Junkerpunks

The Future of Drywater

Hey there Vados! It’s Jonathan here with one last update before the game this weekend - BEYOND THE HORIZON. We are going to talk about some mechanics regarding the new settlement of Drywater that you might see during our upcoming event. During this game, your characters will have the ability to influence the new Junkerpunk port of call by completing tasks for one of three factions. Which faction will you help unlock new items and blueprints to bring to our game?

While advanced ticket sales for the event are closed, you can still get tickets at the door!

The Drywater Settlement Package

The infant settlement of Drywater, just a few hours walk to the West of New Bravado’s extended territory, has begun to erect its first permanent structures and acquire its first permanent citizens. Queen Jasper, the sickly but politically powerful matriarch of the Antler clan, has come to New Bravado to oversee the perilous and brave process of sculpting a homeland from irradiated dirt. With the help of the Longberths, a faction of the Tribes Disparate who have historically butted heads with the smaller merchant faction, the scrap of land will become a dry port of call only rivaled by Waking Prime. 

During this next game, the Junkerpunk faction will achieve a major victory by constructing a new town near Bravado. This port will be a new future for the faction and realize the shared dreams of Admiral Sinker Swim and the Regent of the Tribes Disparate, Holy Mother Queen Jasper. However, any construction project of this magnitude cannot be completed by just one person. It takes a village, so the saying goes..

Luckily, three of the major factions of the San Saba have proposed a plan to help the new settlement: the Tribes Disparate, the Railroad Conglomerate, and the Grave Council. Each has their own motivations and reasons to be involved, but there’s really only enough space for one of them to really succeed. That’s where YOU come in!

drywater work orders

The one thing the factions lack in town is the labor necessary to help their cause. At the start of game, each player will have an option to take a DRYWATER WORK ORDER. This tasklist will give you a way to track your assistance to one of the the three factions. Scattered through our site will be TWENTY different tasks you can complete as part of this Work Order. These tasks will require you to complete Skill Challenges, expend item cards like scrap or herb, or use Mind and Body points towards your task.

  • Every FOUR tasks you complete will earn ONE vote towards one of the three factions. Some of these tasks will be easier than others, so even brand new players can participate.

  • Most Tasks can be completed ONCE per Twelves. That means you’ll be able to do some tasks more than once, but you’ll have to do multiple Tasks if you want to maximize your votes.

  • Each character can cast up to FIVE total votes in your favor. There will be a few other ways to earn votes past the Work Orders, so keep your eyes open for opportunity!

  • You can only submit one Drywater Work Order per character. If you want to play that alt, go right ahead — we will have additional Work Order forms at the Post Office.

Once you’ve completed as many tasks as you can, you can submit the finished Work Order to the Post Office to record your vote. You’ll choose one of the THREE unique Drywater Upgrades to put your votes toward, securing that faction’s inclusion into the new settlement.

So what do you get for all this hard work? Your investment in the new settlement of Drywater will help out Bravado in the future in a few specific ways:

Drywater Upgrades

The faction that succeeds in influencing new construction in Drywater will reap the benefits of the new trade routes, resources, and alliances with the Junkerpunks. Each faction has proposed an option for upgrading the town, and each option comes with its own unique benefits.

The Cali*Co-Operative Arsenal

Owned and Operated by the dependable Cali*Co Caravan, the *Co-Operative Arsenal will employ the local Junkerpunk population for the purpose of munitions development and production. Located on the scenic ridge that overlooks Drywater, the Arsenal will develop and produce munitions for the defense of the Greater San Saba and her citizens from the threat of zed, raider, or invading body.  Espoused by the Holy Mother Queen Jasper of the Tribes Disparate, the Arsenal is her final attempt at preserving the San Saba as the homeland of her people and their allies.

  • This Drywater Upgrade will provide new regional Weapon, Armor, and Vehicle blueprints for trade with Bravado as the town develops.

The Redfield Boatel and Spa

This sumptuous lounge and resort will be just one stop down the Oxline from New Bravado and attract personages of affluence from across the Greater Wastes. Local Junkerpunks will make up the staff of the Boatel and Spa and be provided with a living wage, ongoing benefits, and housing. Located on the river, the Boatel and Spa will technically be a mobile living environment permanently docked at Drywater. The kitchens at the Redfield will produce highbrow brews and confections beyond anything the San Saba has seen so far, and are personally endorsed by Felicity Redfield, CEO of the Railroad Conglomerate.

