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Killjoy Slang Dictionary

Summary:

For the last 3 years, I've been compiling Killjoy slang from various sources (sources linked in notes). This is a mix of canon and fan-made slang categorised in the different chapters.

Want me to remove your slang? Want me to add more? Want to report a mistake? Comment here or message me at @blackoutcrypt on Tumblr. I'll do my best to reply to you as soon as possible. I'm doing my best and learning how AO3 works, so if you see something that I have done wrong according to the way AO3 works (like chapter specific notes on multiple chapters), please inform me.

Seen an update and don't know what it was? Check the tags "slang book edit logs" / "slang book updates" on my Tumblr.

Notes:

(See the end of the work for notes.)

Chapter 1: Places

Chapter Text

Abandoned Shopping Mall: This is a massive glass building in Zone Five. but don’t let its size deceive you: it’s damn near impossible to find. Those that do find it though have found the best place to be in the Zones, the Killjoys are more than willing to help you out, if you see it don’t think of it as a mirage, it is real and you’re one lucky soul to come across it.
Amusement park (The) : An amusement park located within the Fog Line; all you can see before the fog starts is the gate, and that’s why most Runners refuse to touch the place with a five-foot pole. No one quite knows which amusement park it is, but it’s... odd. None of the rides have rusted from the fog and the humidity, and the merry go round still works.
Battery City: The city controlled by BL/Ind. It’s the only known major civilization left. Devoid of much color, emotion, and freedom. Also called 'Batt City' and 'The City'. Contains BL/Ind's operating base. Situated in California. Extremely dangerous for Killjoys.
Bayside Runners: An abandoned pool building in Zone Two; considered haunted. Generally shortened to 'the Bayside'.
Bifrost: Areas of the Zones that were so greatly affected by the bombs that the desert sand became glass. E.g., “This Bifrost is the most beautiful thing you'll ever lay eyes on out here. It's a reminder that the Zones don't always chew you up and spit you out, sometimes they shape you, make you better.”
Blue Grave: An abandoned hospital within Zone Five - no crew has ever set claim to it and, if legend holds up, no crew ever will.
Brown Sugar: Patches of desert land where plants are able to be grown, such as the Witch's garden and Tommy's (not so) secret little greenhouse in the back of his shop. E.g., “Hey, did ya see that garden we just drove by, must be some brown sugar over in that area.”
Bunsen (The): Fissure in the ground in Zone Five that constantly leaks flammable gas, named after a Bunsen burner.
Burial Gardens (The) : A stretch of desert within Death Valley - a mass grave. The constantly shifting sands uncover and recover the bodies at will. Nothing grows within the Burial Gardens, and it is a sacred land of the Witch, who mourns the loss of all her children for eternity.
Cage (The): Place where the rebels, sometimes called the “criminally insane”, extracted from the Zones that BLI still want are placed.
Camp Massacre: Previously Camp Eden, a place where ‘joys could turn up, pick a tent, and sleep a night without any trouble from others. It was renamed after an awful massacre which left only a few stragglers to tell the tale. No one stays there anymore.
Candlelights: A little building in Zone Two which is a hotspot for having, uh, ‘fun’ with those companions of yours when you’d rather not take it back to your base of operations. There are a number of small rooms and, well, some of them have locks, but not all of them. Makes it awkward when someone opens the wrong door at the wrong time and there’s already someone inside.
Candy Craves: A gambling place constantly moving location, usually within the Outer Zones.
Candy Shop: A shop in Zone Three that does not sell candy. It does, in fact, sell pajamas and only pajamas.
Castle (The): A strip club, formally run by NewsAGoGo. Zone Three.
Castle Commons: A stretch of desert considered Neutral territory, on the western borders of Zones Three, Four, Five. They're littered with tattered remains of tents and the like, for the Neutrals that did not make it back to clean up.
Cemetery Drive: (1) Those places where Dracs ambush 'joys and many lives are lost, like old battlefields. You can see masks and jackets lying in the sand, dusted over and sun bleached. As a sign of respect, the 'joys leave them untouched, like colorful tombstones. Only if the ghosted 'joy left you the next owner before the firefight can get it. If you happen to find one, the entire car grows silent until you've passed through it. (2) The long and winding unpaved road - dirt, not sand, oddly enough - leading up toward the Dead Forest. It's got graves of reckless motorbabies leading up, giving it its name.
