The Scrapyard

Structure

Keeper: Fei Lin Mnemon  More of a figurehead than a real position of power, the Keeper's position is primarily burerucratic. It's Fei Lin's job to ensure everyone within the Scrapyard walls has what they need to be safe and comfortable.   Medical Lead: Doctor Genevieve Burns Placed in this position due to her knowledge on medicine and her ability to keep whatever decay-based illness she has at bay, Doctor Burns ensures medical staff are well trained and prepared to keep people healthy.   Militia Leader: Hawke's Flight  Often described as 'a bit of a hardass' Hawke earned her position by proving she's willing to fight just about anything and anyone to keep everyone else safe. This position needs that, as without a standing army, the Scrapyard is at a disadvantage against Neo City, their largest rival.   Community Leaders: Sandy and Sandy Less of a real title and more of a position of honor, this position is granted by the community to the duo that seems to prioritize the Scrapyard as a true and valued home. The pair have made themselves responsible for everything from vetting professionals to recruiting new members to community outreach to Scavenging runs into the Outlands.

Culture

Scrapyard culture is built on the primary priciple of Give and Take where residents and guests are expected to give whatever they can to the community with the expectation that they will always be rewarded in kind. The community is expected to provide for each other without expectation of an immediate reward, but is also expected not to allow members to be taken advantage of by 'parasites' who may seek to take more than they give in return. Thievery and Murder are held to similar standards in this community with one breaking the community's core tennants, and the other being impossible to return in kind without taking one's own life. This can be alarming to former thief refugees seeking asylum in the Scrapyard. Regarding disputes, violence is acceptable within town walls so long as participants agree to take care of each other afterward and agreements are held. The Yard's culture lacks any monetary system with community members and guests expected to trade for objects, promises, and favors. Different community members handle this differently, with many requiring favors and promises to be fulfilled partially up-front among strangers in order to prevent parasitism. Feats of heroism or tasks that assist the Yard as a whole such as militia service, pest removal, infrastructure work, and Outlands imports can earn residents 'favors' via the administrative department which most residents are willing to reward without any personal payment.

Public Agenda

The Yard's desire is to live freely away from influence of the other major cities' laws and regulations. In doing so, they have made themselves a refugee city for various individuals that other locations may brand as criminals or otherwise unwanted persons. Sandy and Sandy, in the work they have performed across the Outlands across other locations have put forth an agenda of spreading the Scrapyard's cultural values of mutual aid and community through their actions.

Assets

The Yard operates in a fairly self-sufficient manner with what appears to be ready access to secondhand materials for all manner of crafting; though they lack the facilities to produce goods at scale. This makes them a valuable source of artizens and practical knowledge. The Yard itself is defended by a large exterior wall and moat system designed to keep out enemies and monsters as well as to provide protection against the Scrubland's extreme weather.

Demography and Population

Due to their penchant for taking in refugees, the population of the Yard is exceptionally diverse across species and age.

Foreign Relations

NeoCity

The Yard acts as a haven for NeoCity's runaway criminals (Runners) offering a safe place for them to lay low while the heat dies down. This has put the Scrapyard at heavy odds with NeoCity who would very much like to extradite those criminals back for processing and punishment. The two locations would likely be at war if not for the environmental dangers the Scrublands pose and the lack of funding from NeoCity's military organizations.

Nexus

The Yard finds itself frequently on good terms with Nexus thanks to the efforts of the Sandies and their frequent work with the Trail Wardens throughout the Outlands. The two factions are happy to work together to keep Outlanders safe from the perils it houses.

Aetheria Machinara

While the Yard doesn't turn away refugees, there is usually some trepidation surrounding any claiming to come from AeMach. Still, the Yard does take refugees looking to escape whatever lives they may have left behind in the fog and does its best to protect them from any particularly persistent Hunters that may be tracking them down. In turn, the Hunters guild views the Scrapyard with disdain which tends to sour much of AeMach's populace on the place.

The Mirage

The Mirage acts as one of the Yard's biggest problems, with the Nomadic Illusionists frequently taking strides to steal important objects/records, poke holes in the city's defenses, or kidnap individuals out of a deluded sense of fun and games. The Mirage, on the other hand, sees their 'friendship' with the Yard as a highlight; pleased that the town always seems to have a new game for them to play and never fails to disappoint when playing.

The Scorned

These two factions have a begrudging respect for one another. The Yard meets the Scorned's "survival of the fittest" ideals in many respects including their capability to survive the Scrubland's harsh weather conditions, their ability to maintain a civilization from very little, and their willingness to settle disputes with violence when required. The Scorned would also argue that they share a belief in "fair exchange" though, the members of the Yard would disagree on what fair actually means. For the most part, these two give each other space with the Yard willing to offer appeasements to the Scorned to keep them from becoming too violent.

The Wayfarers

The Wayfarers and the Scrapyard get along so well they are frequently mistaken as being inter-related to one anther. Always willing to barter, the Yard trades readily with these neutral nomads and visa versa.

Laws

The Yard keeps only a single written law under which all other laws are contained: Fair Exchange. This law intends that no single person should ever take more than they need from the community, and that every object or action should be returned in kind. By extension, this law keeps community members beholden to their agreements and promises to one another. This covers everything from market sales, to community involvement, to militia service, and even to physical disputes and disagreements. Shelter, food, and survival basics are granted to all members of the community with the expectation that they will give back whether through service or in some other fashion. Exceptions to this tend to include the severly infirm and infants who are incapable of doing anything on their own. In these instances, community members volunteer to support these individuals due to personal connections.
Type
Geopolitical, Free City
Alternative Names
The Yard
Demonym
Scrappers
Leader Title
Head of State
Head of Government
Government System
Anarchy
Power Structure
Autonomous area
Economic System
Barter system
Location
Controlled Territories

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