  • This Drywater Upgrade will provide new regional Brew, Meal, Gizmos, and Culinary blueprints for trade with Bravado as the town develops.

The Imix Institute

The closest GraveTech research facility is located in the Dead Marches, many miles to the distant south, beyond even the Blastlands.  To be placed in the middle of town as a multi-story cathedralex, the Imix Institute would employ and educate the local Junkerpunk population as researchers and volunteers in the ongoing effor to understand and benefit from the Mortis Amaranthine and the Grave Minds that lurk within it.  This project is endorsed by the leaders of the Grave Council, Takheeta Firstborn and Commander Rampart.  Research from this facility would likely produce compelling advances in Grave and Psi- technologies.

  • This Drywater Upgrade will provide new regional Gravetech, Psionic, and Faith-related blueprints for trade with Bravado as the town develops.

Which faction are you going to put your support behind to help the new town of Drywater? How will you shape the future of the San Saba? Let’s find out this weekend, BEYOND THE HORIZON!

Girl Scout Cookies Update!

Hello friends! Quick add-on from Aesa!

We have two wonderful Girl Scout troops coming out this weekend to sell cookies on site, and, great news, you can now PRE-ORDER those cookies for pick up on either Friday or Sunday! Order using the links below. Select the Girl Delivery option and in the notes put ‘pick up at Camp Kachina’.

Troop 8226 Friday 4:30pm Pre-Order Cookie Pickup Link

Troop 21003 Sunday 11:00am Pre-Order Cookie Pickup Link

This will streamline the process and help ensure both troops have enough of each cookie on hand. Each troop will also have extras for those wanting to pay cash or waiting until they are there.

Let’s help support our site and our girls!

Reminder about Site Times

Re-posting these reminders from a few weeks back about when folks can be on site and where to stay.

COMING ON SITE

Unless you have special permission from staff or are part of our designated Setup Crew for that weekend, the time when you can come onto the site from the parking lot is 3pm on Friday. This applies to Guides as well. At 4pm players who pre-registered can pick up their character sheets and check-in at the Post Office. At 5pm players who did not pre-register can check-in. Read the full Weekend Itinerary here.

DRIVING ON SITE

Likewise, you can only drive on site if you have explicit staff permission. Everyone else needs to park in the parking lot and use a cart to bring their items on to and off of site.

MEDICAL AND NEW PLAYER SLEEPING ACCOMMODATIONS

Wigwam Cabin is our primary Med Sleep location. Wikiup is our primary New Player cabin. Last game we were overcrowded in these spaces. We do not want to have to start restricting who can sleep there further, or requiring medical notes, so please consider sleeping elsewhere if you are not a new player or require medical sleep accommodations.

Kiva is climate controlled and open to anyone. There are also many open-air cabins available in Hopi and Zuni, the platform tents in Tewa, and tent-space is available for those who want to bring their own tent. Some people choose to stay in hotels and air bnb’s off-site as well. If you just would like a Med Sleep note on your character sheet to sleep in a different location without interruption, we can accommodate that. Please email info@dystopiarisingtx.com.

Map of Camp Kachina

See you tomorrow!

Beyond the Horizon

Tickets for our February Event "BEYOND THE HORIZON" go on sale on MONDAY, JANUARY 17th at 1PM! We hope you’ve enjoyed your Long Night!

The ambitious merchant culture espoused by the Junkerpunk population, a ragtag group of smugglers, tradesfolk and priveteers, has always been a dynamic beat in the overture of the Greater Lonestar. But now, armed with their temporary position on the San Saba Board and the backing of Holy Mother Queen Jasper of the Tribes Disparate, this grinning group of sellswords and sword sellers have decided to strike out and do what New Bravado proved could be done; build a town for themselves. 