Charcoal Lane: A road blackened from fire and gunshots. It's popular for camping and hiding out.
City proper/Inner City: The area of the City that BL/Ind has most control and whose inhabitants are the most compliant.
Cosmic Thrust: Sells “zone-tested radical tubes”.
Crash Track (The): A drag racing circuit in Zone Six - the most popular by far, with quite a few big names. The highlights are usually Agent Cherri Cola's Cola Bar & Betting Stand, as well as the stand-alone drag races and then the aptly names circuits.
Dead Forest (The): A forest about seventeen miles in total, with its location never fully mapped, consisted of only dead trees. No one has ever seen a tree fall, nor a tree grow, but many don't make it out if they go in alone. It's said to be hiding something, though no one knows what. They say most unnamed soldiers from the Wars are buried here, the ones with family, since it’s right by The Burial Gardens. They’re wrong. They don’t want to know what’s truly in the forest.
Death Valley: (1) The areas beyond Zone Six. Used to contain farming communities, until the land was destroyed in bombings by BL/Ind. (2) A large portion of Zone Five which is completely barren. There's a small lining of trees and bushes, whose water comes from...no one knows, around the Burial Gardens, but beyond that, there's nothing in Death Valley other than sun, sand, and vultures.
Debut Club (The): A popular club in Zone One, considered to be the best in the entire Zone, and some say in the entire desert. There's loud music, highly alcoholic drinks, a hint of danger from BLI’s sweet grasp,  and a few very friendly 'companions' to enjoy. Also 'Club One'.
Demolition Drift: One of the Crash Track's more known, and more difficult, circuits. It goes all the way out to the Fog Line, with a double ramp over a natural ditch. And if you happen to miss the turn that immediately follows the jump, you're all but out for the count, hence the name Demolition Drift.
Diner (The): The home of the Fabulous Killjoys, on the border of Zone Three and Four.
Dislan Way: What used to be part of Disneyland, but the name has become so faded and lost and read by Zonerunners who never actually learned how to read that it's become Dislan Way. A common area for Wave heads.
Downtown Place: A Juvie 'base' or hangout. Originally a Draculoid City-outpost but was taken over by Juvie Halls. BLI is unable to take it back but has tried several times, though they deny their failed attempts.
Dream Treasury (The): A place where people write and 'submit' their dreams, thoughts and wishes. Some find it relaxing, a place to get things off their chest. No one knows what happens to them, but they're gone by the end of the week. It’s said the Witch takes them (or a very nosey neutral).
Dreams Boulevard: Another highway branching off Route Guano, not as well known, but more convenient if you have a trail on your back.
Dr's Office: One of the many street names for Dr. Death Defying's radio station.
Dust Bowl: An amphitheater type place where events are held.
Factory (The): A warehouse within the Lobby, with the production and selling of common drugs both in the Zones and the Lobby.
Focus: A not-so-popular bar in Zone Four, used to pick up companions. A regular spot for Drifters and Groupies.
Fog Line (The): A border of fog, about a mile deep and surrounding the Zones completely, that marks the beginning of No Man's Land and the end of the Zones.
Getaway Mile: Route Guano.
Ghost City: A network of abandoned churches that survived the Helium Wars around the Zones. Full of graffiti and horror stories, of course.
Glow Star Inc: One of BLI's old warehouses in Zone One that was turned into a safe haven for tired 'joys throughout the Zones.
Gold Mountain: A large rock formation, from a distance vaguely looking like a mountain, that shines a pretty gold in the morning light. Some say wishes made upon the mountain come true, and many promising events happen there, like knot-tyings.
Graffiti Town: A wrecked and abandoned set of buildings, covered in graffiti and other forms of vandalism.
Gravel Gurtie’s Orphanage: An orphanage run by Gravel Gurtie. You must be under 16 to spend the night and under 14 to get a meal with your stay instead of hunting down Uncle Hankle’s dubious FDA standard-compliant food truck. It's your only safe sleeping option if you’re broke, under 16, and have no relationship whatsoever with anyone running the WKIL station or affiliates. There’s no heating, but there are shared blankets and a sleeping pile.
Halls of Sanity (The): (1) The area between the dream realm and the waking world. (2) Rather busy areas of Zone One.
