Duf-Dub
wildfly01

Duf-Dub

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Ruins of the DFW Metroplex

Score 441

05/19/26

This ruins was destroyed by fragment impact. The Dallas side of the area was hit directly leaving a quarter mile-wide crater. The shockwave flattened nearly everything else and what wasn't flattened was nearly buried in spalled debris, rock, and soil.

Duf-Dub Now

In the ruins of the former metroplex is a trade town of sorts. The town's location on the EyeforFive and other major trade routes makes this an ideal stop for travelers, traders, everyone. This is a scavengers paradise. Before the end, the western side of the area was dotted with hundreds if not thousands of distributing warehouses.

Duf-Dub is a walled Fortress Town. The wall is made of stacked shipping containers, and is reinforced with plasticrete anti-vehicular barriers and trenches. Atop the wall are numerouse guard posts and weapons hardpoints. Inside the containers are more fighting positions as well as internal passageways for moving personnel and equipment along the city's defenses.

The main square, formerly downtown Fort Worth is home to the mayor's mansion, the Hall of Law, and The Market. The mayor's mansion sits in the former ruins of a hotel. The Hall of Law is not far from the mansion. Then north of both of those is The Market, which sits on the ground formerly known as the Stockyards.

The settlement gets is power from a small fusion reactor that is located at the former Naval Air Station next to Lake Wurth. This facility is heavily defended. Still there are outtages caused by attacks on the main power lines between the reactor and Duf-Dub.

 

Duf-Dub: The Walled Crossing

Where the Sundering left a quarter‑mile crater and flattened whole neighborhoods, Duf-Dub rose like a stitched wound — a fortress town sewn from stacked shipping containers and plasticrete barriers that hold back the wild. The Main still threads through the Market on the old Stockyards, and the mayor’s mansion and the Hall of Law squat on Fort Worth's ruined bones, but the city’s real strength is the wall and the guard posts that crown it, manned by sentries who watch the EyeforFive and the restless wastes beyond.

Power and Vulnerability

Power comes from the fusion reactor at the former Naval Air Station beside Lake Wurth, a humming, heavily defended thing that keeps the lights on and the pumps running — when the main lines hold. Outages happen after raids on the line and after storms that fling spalled rock and soil into cable trenches; the Route Boss Office and Saul Renko at Fort Junction trade contingency plans and convoy timetables with Duf-Dub when the reactor falters, and a cracked GPS shard or a patched map from Skriff's back room can change whether a convoy reaches New Promise or dies in the Gap.

People of the Market

There are brokers and barters in every lane: Theo at the Longshot Saloon keeps ledgers of rumor and payment, Skriff Jones runs Skriff's Scrapyard and knows where every useful bolt went, and Mack Barge Ryl enforces the yard’s rules with blunt certainty. Sister Nyra moves among the spires and scav camps with a quieter trade in old rites and old memory, while couriers like Erika Striker Thorne and independent operators thread between Duf-Dub and the Cumberland passes carrying contracts and muscle. These figures make the Market breathe — they are the merchants, fixers, and guardians whose grudging pacts hold a fragile economy together.

The Town as Trade Node

Duf-Dub is a scavenger’s paradise and a dangerous ledger at once: warehouses to the west once fed whole distribution chains, and now their skeletons serve as caches, ambush grounds, and salvage sites for the Yard and the Black Wolves alike. Convoys that move along the EyeforFive stop to refuel, swap manifests, and hire escort teams; the Command Console at Poke and the convoy lists held in the Route Boss Office are as precious as medtech, and the market’s bargains often pivot on a single reliable part or a secret route written in Skriff's ledger.

Security, Secrets, and the Road Ahead

Defences are pragmatic: internal passageways inside the container wall, weapons hardpoints, and trenches designed to slow vehicles; tools like Barge’s Breaker and jury‑rigged shields are as important as the reactor’s hum. Yet Duf-Dub’s true danger is political — power plays from TTG ROUTE OPERATIONS COMMAND at Fort Junction, bids from mercs such as Sabela Serrano, and the occasional saboteur aiming for the reactor’s lines could change allegiance overnight. In a world that remembers the map, Duf-Dub remembers who keeps the routes open, and those memories are traded, traded again, and sometimes stolen; survive the Market and you survive the road beyond.

Connections

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