The Rustlands

The Rustlands

Where the Kingdom's refuse goes. Centuries of broken artifice, spent tools, failed clockwork, and discarded construction have piled into a range of scrap hills, leaching strange chemistries into the soil and growing stranger plants. It is toxic, unstable, constantly shifting, and the gremlins love it.

The Land

Hills of layered refuse, dated by stratum the way a geologist dates rock. A Rustlands salvager can place a find within a century by what it was buried under, which makes the gremlins the only people in either realm keeping an accidental archaeological record of the Kingdom.

There is no natural ground here. The whole province is artifact: a range of hills two hundred feet high made of everything the Kingdom has ever thrown away, still settling, still reacting, still — in places — running. Water goes in clean at the Rimeward end and comes out the other side as something that has to be labeled.

Flora and Fauna

Feature What it is Why it matters
Rustweed Iron-eating creeper that stabilizes a slope as it grows Deliberately planted; the only reason some heaps stand
Slagbloom Flowers on leachate margins; petals are actual glass Beautiful, worthless, and the province's only souvenir
Tallow-fungus Grows on spilled lubricant, renders down to lamp oil Lights the Sump
Bitterroot Drinks leachate, concentrates it, and survives Pukwudgies buy every scrap. It is in half the Wilds' poisons
Ironworm Large; earthworms adapted to metal-rich spoil The heaps' tunnelers, and the salvage crews' partners
Rove beetles Diminutive; carrion and chemical burns Thrive here. The raised tail means don't
Cockroaches Tiny; eat anything, survive anything The province's most numerous citizens and its best guides
Gearlings Not alive. Wound artifice that never ran down Nobody agrees what these are. They have preferences

The Sump

A valley where the runoff pools and gremlin salvagers gather to trade parts and information. Camps move as the heaps collapse, which is often; the Sump persists because the water does.

Other Settlements

Cinderdrift (3,000) — the smelters, at the province's downwind edge, where salvage is reduced to material. Everything there is grey and everyone there is rich by Wilds standards.

Tallowlight (2,000) — a fungus-farming camp built entirely inside a collapsed heap, warm and lit and reasonably safe, whose residents have not been outdoors in years and consider this a lifestyle.

The Cut (1,200) — a trading post on the Rimeward road where gremlin factors meet Bellowsgate's buyers. Both sides pretend the trade is small. The road is deeply rutted.

Pickers' Camps (transient, uncounted) — dozens of them, moving with the heaps, mostly Basekin crews working salvage the gremlins subcontract. The gremlins pay them, which is more than the Kingdom did.

Factions

The Warden's Office. Nix and the salvage-wardens: they license digs, arbitrate claims, and keep the strata record. It is the only government in the Wilds that maintains an archive, and it does it for commercial reasons.

The Deep Cut Syndicate. Salvagers who work the oldest strata, where the finds stop being Kingdom refuse and start being something else. High-paying, high-mortality, and increasingly secretive about what they are bringing up.

The Bellowsgate Trade. The Rimeward buyers and their gremlin counterparts. The Kingdom's only real commerce with the Wilds, entirely undocumented, and worth more annually than the Emberwaste's glass.

The Tinkers' Free Bench. Gremlin artificers who repair, recombine, and improve — and who have started producing things the Winterworks has not invented yet. This is not yet widely known outside the province and will be a serious problem for somebody when it is.

The Quiet Wind. A small faction who believe the province should stop selling and start keeping: that a century of retained salvage is an arsenal, and that the Wilds will need one. Nix has not endorsed them and has not stopped them.

Sites of Interest

The Strata Record. The Warden's archive at the Sump: four hundred years of what was thrown away, when, and by whom, indexed by heap and depth. It is a complete material history of the Faerie Kingdom compiled entirely from its garbage, and it contains — because garbage does not lie — evidence of at least three things the Chancery's official record denies, including a decade in which the Kingdom disposed of a very great deal of iron.

The Eleven-Year Fire. A leachate pool in the eastern valleys that caught and has not gone out. It burns green, it burns without fuel anyone can identify, and the ground around it is the healthiest in the province — rustweed grows thick there, and the pickers who work its margins are noticeably long-lived, which is either extremely good news or the setup for something.

The Deep Cut. Where the oldest strata are exposed: below the Kingdom's refuse, below the layer where the styles stop being recognizable, into material that was buried before anyone was throwing anything away. The Syndicate works it under an exclusive license and has stopped filing finds with the Warden's Office. Nix has noticed. Nix has not acted, which is unlike her.

The Wound Yard. A fenced compound at the Sump where live salvage is kept until it runs down. Some pieces have been in there for two centuries and are still going. They are not dangerous, exactly — they are purposeful, and several of them are clearly trying to complete a task, and one of them has been slowly, patiently digging.

Hooks

Relations

Everything of value in the Outer Wilds that cannot be grown or dug comes out of here, and the Winterworks buys most of it while maintaining that it does not.