Harmony Rock: A 'rock' (quite large, barely qualifies as a rock. Has a number of ledges and a large surface area on the top) where 'joys go to talk or work things out. It is where Killjoys, Neutrals, Nobodies, and any other residents of the Zones forget about past arguments or discourse. There is to be no arguing nor fighting on or around the Rock.
High Rises (The): The rich districts within Battery City, where a sign of wealth is living in one of the highest apartments within a high rise.
Hyper Thrust: (1) A nightclub situated out on the far edge of Zone Six - a perfect place to relax, let go, enjoy some Killjoy music and meet a “companion”. (2) A gay strip club.
Icebox: A BLi reeducation center, so named because of the low temperatures they’re kept at to break down resistance to interrogation. E.g., “Did you hear they nabbed Geyser? They took him to the Icebox in the east sector. We gotta bust him out!”
Ink City: A popular tattoo parlor, known for clean equipment and high-quality tattoos.
Junkyard Motel: A ’motel’ - it’s a literal scrapheap of broken-down cars - in Zone Two given the name ’junkyard’ for an obvious reason. It may be S/C/A/R/E/C/R/O/W free but it’s also usually devoid of all and any heating or blankets unless someone got sentimental about their graduation and left some threadbare blankets or clothes in the trunk of one of the cars. At least some still have intact windows so they can provide shelter from the elements. Sometimes shortened to ‘The Junkyard’.
L'Arène: A place where KJs fight physically, rarely to the death. Guns to be set on stun, or no weapons. Translates to 'The Arena'. Pronounced by the ‘joys as ‘la ren’, but in the form of one word.
Left Hall: A concert venue within Zone Six where your carbons are guaranteed to be returned if you go home without your ears ringing.
Letterbomb Lane: A sister highway to Dreams Boulevard - running off Route Guano in the opposite direction, eventually branching off into two roads, one of which returns to Cemetery Drive .
Lighthouse: Well-known places such as old motels and warehouses throughout the Zones that act somewhat like a safe house, offering shelter to those on the run and sometimes food when it can be spared. The diner by Doc's shack is a good example of a lighthouse. E.g., “There's a lighthouse a few miles north of here, you should be safe for the night.”
Little Missile Store : A store which sells guns, clothes, containers and other essentials. There are no missiles sold there, nor any edible items.
Lobby: An artificial 'slum' in the City created by BL/Ind, a place used for its shadier work and is mostly inhabited by droids.
Lost and Found: A popular nickname for the Lobby. E.g., “What, now that you’ve graduated, you’re too good for the lost and found?”
Love-Me Avenue: Any area frequented by Porno-Droids.
Mailbox: A cultural landmark in the Zones. It is elaborately decorated and filled with art and letters. Some rebels take the masks of the dusted/letters for them to the mailbox so that their souls will be safely passed along to the Phoenix Witch.
Maple Plaza: Places in the desert (mainly Zones Five and Six where radiation is still thick and dangerous. E.g., “Steer clear of Zone Six as much as you possibly can, the whole thing is just one big maple fucking plaza.”
Market (The): A moving Neutral-hosted market of goods of all kinds; always open, always in shop.
Mirage: A bar, of sorts. It’s more of a pop-up stand that serves alcohol and a few other beverages, sheltered by a small gazebo held down by some rocks. There are a few tables and chairs, but customers are encouraged to sit on the roofs of their cars under the night sky. Run by neutral-leaning-rebel Jane Joe, it faces customers of all types, from Killjoys to at least one ex-Exterminator.
Mirror Shop (The): A building, long since not an actual shop, filled to the brim with mirrors, with blacked-out windows and a history of scaring those who dare stay within it for a night, especially on Halloween.
Nest: The Nest is a small house built next to the Destroya. It occasionally loses power, but it is often well stocked with radios, video games, and junk food. It is recommended that you not steal these sacred items from here, as the other Killjoys would probably hold you at gunpoint until it’s all returned.
New Hope Orphanage: An orphanage owned and run by Cherry Pop, an older Killjoy who has devoted her life to helping the children and orphans of the Zones. Found on the border of Zones Two and Three, new escapees are often directed to the place since Cherry’ll fix you up with a bottle of water and a snack for your travels, maybe a bed for the night if you come over late enough. If you’re no kid though, that’s all you’ll get.
Nickel Trail: The route use by caravans of Drifters in the Zones.
No Man's Land: The land beyond the Zones, beyond the Fog Line. Those that enter No Man's Land rarely come back, and if they do, you can guarantee that they're not going to be the same.
