The Badlanders
Introduction
The people of the Badlands are depicted in many different ways by the Entente's imperious regime, these stereotypes passed down onto the masses who speculate on them and appear to view them in increasingly horrifying terms. It is said that Badlanders often have six fingers, all shaped more like claws; that their teeth are sharp like fangs, that they are shriveled and starving, seeking to devour the hungry children of the peasant farmers that surround their domain. While obviously these fantastical assumptions hold no bearing in reality, the myths of the Badlanders derive from the truth: as a trend, they are violent, thieving people, known to trust few others. They often carry anarchism as a strong ideological trend, rejecting governments and all forms of hierarchy, at least until they are brutally dominated by their many Raider-Kings and forced to conform.
But the Badlanders are also a diverse people, of many different priorities. While many of them enjoy their lifestyle of errant violence, hedonism and absolute liberty, many others seek improvement and change -- and it can even be said, shockingly to some Daravain, that there are good people among them who act charitably towards others. This article will act as a general overview of the people of the Imperial Badlands, detailing the common trends that underlie their highly fractured 'culture'.
Technology
Badlander technology is a bizarre amalgamation of advanced machinery and primitive engineering. It only follows a single principle: if it works, it's good enough. No matter how inefficient, dangerous or uncomfortable. The more intimidating and powerful, the better. Built from the scraps of the Clockwork Empire's latest technological advancements, the salvageable parts found in the outpost ruins are put together into new builds that the raider gangs can use for their warmongering domination goals. There's no science involved, no innovations: only old artifacts made work through trial and many errors.
The most renowned and unique pieces of Badlander technology are chariots. Built with engines extracted from the remains of old clockwork vehicles, each chariot is a unique piece. Nevertheless, every chariot's purpose is easier and faster transport through the badlands, the secondary goal usually being weaponry. The Clockwork engine that every chariot uses can only run on wurmblood: an explosive liquid mineral extracted from pools deep beneath the badlands. The Clockwork Empire built extraction and filtration stations all over the Badlands, nowadays called Leaks. They look like small pillars with a deposit and a tap attached. Each operates on a weak Lytirisyte core that slowly extracts fuel; each outpost has several Leaks, and there are single stations scattered across the entirety of the badlands. They presumably were used to fuel vehicles in long distance travel. However, the increasing number of raiders has made the fuel supply more limited and some gangs resort to the only alternative source. They hunt Dune Wurms, titanic serpents that swim in the sands and are able to tunnel to reach the Wurmblood tunnels, which they feed on. Their blood can be refined to extract the fuel, giving the group that has hunted one a large reservoir.
Built, repaired and maintained by mechanics called Scrapbiters, Chariots rule over badlands travel. The heart of the Chariot is its engine; the only piece that up to date has been impossible to replicate. Because of this, the number of Chariots is limited to the number of engines in existence; engines are the most expensive currency in the Badlands. They're combustion engines that can only work fueled by wurmblood; though worn out and probably less efficient than in Clockwork ages, they still work admirably well. They're started by pulling a chain attached directly to the engine, and stopped by releasing it; the fuel is provided by a large tank located over it. The engine produces spinning movement that is transmitted by primitive gears and greasy chains; the movement is transmitted to the back wheels, with no more than two different gears of speed; most elaborate designs have a reverse gear, though this is uncommon. Chariots can reach speeds of 25 to 50 mph depending on the weight, efficiency and other factors.
There's two types of Chariot wheels: paddled and rugged. Both made of metal, paddled wheels are used to ride fast on sand and rugged metals provide a better grip in rocky terrains. Scrapbiters usually add sharp edges, blades and nails to the side, in case bumping sideways into a rival chariot is necessary. Since there's no suspension involved, chariot rides are usually bumpy and uncomfortable. A basic steering system is added to the front of the vehicle to control the course; usually a gear wheel, though it can be a handlebar in two wheeled chariots. Braking is a complex issue; brakes are steel bars pushed against transmission, the friction eventually stopping the Chariot while producing a cascade of sparks. However, at higher speeds or risk of collision they're usually not enough; an anchor is dropped, paddled in sand and spiky on soil, which violently pulls the vehicle back to a stop (another use for the anchor is locking in another Chariot for boarding).
The chariot's base chassis, housing all the necessary components previously mentioned, is made out of steel pipes. It is sometimes surrounded by heavy, rusty steel plates or leather pieces as walls and roof, to protect from the badlands sun or enemy attacks. There's no windshields; seats are an unnecessary luxury and most chariots don't have them, and roofs are optional at best as well. A far more common option is weaponry of every kind: basic scrap cannons, harpoons and even bomb launchers can be built in. Navigational instruments are rarely used, but are also a possibility: spyglasses, sextants and compasses to navigate the Badlands, used by the so called Coursers.