The infant settlement of Drywater, just a few hours walk to the West of New Bravado’s extended territory, has begun to erect its first permanent structures and acquire its first permanent citizens. Queen Jasper, the sickly but politically powerful matriarch of the Antler clan, has come to New Bravado to oversee the perilous and brave process of sculpting a homeland from irradiated dirt. With the help of the Longberths, a faction of the Tribes Disparate who have historically butted heads with the smaller merchant faction, the scrap of land will become a dry port of call only rivaled by Waking Prime. 

With glory on the horizon for the honest folk of the Muddy Water Accord, all seems well in the wet thaw after the Long Night. But the waves of Lake Bravo stir uneasily as something shifts beneath its surface, and the sound of distant foghorns echo balefully from the direction of The Clutch. Only time will tell what lurks in the deep waters of that ancient wound.

Looking to get more hype for the February event?

Reminder about our february Weekend Itinerary and policies

We wanted to take a second to go over the weekend itinerary so there is less confusion during check in:

Coming on Site

Unless you have special permission from staff or are part of our designated Setup Crew for that weekend, the time when you can come onto the site from the parking lot is 3pm on Friday. This applies to Guides as well. At 4pm players who pre-registered can pick up their character sheets and check-in at the Post Office. At 5pm players who did not pre-register can check-in. Read the full Weekend Itinerary here.

Driving on Site

Likewise, you can only drive on site if you have explicit staff permission. Everyone else needs to park in the parking lot and use a cart to bring their items on to and off of site.

Medical and new player sleeping accommodations

Wigwam Cabin is our primary Med Sleep location. Wikiup is our primary New Player cabin. Last game we were overcrowded in these spaces. We do not want to have to start restricting who can sleep there further, or requiring medical notes, so please consider sleeping elsewhere if you are not a new player or require medical sleep accommodations.

Kiva is climate controlled and open to anyone. There are also many open-air cabins available in Hopi and Zuni, the platform tents in Tewa, and tent-space is available for those who want to bring their own tent. Some people choose to stay in hotels and air bnb’s off-site as well. If you just would like a Med Sleep note on your character sheet to sleep in a different location without interruption, we can accommodate that. Please email info@dystopiarisingtx.com.

Map of Camp Kachina

and now for more exciting things…

Girl Scout Cookies are Coming!

The Girl Scouts of Central Texas will be present before and after our February event to sell their cookies, so bring your cash! I know I won’t need to twist your arm, but proceeds stay local to GSCTX, who own Camp Kachina and allow us to use it for our silly zombie LARP. The Girl Scout Cookie Program prepares girls with the business smarts they need to prepare for adventure, and we love that for them.

Camp Kachina Work Day is coming up!

Patching up Bravado is an event is to help the town OOC. This event is designed for completing projects and site improvements. There is no cost to attend, this is an event to support our local site and put some love back into it! Those who participate will earn 200 CAPS a Work Day. If you are interested in this event. Please fill out the Volunteer sign-up form. This will allow us to assign you to the ideal project.

Volunteer Signup Form

Gates will be open Friday the 21st of January at Noon. The Gates will close on Sunday the 23rd at 3pm.

Shifts will be divided up mainly between AM and PM.

Upon Arrival, on Friday we encourage you to designate your sleeping area and settle in. Projects will start at 2pm (Please see Rafiki/ Kaytlyn the Camp Director)

During the weekend, Joscelyn Benoit and Heather Boemler will be your logistical points of contact for the event.

We encourage you to bring your kit. As there will be opportunities for field portraits in your kit during breaks. We are very grateful for your interest and participation in the event and cant wait to see you there!

See the Facebook Event here.

See you Beyond the Horizon!

The Long Night, Winter Lights and Starving Blights

Good afternoon, Bravadocians! Bravosi! Bravagrants! Whatever! Pick a new name! 

Great game this month, guys. We feel good about our progress as game-runners. We hope you feel as good about your part as players. We ironed out some logistical hoo-hah we hope made your game better. But there are many more irons in the fire and much hoo-hah to render unwrinkled yet. So let’s keep climbing the sheer cliff face of DR 3.0 together and talk some STORY. 

Level 5 

Last month our Brave heroes delved the rumbling belly of the earth where they faced horrific experiments out of time, haphazard piles of dilapidated paperwork, echoing caverns of unwoken semper morts and the occasional Killhouse penitent who thought it might be safer underground. They were wrong! 

