Drifter Rock in The Magitech Chronicles | World Anvil

Drifter Rock

Population: 15 thousand Drifters, 10-12 thousand visiting races   Government: Council o' Captains   Allies: Most Local Smugglers   Enemies: The Confederate Navy   Notable Districts: Drifter's Port, The Warrens   Notable Exports: Whatever they stole from you, Beer   People of Import: Beedle, follower of Lady Voria   Known Catalysts: None   Gods & Religions: Lady Voria, many small shrines to various gods   Local Laws of Note: No Killin. Beatings are fine.   Adventurer's Hangouts & Shopping: Small enclave in Drifter's Port   Criminal Organizations: None       Drifter Rock is one of the most important outposts in our sector, despite the fact that it isn't officially recognized by any government. The Confederacy certainly knows about it, though mysteriously their vessels never dock there, unless looking for a specific person, or picking up a shipment of mana beer for their next campaign.   You don't rock relationships with the Rock, or you risk losing access to healing beer. Every adventurer, smuggler, upstanding captain, and anyone I didn't list wants at least one flask of beer on them if they're venturing into the black. It's simple survival.   You want that beer? You fly to a porous asteroid floating in space near nothing in particular. Drifter Rock has been stabilized, so it isn't really drifting, and is always at the same exit point in the depths. This makes it easy to reach for anyone with void magic, and its also close enough to conventional shipping lanes that even Ternus vessels pop by when they can.   After you fly up one of the lava tubes to arrive at Drifter's Port you'll be greeted with a sprawling marketplace. Anyone can set up a stall, as long as its empty when you get there. All the choicest stalls are permanent, but there are empty ones on the outer edges of the market. Those ones are a lot less safe, though, and see less traffic.       Government   The Rock is governed by the Council o' Captains. Anyone with a vessel can speak at the council. Every captain gets a vote. The council votes on matters that impact everyone in the marketplace. After a vote passes those who supported it are expected to enforce the edict, through violence if the losing side isn't amenable.    This leads to frequent purges, usually of anyone who rocks the rock, as the saying goes. Don't make trouble for other people, and you'll stay on the council's good side.    The council is largely run by Beedle, a drifter with ties to Lady Voria, and one of the choicest stalls on the station. He's the largest exporter of beer, most of which goes to the confederate navy.    Beedle is attracting more and more enemies from the seedier elements of the station, who feel that he's gone soft, and is cozying up to the navy when he should be helping smugglers line their pockets like the Rock has always done.       Allies & Enemies   The Rock has no proper allies, though if they put out a call the Confederacy would almost certainly show up to defend them. However, they also have no enemies. They're equal opportunity and supply everyone who passes through, so no one has any particular beef with them.       Notable Districts   We've already mentioned Drifter's Port, which is where eighty percent of the commerce on the station takes place. If you want food, drink, magic, gear or companionship it can all be found in the port, regardless of your species, size, or ballistic needs.    If the business is too large to be run in a stall, or too shady even for the Rock, then it has to either be moved to a docked ship, along the edge of the market, or into the warrens. The Warrens are a series of tunnels running beneath the market, with a variety of caverns and grottos known only to the locals.        Notable Exports   Beer. Mana beer. Healing beer. Beer that makes you larger. Beer that makes you smaller. Beer that makes you forget. Beer that makes you remember. If it's magical, then drifters are brewing it, and seeing what kind of beer it makes.       People of Note   To no one's great surprise there aren't many people of note on the Rock, because if you're on the Rock it means you don't want to get noticed.   Beedle and his wife are exceptions, and he's made both his presence, and his allegiance to Lady Voria publicly known.    I don't have any names, but at the time I visited the station several captains took me aside and explained that they have meetings down in the warrens. Meetings they don't want Beedle to see, because they don't trust him, or the Confederacy.       Known Catalysts   None. But there are many magical materials available for sale in the market.       Gods & Religions   A variety of small shrines exist all over the station, set up by every planet that has religions. If there were a single dominant one it would be worship of the Lady O' Light, as they call her. Drifters love her fiercely, and I saw more than one fist fight break out when someone criticized Lady Voria.       Noteworthy Laws   Killing is illegal. Fighting is not. Fist fights, non-lethal duels, and muggings are all perfectly legal. If you can't protect what you're carrying, then leave it on your ship. It's not the Rock's responsibility. It's yours.   If someone does murder, and it can be proven (which is easily done with scrying), then that person's goods are auctioned and the proceeds given to the deceased's family. The murderer is spaced, naked.       Adventurer's Hangouts & Shopping   The Adventurer's Guild has an embassy in Drifter's Port, and offers a variety of contracts from hunting predators that haunt the lava tubes, to sponsored Arena bouts where the prohibition against killing is relaxed.   AG facilities include a gym, common room with bunks, a forge to produce food and other goods, a library, and a general shop so that adventurer's never need to leave the compound other than passage to and from their ship.   There is a small Harry's Emporiums just outside the AG facility, the sector's most common import / export company and a firearms manufacturer.       Criminal Organizations   To many visitor's shock there are no criminal organizations on the Rock, unless you count the Council o' Captains, which many do. The Council shuts down any group that tries to gain power, because they don't want gangs taking over the Rock.    The vast majority of independent captains want to stay independent, so they oppose any organization, even ones they are a part of. They eagerly squash would be criminal overlords.

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