High Valley Hills

The Vault-Tec City Coalition is a small nation growing within the Palo Verde Valley, consisting of it's capital of High Valley Hills, Cog City and several smaller settlements. Growing out of trade relations between High Valley Hills and other settlements which grew from their local Vaults,

High Valley Hills is a settlement located at the Northern end of the Palo Verde Valley. Established by the dwellers of Vault 115 following the clearance of a raider camp set up at their door, it aims to be a beacon of light amongst the desolate wastes. Most records from within the Vault lie as corrupted files, lost to the binary mists of time. It's a society where one lives or dies by their next pay check, with segments of it treated as being lower class citizens, even more so than those living in the outer city.

The History of the Coalition
2173 - A cry for help from outside Vault 115 is ignored by the residents as the door is not to be opened under any circumstances to maintain resident happiness and the safety of the Vault. The small group of wastelanders huddled around the door are found soon after by a pursuing band of raiders, with each one being executed against the Vault door.

2174 - The raiders who'd discovered the Vault as their victims pounded upon the door, return with many of their number clad in a ramshackle cage and spike-covered abomination one can hardly call Power Armour, carrying a variety of weapons not seen since before the Great War. After spending the better part of a year trying to break into the Vault, raiding settlements within the Valley to keep them supplied, the raiders settle down and establish a more long term camp outside of the door.

2176 - The Vault opens in the dead of night to a cavalcade of gunfire from security teams in riot gear, power armour made from spare parts and leftover suits of excavator power armour assaulting the raider camp, who had all but forgotten the reason they’d set up outside the door. By morning, the raiders were cleared out from their scrapheap settlement, when the Overseer declares that they shall turn a symbol of barbarity in the wastes, into ones of prosperity reminiscent of the pre-war world.

2178 - Work begins on refining their primitive form of Power Armour.

2182 - Overseer Winton dies of natural causes. Construction on the town’s inner wall begins.

2190 - The lower levels of the Vault are sealed off.

2191 - An unknown quantity in the depths beneath the town makes a set of demands: two Dwellers, titanium and assorted electronic parts, threatening to take them by force, should they not comply. The two eldest Dwellers volunteer to head below.

2201 - The Hoistway is officially established, endorsed by the Overseer.

2204 - The Fairisles Trading Company is established, leading to a sect of society referred to as the Indebted developing.

2205 - The Fairisles Trading Company dispatches a group of the Indebted to excavate the CASP system. Many of the Indebted ghouls get lost to the depths of the Vault near the excavation site, their cries in the dead of night a reminder as to the cost of delving down below. After many years, the cries stop.

2206 - Smalls Logistics Incorporated is established.

2220 - As settlers arrive from across the wastes in greater numbers, they begin to erect homes outside of the wall. The Overseer declares the beginning of the First Expansion, creating a formalised scavenging corporation to supply the town with materials to erect an outer wall.

2230 - Construction on the Outer Wall comes to a close.

2234 - The Cog and Winch pours its first pint.

2250 - The Vault-Tec City Coalition is formally established.

2280 - The CASP system within Vault 113 began to malfunction, its systems drawing from the surrounding atmosphere, alongside the compressed matter it stored away to print out the myriad equipment the Vault Dwellers utilised to survive. High Valley Hills sends out a small series of Marshalls, acting as diplomatic envoys for the young city. One of the three High Marshalls leads the discussions with the Vault itself, whilst a Marshall arranges similar deals with the dying town of Oasis. During these discussions, the High Marshall begins to convince the Dwellers that perhaps it is time for them to finally leave the Vault. Both locations are offered a detachment of the High Valley Hills security forces to help defend themselves against the greater threats of the wastes.

2281 - The Marshalls of High Valley Hills mediate an agreement between Oasis and Vault 113, wherein should the Vault fail, or be forced to open and be subsequently evacuated, they would have a place of residence in the town. In exchange for this housing, the Vaulties would bring with them some technology from the Vault. The CASP system finally fails, drawing in air from the airlock covered, environmentally sealed Vault at too large a rate to sustain a viable living space. The remaining citizens of Oasis work in tandem with the Vault Dwellers to rebuild society and work with one another for their benefit.

2282 - The Second Battle of Hoover Dam takes place, with New Vegas coming out on top. With this, the future of the Coalition now lies uncertain.

Legalities
If the crimes committed are clear cut after the scene, a sentence may be given on the spot by the Marshal. If a Marshal is unavailable and the situation must be resolved with haste, the highest ranking member of Security attending the crime scene may pronounce the sentence. If the crime and sentence are not as clear cut, the Marshal handling the case can take it to a "court": both the prosecution and defendants build their case before bringing it before a High Marshal, who then weighs the evidence and circumstances before making their judgement.

