Grand Achat didn't just survive the aliens; it thrived.
Funded by an absurdly wealthy family, the corporation uses the Trader's Guild for control. They've become masters of cheap electronics, refurbishing "found" (read: stolen) items and manufacturing their own goods, besides reselling from others. Their supply chain is relentless.
But success comes at a high price: The company is obsessed with control. Contracts are virtually indentures; you can lose the rights even to your own name. Decisions come from upper leadership, fueled by influence over merit, with managers acting as mere enforcers of targets and rigid rules.
After an alien war, the world lies rebuilt and ruined by the surviving corporations and factions.
Amid ruins, chaos, and biopunk technology, the Trade Runners emerge, wandering merchants hauling goods, secrets, and addictions for the Trader’s Guild and its corporate partners.
Trade Runner is a post-apocalyptic pulp waste opera about a planet struggling to rebuild and destroy itself again through factions, cults, mutations, and ambition.
Each episode of this comic is a new card from that universe, a glimpse into its locations, factions, mobs, and characters, letting the reader piece together their own map of the collapse.
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