Survival
The Imperial Badlands are one of the most inhospitable areas not only in Daravin, but in the whole of Ransera. Many different factors intersect to make survival a brutal challenge: climate, terrain, lack of resources, hostility and the corrupting Dread Mists that warp the area as they pass. Such harsh conditions have forced the vast majority of its inhabitants (which are still not too numerous) to stick together, forming raider gangs in order to ensure protection, consistent access to resources and retain the biggest degree of freedom they possibly can. Still, the Badlands are a dangerous place; death is an everyday issue and the threat never fades, and as such life expectancy is one of the lowest in Ransera. In fact, elderly people are incredibly rare; physical weakness is usually a death sentence and most inhabitants don't live past the age of 45, with the average lifespan being much lower due to infant mortality.
The first and foremost issue in the Badlands is access to clean water. An arid place, the sources are limited and usually contaminated by the numerous duststorms that cross the entirety of the desert. As such, drinking that polluted water can cause effects ranging from just starting to develop Reaving to instant death, depending on the particle concentration. With little to none natural water deposits available, obtaining a reliable supply of clean water is fundamental. Of course, there's different methods, but none of them his highly efficient. Purifying water using a dragonshard is one of them; however, dragonshards are very rare and still don't produce a very large amount of clean water with each charge. Grakain are another option, but few raiders manage to drink water out of one without killing it as they lack the necessary necromantic abilities. The most common is obtaining water from outside sources; raiding villages and trading in border outposts to fill large water tanks to store somewhere underground; however it's not always reliable. There's other dubious sources, like distilled wurm blood, but they're reserved for emergencies. The only abundant and consistent source, able to supply an entire city, is the Free Access Tower; that's why controlling it grants a good grip over most of the Badlands. In fact, clean water is used as prized currency in Shitport, and the reigning Wastelander has an unlimited supply.
Food is also a concern, but a lesser one. The badlands are mainly uninhabited, but many creatures have made them their home; specially adapted to protect themselves from the corruption, many species are actually safe to eat, if one manages to hunt them. Plants are more dubious in that sense, as they can't avoid the dust storms even if they do have an increased resistance to them in most cases. Hovever, such a restrictive diet leaves certain nutritional needs uncovered, and raiders have learned that they need to, as they'd say, "go grocery shopping" out of the limits of the Badlands once in a while. Of course, raiding other settlers' supplies is always an option.
The climate in the Badlands is a silent poison, as the settlers always say. Days are searing hot and nights glacial cold, and the dust storms that ravage the entirety of the land carry more than just sand particles. In the Imperial Badlands, Dread Mist and Dust Storm are synonymous, and also synonymous with death. As such, inhabitants need to avoid them at any cost, and this can only be done by fleeing (and fleeing fast) or finding shelter. A dust storm shelter must ensure complete lockdown; no particle can slip in, and air chambers or Clockwork fabricated filters are necessary in order to prevent suffocation. Anyone unlucky enough to be caught by a storm is left behind as an extremely warped corpse. There's some stories of men and women that have emerged alive from a storm, usually extremely mutated after staying in for short periods of time. Most of those lucky ones emerge with their minds completely shattered, unable to form cohesive thoughts. Awoken are also a problem; after a storm, sometimes an automaton might go haywire and start to violently attack its surroundings, Awoken by the storm and corrupted at the same time. Although this doesn't necessarily affect all exposed Artificed creations, there's always one or two.
Though not a strict need, anyone riding a Chariot in the Badlands has a large advantage; however, they'll need Wurmblood. This fuel is the most sought after item after water, and thus having a steady supply of it is absolutely necessary. The most straightforward way is securing control of at least one Leak; however, gangs and other settlers are very aware of their value and they guard them zealously. Trading is always an option, if possible; and the ultimate resource is hunting a Dune Wurm and distilling its blood to obtain large amounts of Wurmblood. Though the resulting smoke has a red tint, it works as well as the source material.
Lastly, the last danger of the Imperial Badlands are its own inhabitants. Raiders are merciless and settlers unwelcoming, and the lack of any kind of government usually means that anything goes. Violence is commonplace and murder is a daily activity. In order to survive an encounter with raiders, one must outspeed them, outsmart them or overpower them... and all three are usually difficult feats. Depending on the gang, they will respond to different interests; knowing how to play one's cards well is as important as being a clear threat. A dangerous aura is universal language in the Badlands, and it ensures being left alone.