Laws

 * Do not take the life of another, unless your life is without doubt threatened.
 * Do not take the property of another without permission or a Bill of Sale.
 * Permit not the vagrant to reside on our streets.
 * Do not attempt to access the lower levels of the Vault.
 * Do not force another into committing sexual acts to which they do not consent.
 * Do not endanger the settlement and its' residents.
 * Disrupting an investigation of a local security member or an investigator will not be allowed.
 * Aiding and abetting known criminals is itself a crime.
 * Do not deposit rubbish/ trash/ garbage upon the streets.
 * Concealed carry of a sidearm is permitted by non-security forces. Carrying munitions larger than a handgun is a felony unless a part of the security forces or the individual owns a weapons permit.
 * Illegal contraband of major narcotics, such as Psycho, Jet, Meth, etc, is not sanctioned by the community and government.
 * Further contraband includes any explosives, incendiaries, chemicals that also goes in the line of atomic weapons. Exemption to this is only granted to the official positions of Researchers in the interest of science, and the Security forces for their disposal or future usage in securing the town.
 * Rulings as to the home of the denizens, and managing the work areas is final by the responsible parties (the homeowners and shopkeepers, respectively).
 * The devouring of human flesh is disallowed inside the entirety of the town. Drinking or using blood for drinks/donations are exemptions from these terms.

Punishments

 * Imprisonment
 * Incarnation
 * Fines
 * Execution
 * Execution followed by implantation into a Robobrain chassis
 * House arrest
 * Seizure of property
 * Revocation of tenancy

Alderman
You report directly to the Overseer, serving as one of their appointed staff. A subordinate of the Overseer of the Vault and the City, you are the primary face of the settlement. Handling the day to day dealings of the denizens of our fair city falls to you. Those wasters outside the walls are an unknown factor, so it falls to you to maintain relations with the Wastelands many players. Be wary of the Machine down below, as with the trades and treaties in place. Balance the budget, but don't step on the Merchant's toes. Organise defences, but do not encroach on the Marshal's office. Most of all: don't lose your head.

The bare minimum:


 * Lead the settlement
 * Delegate to the citizens
 * Advertise the settlement over radios
 * Take what the Preacher says seriously

Marshal
You report to the Alderman, the High Marshals, and the Overseer. As the head of the security forces, you are the face of justice in the settlements. Uphold the law, or bend it to suit your needs, you set the precedent for how justice is doled out in the settlement, so bear that in mind when you sentence that pickpocket to death. Maintain the armoury and keep that watchful eye on the elevator to the Vault below. Whatever you do, don't lose your head.

The bare minimum:


 * Watch the gates
 * Watch the armoury
 * Watch the Vault
 * Give orders to Security teams

Merchant
You report to the Alderman and the Overseer. The CASP system is your responsibility, the lifeblood of trade inside the town, and those who reside outside of its walls. Trade deals fall upon your shoulders to negotiate with those around the town, so ensure you never give more than you've got. Of course, selling the town is the worst thing you could do, so it should go without saying that you can't do that. Negotiate with the traders of the wastes, extort them for the shirt on their back, or set them up for life, it's up to you to decide. Just don't lose your head.

The bare minimum:


 * Run the shop

City Security
You report directly to the Marshal and indirectly to the Alderman, High Marshals and Overseer. Day or night, you watch the walls with diligence. The wastes outside are lawless, but that's not your problem until they drag it with them, inside the outer ring. There, you dispense justice with an iron fist, dragging those that would break laws penned by the Overseers to serve their sentences by any means necessary. The citizens of the inner ring are rarely a concern and should get off lighter than their counterparts in the outer ring.

The bare minimum:


 * Watch the gates
 * Stop known criminals from entering
 * Search, and detain certain suspicious individuals who are reported, witnessed, or have used action/ expressed hostile intentions.
 * Protect, help, and rescue the residents who are in any sort of dangers.
 * Abide by and enforce the laws. No matter what the scenario is.

Roadie
You report to the Merchant. Operate the shop when the Merchant's asleep or just isn't there, push and pull those crates to and from the CASP elevator like your life depends on it (and when your paycheck is based on performance, well, it certainly does). If there are no crates to pick up, head out into the wastes and start scavenging for anything you could sell at an extortionate price.

The bare minimum:


 * Ferry crates back and forth
 * Run the shop when there isn't a Merchant

Researcher
You report directly to the Alderman. Doctor, Scientist, Roboticist, each of you under the Vault's employ stands under the title of Researcher. The Vault's servers are regularly wiped by some glitch in the system, and it's down to the Scientists to restore these data files. To be a Roboticist is to uphold a tradition in the Vault that bears itself a marred reputation, so don't lose your head. The Medical Professionals, even those who handle quarantined patients, are the clinical cornerstone of the town, so long as the price is right.

