Happy Holidays from Hyacinth Games!
It’s been another busy month here as we put the finishing touches on a few products in preparation for the new year.
Fung Headhunter: The Fung are agents of the Shangri LA Council, doing it's bidding throughout the western half of the Merikan continent. Fung Headhunters are silent, brutal combatants, who aim to get in close and incapacitate a foe before they even know what hit them.
Rhea the Stitcher Ancient: Rhea has been alive since well before the Exodus, being a ranking doctor by the time the ships took off. After the crash that stranded the medical staff that morphed over time into the Stitchers, Rhea had bigger plans than most: to own their own city.
Very little else is known about Rhea, other than the terrifying visage of them has caused more than one opponent to go into catatonic shock. Leading from the shadows, Rhea has a host of some sort of clone, that they use to keep their opponents guessing. Each one, as fearsome as the next
Daph the Child Augment: The subject of bio-engineering, Daph is a child who is wielded as a weapon by the Shangri La Council, and more specifically, by Rhea herself. Daph has the ability to sneak around the battlefield, unnoticed, and her augments help her strike with deadly accuracy.
Trinkets: Trinkets are found throughout the wastes and Wilds of the world of Wreck Age. Some traders specialize in these small and seemingly trivial bits of junk, while others simply discard these items to the way-side, in favor of items that have more obvious value. In a world with scattered resources, trinkets can be a means for survival and potentially even a way to wealth and fortune, depending on luck and circumstance (and who you are trading with).
The 8 page Wreck Age Trinket list gives you everything that you need to include new and exciting trinkets in your post-apocalypse adventures. This document includes 6 lists in total for a sum of 216 different trinkets. Lists include: Technology, Lifestyle Trinkets, Trade Goods, and more!
Adepticon 2017 Reckless Wastes Event: This swath of route six dee six used to be a bustling caravan path, until the Drifters of the southern wilds moved in and shut down all traffic coming through. Players will engage in battles using whatever vehicles and weapons they can bring to bear. There will be non-combat goals as well as a multitude of secret objectives.
Bring a 300 RU painted crew, as well as 150 RUs in vehicles
Speaking of vehicles, here is a WIP teaser from Carlos of a battlesuit. These bad boys will be incredibly rare and powerful as you can imagine:
John has been busy fleshing out Shangri LA more and more, here is a short piece written from the perspective of Gallo, the narrator of the Shangri-LA sourcebook:
Hey kids, Gallo here. I often get asked about my peripatetic lifestyle, and that inevitably leads to general questions about the caravaneer life and eventually my crew. See, we Shangrilese are a superstitious and scared bunch, who rarely leave the safety of Shangri LA’s walled-off domain. So, freaks like me who willingly venture out of the Bone Yard and into the desolate wastes are viewed as oddities for sure, but heroic oddities who bring back illicit goods, and even more importantly, illicit information about the outside world.
That’s the rub, the Shangrilese are on lock down in terms of information about the world beyond our borders due to the policies of the Council. We are spoon fed exaggerations of how bad the wastes are through the Information Authority and told that monsters inhabit the wilds along with cannibals, plague victims and radioactive horrors. Well, the only monsters I’ve seen are the ones that the Council cooks up for use against its enemies, and while cannibals and disease are a threat “out there”, the way the IA paints the picture it is a veritable wasteland of super-strength rad mutants and gigantic predators eager to rip a human limb from limb.
I’ve been working the road for decades now, and I can assure you most of that shit is nonexistent—merely the results of IA spin doctors trying to outdo one another in the propaganda game. What is out there is scary enough, but I’ll bet my last kelpie that if you hit the road you won’t end up running screaming from 10-foot tall green-skinned men, or scorpions the size of jet-skis. What will kill you out there is the heat, lack of water, lack of food, and of course, whatever miscreants happen to be scratching out a living preying on others. You know, the same shit that will kill you just about anywhere in Merika.
So, with that out of the way, let’s talk a moment about caravanning. It is crap work. The road is both boring and terror inducing all at once. The long kilometers seem to stretch endlessly between settlements, and all the while you are counting your paces you are also scanning the horizon for lens flares, or other signs of trouble. You can’t really ever relax on the road, even when your mind is bored from the monotonous clanking of your carts and your body is coated in a layer of dusty sweat from klicks of constant walking. The road likes to play tricks on you. It lulls you into complacency and then, when you are at your most vulnerable, it hits you blindsided with a challenge on your life. Now, imagine that sort of mind fuck dragging on for weeks at a time and you have a good indication of caravanning. It’s constant hoping that things don’t get screwed up. Hoping that the next settlement on your map is still there and hasn’t been razed by Drifters or Church of Fun lunatics. You keep pushing on and you keep hoping. Hoping that the next stop will have some good trading, or at least some clean food and water. Or maybe hoping to sleep in an actual bed. It’s all about hope and mitigating disappointment through contingency plans and firefights.