Outskirts: The actual slums of the City, Drac patrols are high there as it's where most delinquents reside. The place where you end up when you're out of luck or trying to escape from City proper or escaping from the desert. They all end up there. It has little access to the benefits of BL/Ind and is often looked over by them as nothing more than a blemish on their perfect City.
Paradise Motel: Adjacent to Tommy's shop, and also run by Tommy Chow Mein; a motel for Zonerunners near and far, with rather ridiculous pay, but it's a lot better than some other places.
Picket Fence: The border separating each Zone from the next. Picket fences re labelled by the number that corresponds with the Zone they border. E.g., “The road leading to Picket Fence One is fuckin' swarmed by Dracs, get out of the area while you can.”
Re-education Centers: BLI supervised and operated centers of re-education, where they erase and “program” captured rebels, to make them “fit” for City life.
Retinal Resorts: Resorts operated by BL/Ind where “everybody is famous”; you can go there to be treated and relax.
Revolution Lane: A road in Battery City abandoned by Better Living. It's been overtaken by Juvies and BLI doesn't touch it anymore. Originally 'White Walk', due to the very plain, white walls of the street, but was re-named by Juvies with a supply of spray paint and a skill for rebellion.
Rosewood Sanatorium: A mental asylum BLI opened to separate the 'insane' and 'unfit' from the 'perfection' of the City. These people are usually ones unaffected by pills. It is found in Zone Six and is still in use, and some Killjoys manage to break the prisoners out every now and then, but don’t count on it. Also 'Rosewood', 'Rose San', 'The Rose San', 'Ro San'.
Roulette Road: Another racing venue, in both Zones One and Two, for motorbabies just starting off, which is why it's less popular. It's great for learning, though.
Route Guano: The main road through the Zones. A paved, multi-lane road that stretches from Zone One to abandoned factories in Zone Six. Also called the 'Getaway Mile'.
Runway Rot: Another circuit on the Crash Track, known for how the boards crossing a small, but potentially dangerous river, are unstable and can break. It just makes the races more interesting, so it's rarely ever fixed.
Silent Run: A creepily quiet road in Zone Five. It is not attached to any other roads and is shielded by sand dunes and tall rocks.
Skate Asylum: A roller derby rink within Zone Two, and a hotspot for gossip between Tumbleweeds.
Stellar Motel: A motel, much cheaper than Tommy's, found in Zone Six. The owner keeps their face hidden and their identity secret, and, if what they say is true, they'll never reveal themself. Also 'Stellar', 'Stell'.
Sun Sandbox: A place in Zone Five where so much glitter has been mixed into the sand that they are basically one and the same. E.g., “Come on man, I wanna go down to Sun Sandbox today.”
Sunset Train: An abandoned train in Zone Five, used as a temporary camp.
Tarot Street: One of the busiest roads within the Neon District, along a neighborhood of abandoned and rotting houses. It is home to a woman named the Tarot Witch, a local legend and worshipped much like a deity.
Theatre of Financiers: A government building.
Tommy's Shop: Adjacent to the Paradise Motel, where Tommy Chow Mein sells and trades items and goods.
Train Station Ave.: A spot along Route Guano that's travelled extremely often, making it a popular place for hitchhiking joys to pick up a ride. E.g., “Be careful down Train Station Avenue, you never know what type 'a Chilly fucker could be getting into your car.”
Underground: (1) The realm of the Juvie Halls set in the old subway systems built before the City. BL/Ind have a hard time controlling this area as they lack knowledge on exactly how large these systems are. (2) A rebel safe haven carved out of the abandoned (and cleaned) sewage system underneath Battery City, a confusing network of catwalks, platforms, and tunnels that make up different levels of the Underground.
Ungovernment: A place within Zone Four where issues and rivalries between crews are settled as if they were legal matters, hence the name Ungovernment.
Witch's Garden: A large expanse of land in Zone Three where many wild desert plants grow. It is sacred to the Witch, and it is where you can deliver flowers to the dusted like a memorial.
Zones: The desert surrounding Battery City, consisting of at least six areas determined by geographical terrain. There were once more but were destroyed in bombings by BL/Ind. Mainly where the neutrals and rebels live but does contain scattered BL/Ind factories and warehouses. Often subject to acid rain and other adverse weather conditions. Desert wasteland. Zones One-Three are the Inner Zones, Zones Four-Six are the Outer Zones.