At the final level of the Delve last month we defrosted some very old, very disenfranchised cannibals in cryostasis. The Bloodghast, as the denizens of the Lonestar have begun to refer to them in fearful whispers, are terrifying monoliths of wordless rage and hunger - and they’re stalking the night just beyond the light of your campfire. When you enter Bravado next month it will be on the heels of four weeks of fear and guerrilla warfare. The Bloodghast are poorly understood, unreasonably strong, and can smell your blood like a gorger can smell meatpie on Xmas. 

Winter Lights, Loop Trees, Cargo Net Day and Player Generated Holidays 

Merry XMas! Happy Crisis! Mas Clinty-mas!! 

That was three years ago, y’all. Let’s do something new. If you want to honor the old traditions we’re certainly not interested in stopping you. It’s all setting enforcement. But we do want to have a conversation about this cool opportunity we have to make something new. 

Winter traditions have been part of the human experience since we're clawed out of the primordial muck using thumbs and thought to ourselves "I ought to buy my child nine pairs of socks”.  First thing we did with those dexterous extra digits was to throw up a pine tree in the den and shove some well smoked meats under it to give to people on a specific day but not before. We’ve been doing that for about thirty thousand years, give or take. So let’s try something a little different? 

The setting-specific holiday we’ll be focusing on this year is Winter Lights, a Quiet-Folk holiday focused on the notion of Ritual and Tradition, honoring the beliefs of the varied many across the Lonestar. The Lovelace Community celebrates this season every year not on a specific day, but as a kind of blanket period during which they assume and honor the traditions of their neighbors. What that looks like in the playspace, in terms of decoration, is a ton of tea lights all over the camp. So if you want to buy into this tradition and thusly the attentions of the Quiet Folk who celebrate the soft and quiet light of community, you should put tea lights all over your personal areas. 

In addition, the Nomads who travel the Long 360 out of Essex have their own tradition of decorating “Loop” trees along the highways. What was once a seemingly out-of-place garish display of garland and lights that has slowly become an important cultural touchstone of the Winter season in the Lonestar. We can’t wait to see how our players bring the trees of Bravado to life with festive in-genre decorations (that of course, can be easily cleaned up after game off).

Similarly, The Junkerpunks will be celebrating Cargo-Net Day, another “new/old” tradition based on holiday themes we are exploring for the first time in Bravado. This holiday and its rituals have been completely designed by our amazing players, and we are excited to support it by honoring the related plot requests they’ve put in to our writers.We can’t wait to hear tales of Nopalito Joe and Kelpie that the community tells for years. 

We encourage you to put your brilliant minds to work to come up with amazing holiday traditions to fit within our shared story. Something from your character’s past? Something entirely new? Winter Lights is all about discovering and celebrating tradition, and we are excited to see the creativity our players bring to that.

We’re attaching a link here to a useful article that we hope will give you something to think about when designing holidays for the LARPspace that are clever and respectful. 

You Better Watch Out

Historians and Jones who have studied the ruins of the Ancient Lonestar know that some traditions associated with ‘Merican culture come from a deeper and more dangerous place. Something… jolly… has awoken and is making its way across the winter wastes and over the Ox tracks into Bravado.

In December we will also be introducing an over-arc opt-in mechanic for the Winter Lights season. But be careful about too much of a good thing. 🎅 

The Long Night 

Every year in January Camp Kachina closes its massive eyes and takes a long nap to rejuvenate itself and heal from all of our intense LARPing on its pine-studded spine. And by that we mean the Girl Scouts of America use that month to fix up the camp infrastructure and DR:TX takes a month off for holidays and our own sanity. 

The way we’re explaining that in character is The Long Night; a period of time at the end of every year during which the sun does not shine on Bravado. Massive clouds appear over the town, huge stationary mountains that block the light of the sun. It lasts about a month until the sun comes out again and life resumes itself in all its baleful splendor. So when your LCs aren’t here in January (or maybe they are you masochistic maniacs) it’s probably because it’s VERY DARK and VERY COLD. 

---

We’ll leave you with a poem because you know exactly who's writing this blog post. 

“When the haunted Hallows moan,

And the Long Night looms so near, 

Remember child, dog, and delver, 

That the dead can smell your fear. 