So who would want this shit job? Well, for starters people who don’t fancy living in floating cages being told what they can and can’t do by nameless, faceless bureaucrats living atop Big Bear mountain. Then sprinkle in your sociopaths, hunted outlaws, druggies, and general scum of the earth, and you find yourself with a pretty average caravan crew.
But it is the real travelers that make it in this life style. It’s the ones chasing freedom who can tolerate everything the road throws at them. One of my crew fits that description to a T, and has been running the road with me since day one purely for the independence it affords her.
Elza Quinones is a former slave who earned her freedom through some suspicious circumstances and has practically been on the road ever since. See, Shangri-LA has a policy in place where in order to earn citizenship residents must serve time in the militia. This requirement can be extended to slaves who can be forced to serve in place of their masters. It’s a great deal for the lazy slave owners -- they don’t have to risk their own hides serving out on The Wall and get citizenship a few years later if their property survived the process. It is pretty shit work for the slaves, though, but what work assigned to a slave isn’t? Elza volunteered to serve in place of her owner’s daughter and willingly accepted her place in the militia. It seems an odd choice, but knowing Elza’s past it sorta makes sense.
Elza began life in a Staker community near Too Son. Up to her 16th winter she was a damn fine Outrider for her people, but that was cut short when she was plucked up by a Shangrilese slaver caravan passing through the area. For two winters she was enslaved to a wealthy family on the Palmdale coast and restricted to working the land around their orchard. The stationary lifestyle of a farming slave did not suit Elza’s wanderlust and so when the eldest daughter of the Quinones family became eligible for Civil Service in the militia, Elza offered to take her master’s daughter’s place.
I am not surprised that Elza took to the militia life. Being a former Outrider she possessed many of the skills that militia alum officers cream themselves over in a recruit. It wasn’t long before she was back to scouting trails, only now on Shangri-LA’s northern border near Lake Is Bella. This was before ARHK had encroached south from their island fortress near San Francisco, so Elza spent her days taking pot shots at Is Bella renegades, and Drifter tribes that got too big for their britches. During this time she became friendly with another alum member by the name of Emil Zherdev. Never heard of him? That is probably a good thing. The Zherdev family are legacies in the Fung, and Emil was an up-and-comer who had to earn his citizenship before being “made” by the Fung. From what she has told me, Elza saved Emil’s life on more than one occasion, and he promised to spring her from slavery as soon as he could.
Upon surviving her 5-year tour, Elza returned to the Quinones orchard, and from what she has shared, it was even worse than her initial enslavement. The time in the militia had awoken her spirit and created a yearning to return to her birth family’s settlement, but she was trapped in Palmdale, harvesting grapes for the Quinones wine brand.
Another winter passed and with it, came a change in Elza’s fortune. Emil Zherdev had also completed his Civil Service and in the intervening year had become a full member of the Fung. Utilizing contacts he had in the organization, and no doubt incurring a few debts in the process, Emil liberated Elza from the Quinones family with an offer to join the Fung as an asset, not a full member, but an ally under the patronage of Zherdev. Elza agreed immediately and left the Quinones farm under the armed protection of Emil Zherdev and his Fung associates.
It was that decision that would ultimately lead Elza and my paths to cross. Around the same time I was also an asset of the Fung—just serving in a different capacity. Elza and I eventually were thrown together on an operation for the Fung, and well, shit went sideways and Elza pulled my ass out of the proverbial fire. I still don’t know why she did that, but I knew from that moment that I could actually trust someone in the Fung who wasn’t interested in me for my size or how well I could crush a man’s skull.
It wasn’t long before Elza was requesting me as a bodyguard when she went on operations for the Fung, and the two of us earned a reputation for getting some pretty hairy assignments done. Eventually, we were tasked with harvesting operations and given control of one of the Fung’s established caravans. Blink a few times and twenty winters pass and Elza and I have traveled from here to the Switch on Fung business. We’ve been all over what remains of Merika, well, no, I am lying. We have seen about half of it from what I reckon, but that is still more than most Shangrilese, so fuck it. We’ve seen a lot. We’ve done a lot, and while I don’t think Elza has the same stomach for violence and cruelty that I do, I know she will do a lot in the name of keeping the sky overhead and staying out of the confines of a pen.
Elza loves the open fields so much that when Emil conjured up a legitimate citizenship for her, along with a home in the foothills of the San Bernardino Mountains, she rarely visits her property. I think I’ve spent more time in that place getting high and rowdy with my caravan crew than she ever has. For Elza true happiness seems to come only when she is on the road.
Hope you all have great plans for the next few days and we are all looking forward to 2017!