry goblins, and other outcasts eye you from shadowed alcoves and the doorways of shanties bolted to the sides of the junk piles. Your group is an immediate curiosity. Alessa's clean gear and Zyl'thara's otherworldly appearance draw long, covetous stares. The only thing keeping the most desperate from approaching is the immense, granite-like presence of Korgoth, whose reputation, or at least his formidable appearance, seems to precede him. Every eye that falls upon you seems to be calculating, weighing the potential profit of your gear against the certain danger of your goliath escort.
Before you, the path splits. One route leads up a shaky-looking ramp to a higher level of catwalks, where makeshift stalls seem to form a kind of bizarre marketplace. Another path continues on the "ground" level, winding deeper into the oppressive canyon of refuse. A third, darker path descends into a shadowy under-level, from which the acrid smell is particularly strong.