Remember always to carry a light, 

To ward off the fearful zed, 

To remind them that they have no business here, 

And that it is you that they must dread. 


So in these small and quiet days,

When the world beds itself down, 

Protect those who would bear your light, 

Through the tired streets of town. 


Plant a torch and be the Light, 

That leads your family home, 

In the last and frigid nights, 

Come home to Bravado.” 

  • A Lovelace Winter Carol, PHW 02’ 







Friendly Counsel

“...and we will have enough fuel to help the Sweetwaters move the equipment to Waking, but we will need to prepare for refueling costs there.”

Everyone was listening, she supposed, even if their body language said otherwise.  She smiled to herself, and continued. It was late, and even Shale was disinterested.  But it was the duty of the matriarch to lead by example, so Momma Rabbit paused for a moment to let the others realize their minds had been drifting.  It was subtle, but as a skilled fishmonger drove their fish to the net, so she rounded up their attention once more.

Children would be children. And children indeed were the royal attendees of this summit.  Lessons passed down from mother to mother in the Rabbit family always seemed to become useful in surprising ways, she mused. 

The rest of the regents were gathered around the map of The Lands Bravado, listening with at least half an ear to her update on current events.  It was challenging enough getting the regency of the Tribes Disparate in the same room for quorum, much less keeping their attention throughout.  They would have to wait until the Summit to get the entirety of the thirteen regents in one place. For the handful she had here today, this was a necessary meeting.  An army marches on its stomach, her mother always said. “The DJs needed fuel to continue playing their part in all this.” Momma Rabbit pressed now.

At the mention of this, Shale looked up.  It was the one thing the Queen didn’t seem to understand, but Shale was in his element in this moment.  He was the most interested in these council meetings, where strength of arms did not matter as much as strength of will.  Let the Queen pursue her wars, but Shale would lead from the council chambers. Momma Rabbit smiled to herself and at him.

“We can get the RRC to fund the expedition. The Antlers have been protecting the Ox’s move south, and they can’t afford us to redirect our forces somewhere else.”  she answered in response to Shale’s unspoken question. The regent of the Ox Killers glared at her mention, but stayed quiet for now.

The Texican regent put his boots up on the table and offered a different suggestion. Her kindly eyes darkened at this willful display of bad manners.

“Maybe the Conglomerate can make an offer too.” Sam said with a drawl. “The Ja Cintos have enough connections there.  The Minister don’t like dealing with the Railroad any more than necessary. We’re all here for the Queen first, not the Commission.”  The regent of the Ja Cinto Militia surely meant well, but Momma Rabbit sighed internally at his aggressive tone.

“Sam, you know as well as I do the contracts we’ve signed.” Momma Rabbit countered. She tsked at him and brushed his feet off the table.  He sheepishly apologized, as she wiped the dirt off the map. He was a good lad, if he could only remember his manners.

“Fuck the contracts.”  The Torchlight regent’s gravely voice was barely a whisper, but when they spoke, the primitive filter on their mask made it impossible to sense any real emotion.  The Lascarian could be expected to provoke the fight further.

Another argument. This night was not getting any closer to being finished. 

The other regents acted predictably. The Ox Killers had a grudge, and their regent banged his fist on the table in support of the Torchlight’s suggestion.  The Ja Cintos would eventually back her if she could make her case, and maybe the Long Berths. The DJs of the Sweetwaters needed the work to keep the clan happy, so they would be on board when it came time for a vote.

“We trusted the sun-dwellers’ promises before. It cost us everything. Why should we continue to support them?”  the Lightbearer, for someone with such a name, spent so much of his time focused on the darkness of the past. It was frustrating. She smoothed her skirts as the others chimed in. The Torchlight regent was unnerving, but they are family too, she reminded herself.

“I say just let them deal with the Firebrands on their own. We have our own issues to solve. The storm always passes.” The Long Berth captain spoke.  They had their own problems with the Junkerpunks, to be sure.

“The Great Wheel will turn our way again, my friends. Sometimes we lead, sometimes we follow.” Words of wisdom spoke from the greasy road captain, younger than his wisdom suggested. The DJ could be counted to come to her support. Momma Rabbit smiled fondly at the Sweetwater regent. They understood the need for allies in these times.  And he was always so careful to avoid leaving the coat of dust and grime, that perpetually seemed to follow him, on her nice table.

