Not all ideas are good. Some are pretty terrible. Others are best locked away. But never forgotten, least people think of them again without remembering how it went the last time.
The Bin is a prison for dangerous and destructive ideas that fit nowhere else in the Scrunk. Scrum is the fortress-prison's principle warden and it is the sole duty that the maggot-god takes seriously. The Bin is a metallic sphere with an uneven surface, scarred and dented by escape attempts or accidents. Some part of it is almost always under renovation and repair, so the land around the Bin employs some of the most hazardous Ideas in the Scrunk to keep its prisoners in their cells. It has become a lethal wasteland of cutting winds and restless land, with a few former inmates even being pressed into service in times of great need.
No "civilian" ideas are allowed anywhere near the Bin and the prison has no need for employees other than the faceless Watchers. Scrum keeps a close eye on the Bin, but it is rarely there in person - in his stead, the Warden-General keep the day to day affairs of the bin going.
Everyone tries their best to stay away from the Bin. It's a dark and dreary place, filled with some of the worst ideas and memetic hazards that has ever been discarded by the universe. Some think the entire Bin should just be launched into the sun or some black hole - Scrum sees their conservation as an object lessons for others about what not to do or be.
Prison Complex
The Bin is much larger inside than its already massive size would indicate. It is layered, with each layer deeper into the Bin housing increasingly dangerous Ideas and increasingly stringent security. Visitors, rare as they might be, find the floors of each layer positioned side-ways and it is only by the grace of Wardens that they might walk without falling. The bottom of the Bin is submerged in a bubbling pool of lava, serving both as a security measure and a way of waste disposal.
It isn't sure how many layers there really are in the Bin. Only Scrum knows for sure, and asking too many questions about it is a pretty good way to find out in person.
No one really knows why Scum has named the layers the way it has, but some suspect it is done to exasperate the always-serious Watchers who work there.
Most of the Bin embody a thousand different ideas of what a Prison is. From one cell to another, inmates are housed in transdimensional black-holes and cyberpunk prison-states. Unfortunately for the Bin, the nature of the Scrunk mean most of its building material are made from discarded ideas and they aren't always the most reliable. Watchers must always reinforce all parts of the Bin with their own ideas of their perfect prison... But the rigid, inflexible mind of a Watcher brings its own problems there.
Layer 1 - The Warp
The first layer is the closest to the exterior of the Bin. No prisoners are housed here - instead, the first layer is a demi-plane meant to deter, capture or debilitate would-be escapees. Much of the Warp houses the guardians who work there, from the stern watchers to the various ideas drafted into service. Other parts are continent-sized mazes filled with traps, long kill-zones for automated defenses or other hazards. Escape attempts are common, so the inmates and their wardens are in a constant arms race of trying to overcome or adapt the defenses. Some of the most devious minds in Scrunk are sometimes called to make their contributions to this layer of the Bin, though those who take a little bit too much glee in it might end up as inmates, too.
Barracks, forges, workshops and trap-filled mazes are all in a chaotic jumble in the Warp, heaped upon the other in ways that make no discernible reason for anyone who isn't familiar with the relative gravity and directions of the Bin.
Layer 2 - Peanut
The Peanut layer contains the least dangerous ideas that have been sent to the Bin - many suspect that the inmates here aren't dangerous at all, but have simply annoyed the powers that be in some way. Life in the Peanut is relatively normal, as many of the ideas here are not actively agitating, though many would very much like to be let out, thank you very much. So close to the Warp, Watcher presence is heavy here. Each section of the Peanut looks different and tend to be influenced by the ideas kept there - unlike the other parts of the Bin, which is under strict memetic supervision. Life in the Peanut isn't so bad, if it wasn't for the inmates deeper within the Bin always trying to get to it. Whenever they do, the Peanut becomes a battleground between Watchers and their defenses against whatever unbridled insanity has been locked away in the dark. The inmates in the Peanut make the best of the situation, either helping out in hopes of a pardon or attempting to use the chaos to escape.
It isn't unheard for inmates from the Peanut to eventually be let out and some even think the Warden is far more lenient than many give him credit for. Once Scrum seem to have forgotten whatever it was that annoyed it so, many ideas are quietly let back out and told to watch it next time.
Layer 3 - Bumblebee
The Bumblebee contains ideas that are dangerous but not immediately malice. Alternatively called hazardous idiots, these ideas aren't necessarily even unpleasant to be around but what they embody always need to destructive ends. The only thing that separates the Bumblebee inmates from a cell further into the Bin is awareness. In the Bumblebee, there's less allowance - here, the idea of a Prison begins to hold steady in the walls and the cells. Castle dungeons and oubliettes merge with old west jails, manned by automaton sheriffs seated on tipping chairs.
Layer 4 - Kitty
The Kitty layer houses violent and destructive ideas that either can't be channeled into anything productive or are simply a menace to all other citizens of Scrunk. Most of these constantly rage against their imprisonment, filled with ruinous energy. The layer is in a constant race between repair crews and the inmates. In a small blessing, many of the ideas here aren't too bright and some even break out into a layer deeper instead of out. Whenever an idea here proves itself cunning enough to become a serious threat, it is usually moved to another, deeper layer.
Layer 5 - Sombrero
The Sombrero is another layer of maze-like defenses, separating accidentally or unintentionally dangerous ideas from those filled with true malice. The guards here are scarred veterans, bodies reforged with the deadliest ideas in Scrunk and minds hardened against any infectious idea. The entire layer exists in a permanent state of siege mentality and it has colored every aspect of the Layer. Even the cafeteria resembles a fortress bastion, bristling with cannons and obstacles - something that can make getting a snack pretty tricky.
Every now and then, some calamitous riot or mass escape becomes too much for even the Watchers. During such events, the Sombrero is abandoned and its hazards left to slow the escapees down so the guards can make it to another layer to make a stand.
Layer 6 - Quarantine
Quarantine holds ideas of infectious malice. The ideas here aren't only bad in themselves, but possess some memetic ability to influence and change other ideas - always for the worse. The entire Layer has acquired a medical tone to go with its prison-ideas and the inmates are treated as much as plague-spreaders as they are inmates. It can be difficult to determine when an Idea has reached this level of malice, and many go unknown for years. They spread their poisonous ideas across Scrunk and twist other, otherwise serviceable ideas into things of hatred, bigotry, negativity and other nasty things. While the infected can sometimes be saved, these inmates are inherently antithetical to all things Scrum sees for the Scunk. If the Hydra-Maggot can hate, these ideas are the target of it.
Layer 7 - Beyond
THIS INFORMATION IS CLASSIFIED, CITIZEN. PLEASE REPORT FOR PROCESSING.
— Watcher 6-20A
No one's really sure what's down after the Quarantine, or even how many more layers there are. But everyone and their mother has a joke about how it probably holds whatever pet peeve they have that Tuesday. Such jokes are one of the few things that can actually rile up one of the Watchers, so probably best to tell way out of earshot of them.
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