The bare minimum:


 * Use the R&D terminal for research
 * Make meds
 * Print Auto-Surgeons

Preacher
You report directly to the Alderman and indirectly to the Overseer and the Deus Ex Machina. You hear It's myriad demands and must work to fulfil them, by any means necessary. The more you convert to join the Hoistway, the more who serve Its divine will, the easier these tasks will be. The spiritual health of man, mutant and machine is your priority, for those healthy in mind are those who can greatly serve their betters. And the only one better is It.

The bare minimum:


 * Preach about the Deus Ex Machina
 * Obey Its commands

Innkeeper
You report directly to the Merchant, and indirectly to the Alderman. Yours is a simple life, pouring pints and renting rooms out for the masses. Those hungry mouths are buying food somewhere, and it's your job to fill them with whatever food you can prepare. It's a simple life, but a rewarding one. Ownership means you have the legal rulings over your area of operations, what has been told by you for the visitors. What goes within the walls of the bar is subject to your rulings, so long as it coincides with laws and rulings made by officials and the Security forces.

The bare minimum:


 * Tend the bar and the operation area. Attempt to try and keep the Inn/hotel busy!
 * Keep the bar clean, freshened, and dazzling. Bring your ideas of the bar to reality for that time.
 * Rent out rooms to the people of the wasteland.

The Citizen Roles
You report to the Alderman and are held accountable by the Security teams. You may lead any one of many different lifestyles, each one vastly different to the last. As such, you're on the payroll of anyone who hires you. Or, you're striking out on your own in our concrete jungle, making a name for yourself and your business within our walls. Perhaps you're a refugee from some faraway location, on the run from a threat unknown, or a settler from some far off town, setting out for a fresh start.

The bare minimum:


 * Don't associate with criminals, conspirators, and harmful foreign agents.
 * Accommodate for your fellow denizens and buildings if a position is opened, damages/vandalism made to the town or if a cry for help sounds out. Be a part of the societal structure of your home.
 * Given the rights inside the city, follow the laws of the city. This includes the ruling of the resident’s home.

The Citizens
The children and grandchildren of the first generation to leave the Vault, as well as a number of outsiders that were welcomed in, be it on the merit of their person, or their wallet. No living member of the society has knowledge of the history of Vault 115 and knows only that to venture below the upper levels means certain death, be it at the hands of Security, or whatever lies below. Of those who do make it down there, none have come back alive.

The Hoistway
Formed in 2201. A Church built atop a caved-in maintenance shaft down into the Vault’s engineering levels. Not many know of the Hoistway's core tenets, knowing only the fact that they must follow the instructions they receive to stave off destruction. Preachers and disciples of the Church are raised apart from those wastelanders who take residence in the outer ring, to prevent the mixing of ideologies and the mass reveal of any of the Hoistway's secrets.

The Cog and Winch Inn
Founded in 2234 in order to attract more business into the town, this location has become a staple of High Valley Hills' culture and is the main hub of activity. The Inn is run by the citizens rather than being privately owned, with temporary ownership being passed around regularly and shares of the profit being divided up amongst the inner ring citizens, at least at one point. Bought out by the Fairisles Trading Company in 2251, it's now run by a pair of Innkeepers, at the behest of the company Merchants.

The Fairisles Trading Company
Founded in 2204. Named after an old Overseer of Vault 115, the name of whom is etched into the wall of the upper levels, the Fairisles Trading Company is a source of significant income for the Town. Utilising the barely functional CASP system, maintained and patrolled by members of the Smalls Logistics Incorporated, the trading company acts as a shop and prospecting organisation. Varying Merchants act as a figurehead for it on a weekly basis, with a small group of contractors colloquially named as "‘Roadies"’ acting as hired muscle and labourers.

Smalls Logistics Incorporated
Established in 2206, taking the name from a scratched message upon the Vault Door, they quickly became town's main supplier of human labourers, caravan guards and couriers. As the primary contractor of the Fairisles Trading Company, most "Roadies" find themselves on their payroll. They distribute their work assignments on a weekly basis, paying in arrears for the week's work.

MacOver Prospecting
Set up in 2220 as part of the "Scavvers Act", they act as a supplier of entry-level jobs for those who aim to become prospectors in the town, hiring anyone and everyone willing to do the work they provide.

The Indentured
In 2204, the formation of the Fairisles Trading Company also led to an increased demand for expendable labour - a small group of ghouls and super mutants were accepted into the population and were tasked with gathering materials to construct the town, to excavate the CASP system for use, amongst other labour intensive tasks. Generally seen as third class citizens, even being below those who dwell in the Outer Ring.