“This was the Queen’s will, long may she reign.” she reminded them. “Her vision is what brought us all together.”

For now.”  The Ox Killer regent spoke softly, but everyone heard his words.

She gasped. The Ox Killers could be so obstinate, but the challenge was clear.  His eyes glared at Shale, and she could see the Torchlight leader nodding too.

“The Queen is with us eternally, and especially right now. Whether you like it or not. Long live the Queen.” she replied.

The Ox Killer smiled viciously. His teeth were filthy. 

Long. Live. The. Queen.” he said with a smirk, drawing out each syllable in a mocking, frustrating way

Momma Rabbit puffed up, and struggled to maintain her composure.  She readied her best stern glare and prepared to rebuke the man.

Shale broke the tie before the argument could escalate.

“I understand your hesitation, but this helps the Tribes in the future.  The Queen has seen fit to choose each of you.” He looked pointedly at the Ox Killer regent, and continued. “But it appears that I am the deciding vote.”

Shale stood up, wearily, and pointed to the map in front of them.

“The further the RRC depends on the might of the Antler tribe and all of our combined strengths of the Tribes Disparate, the more prepared we are for our eventual rise. The world is changing, and we must be prepared for that new future. Let them build their railways. Let them focus on the ruins in the Bravado camp.  We have always been about our people, the common folk, and those that have been forgotten. It is through our differences we succeed, but it is through our Queen we triumph. Long may she reign.”

Prince Shale cast his gaze around the room, and each of the regents realized the truth of his words, one by one.  Even the Torchlights and the Ox Killers. No challenge would be accepted now.

Mother Rabbit beamed at Shale.  Another argument settled. The Tribes might fight, but they each meant well.

“Long live the queen!” The regents echoed, some more readily than others.

It was enough. United for now, their voices rang into the evening, and into a new future.


A Tribes Disparate Vignette by J. Loyd

Read more about the Houses of the Tribes Disparate here.

Uncharted Waters

The wind was a ghost’s whisper across the water. It fluttered along the boards of the hull and streamed backwards, a swallowtail behind the thirty foot copper-clad sloop. The fishhook moon smiled up at Kel from the black water flowing past to starboard. He gave a tremulous smile back at its reflection and twisted to look forward. 

“Down to twelve feet, captain,” Arnie hoarsely whispered from the bow. Kel could see the glint of her silver rings in the moonlight as she hauled up the depth line and prepared for the next toss. He tensed his fingers around his oar and readied for what he knew was coming.

“We’re at the neck now, friends,” the skipper’s call was barely audible above the soft splash of the depthline’s charge slipping back into the channel. “I don’t need to remind you what happens if we don’t do this fast, quiet, and smart.” A jabbing finger, sharp nailed and glittering stabbed at the night-cloaked shoreline. Here the trees loomed in towards the river like hulking bodyguards ready to shoulder them out of an Essex bar. The dark obscured what Kel knew lay under their scraggly branches - long low bunkers and a prodigious amount of men with guns and arrows who would not be pleased to see them slipping by in the dead of night without paying the levy.

“Arnica, report.” 

“Nine feet.” 

A low rumbling started along the rowing benches. It was the end of the burning season and the waterways were shrinking. Much lower and The Alligator would be in danger of wallowing in the mud like its namesake. Kel’s pulse hammered in his temples, half dehydration, half adrenaline. This was his first run into the Punkerport and the marshy stink of the polluted water made him yearn for the briny tang of the open sea once more. He narrowed his eyes as a sudden flash lit the darkness.

BANG

“We’re spotted!” he yelped as a projectile whistled overhead and continued into the water beyond with a splash.

“All hands pull!” the skipper growled, and The Alligator surged forward as the oar crew stretched their backs into the thrust. Arnie’s readings at the bow came as fast as she could throw the weight now.

“By the mark, Eight and a half. Eight now,” her voice was punctuated by the whistle-shriek of bullets, and the flashes on the shore were close enough in the narrowing channel that Kel could see the faces of the shooters in the flare of the discharge. He felt a trickle of sweat tracing its way between his heaving shoulder blades but he didn’t dare pause. 

“Five degrees to port!” Arnie shouted. The captain nodded, twitching the rudder to the right - his jaw stony, eyes staring down into the dark water, trying to keep the craft in the deepest part of the channel. The shore seemed to inch by in slow motion and the range was closing. An arrow skimmed over the gunwale and buried itself in the bare mast, missing Kel’s shoulder by a hair. 

“Heave to!” a cry from the shore came crisply across the water. “Surrender your cargo and we’ll let you live.”

“Think I’d trust the word of a Long Berth?” The skipper shot back, and the crackling of firearms increased, punctuated with a few choice insults from the fighters on the shore.

“By the mark, seven!” Arnie hollered and the rowers doubled their intensity. The keel wouldn’t clear much past six feet in depth. 

And then it happened - an awful grinding sound beneath their feet and their speed slowed. They were scraping the bottom now, and in this narrowest part of the waterway, the treeline was only a few yards away on each side.

A shout, and Kel looked up to see the skipper doubling over, a dark stain spreading across his sleeve which now hung limply at his side. A body pushed past him - Arnie diving to seize the rudder and shoving the skipper down into the cockpit. 

“Kel! We need you in the water! You too, Cleat!” 

He dropped his oar into the locks and turned towards the bow. The Baywalker next to him did the same, JP tattoo dark beneath the hollows of his eyes. The grinding on the hull was louder now, reverberating through their feet and throwing him off balance as he lunged towards the prow. Arnie was muttering to herself as they went, “Told him we was too heavy with this metal. Should have taken the plastics instead I said. Not been enough rain.”

The wood of the railing was silky beneath his feet, ground smooth by years of scraping and sanding and bare feet. Kel snagged a sheet as he went, wrapping the end of the rope twice around his hand and hoping the other end was tied to something solid. He didn’t have time to check before he jumped.

The water was warmer than he expected with the sun down for hours, and the force of his jump carried him down beneath the surface, his ankles sank into the soft mud at the bottom of the channel. Kel tugged at the rope above his head and heaved himself upwards, breaking into the warm night air as Cleat slammed into the water next to him. Immediately they both began to swim, pulling the rope taut and tugging the boat through the water. It was scraping less now, with their weight offloaded, but still dragged sluggishly behind. Kel’s free hand splayed wide, the translucent webbing between his fingers and toes scooping hard into the water. He kicked with all his might, feeling the resistance of the boat pulling him backwards with the current. The shouting on the shore intensified and arrows pierced the water near them, bobbing back to the surface harmlessly.

The sky above was suddenly illuminated. The Long Berthers had lit their arrows on fire, content to haul the scrap out of the bottom of the channel after they had all burned and died. His legs were starting to cramp up from the constant kicking. 

And then miraculously the boat was surging past them. They had cleared the bar. The rowers cheered as The Alligator once more sprang into crisp motion. The swimmers drifted back along the side, hauled along by the very rope they’d been tugging. A fire arrow thudded into the hull next to Kel’s head and he splashed water on it before it could light up the tarred wood above the copper cladding. Something beneath the water brushed against his legs and he shuddered.

“Get us up!”

Hands reached over the side and hauled them upwards, depositing them as soggy lumps in the center of the boat as something smooth and scaled broke the surface of the water they’d just left. The shore was retreating once more, the crack of firearms fading into the distance. Kel dashed back to his spot and picked up his oar, resuming his rowing until Arnie shouted “Rest!” long minutes later. Panting, he collapsed forward and chugged on the waterskin beneath his seat. When he finally had a chance to look around, he realized how far they’d come. A broad lake stretched into the darkness on either side, its surface choppy with a stiffening breeze. Beneath the dark waves faint glowing shapes moved and far, far ahead there were torchlights sparkling and distant across the water. He thought he could hear off-key singing. 

“The Punkerport.” Arnie affirmed, looking up from bandaging the skipper’s arm. 

“Is it always like this?” he asked incredulously. “Getting here, I mean.”

“Not always.” Arnie shook her head with a sharp, toothy grin. “Sometimes it’s worse.”

 “Welcome to Bravado, Kel.”


A Junkerpunks Vignette by A. Garcia