Overview of the Rubbards
The Rubbards are a region originally built upon eleven interconnected, floating segments. Each of these segments was designed with a specific role in mind, and the goal of complete self-sufficiency when all eleven are united.
Before the Great War, it is said that the Rubbards featured five residential segments, and robust agriculture and industry. When four of its eleven segments were lost at the end of the great war however, the region plummeted into a state of poverty and overpopulation.
At its inception, the Rubbards featured five residential segments, two of which split their use with farming pasture. By the end of the great war, three of these segments had been lost. Poor living conditions and a high incidence of homelessness are a direct result of these losses. These issues are only further compounded by the encroachment of the factories onto the remaining land.
Segment 07 is the most densely populated segment in the world. Land is scarce, and so the residents build upward, with ramshackle structures that reach ten stories or higher. These maze-like structures reach right to the edge of the segment in many cases, and make open areas on ground level with a view of the sky, a rarity.
As poverty is a large issue in segment 07, building materials are often made from re-used scrap. Collapses due to poor construction or corroded materials are common. Rather than be repaired, these fallen structures are commonly scavenged upon or built around. As a result, many of the streets of segment 07 are little more than a dizzying maze.
Segment 09 in contrast, has a much lower population density than segment 07. This is due largely to its distance from the abundance of work found on segment 03. Segment 09 notably features a large, open central corridor that runs the length of the segment. This corridor allows transport of lumber and goods from segment 10 to the dry docks and foundries of the neighboring segment 08.
The residential structures on segment 09 are largely original, and built from concrete and steel. The lower population and superior building standards make for better living conditions here than in segment 07. Poverty levels however, are comparable.
After the great war, the nobility seized control of the local factories and industry. Their greed led to a vast expansion of industry with little thought given to local residents. Even now, factories seize any land they can get their hands on, ever eager to increase their production and profit.
While factories and industry have a presence in most segments, the largest concentration is in segment 03. This segment is home to a large number of synthetic crystal manufacturers, non-ship related iron foundries, and the brass works. Pollution from this segment is heavy, and carries along the wind to its western neighbor, Segment 07. Access to the segment for non-workers is limited to the long-walk that lines the perimeter of the segment.
Segment 08 is the ship building capital of the Rubbards. The segment is home to several dry docks for warships, an iron and steel foundry, and several noble and merchant construction firms. The ships built here are put directly into service in the merchant and noble fleets. Wealthy traders may also be able to commission a custom order, though it will not come cheaply.
Agriculture and Forestry
Segment 01 is the farming and livestock center of the world. This segment is where the bulk of the world’s produce, grain, and meat is sourced from. While most of the products grown and harvested on segment 01 are exported to Lutia, those in the Rubbards with sufficient money or connections have been known to acquire whatever they wish for a hefty premium.
In contrast to the claustrophobic mazes of segment 07, Segment 01 is home to large, open pastures. A variety of produce and grain is grown and harvested here, and several types of livestock are raised for slaughter. As hunger and poverty are an ever-present issue, segment 01 is home to some of the strictest security in the Rubbards. While Rubbards citizens work the fields, they are closely watched at all times.
Entry to segment 01 is possible only via the heavily guarded bridge from segment 05. At both ends, full platoons of noble soldiers are stationed. Regular patrols are conducted across the segment as well, and trespassers are met with deadly force.
Segment 10 is home to the Timber and Milling District. The segment is home to a deep forest of trees that are regularly planted and felled in rotation. The timbers sourced from the segment are used largely for ship building. Scrap pieces discarded from main production regularly find use in buildings and furniture around the Rubbards.
Security is far more lax here than in segment 01, and commoners are regularly recruited to fell trees and mill lumber. While the surroundings are much more pleasant than a factory, the work is far harsher. As a result of the lax safety and grueling work, injuries and deaths in the timber and mill district are among the highest in the world.
Segment 05 is the government center of the Rubbards. All trade, commerce, and export matters are overseen and regulated here, usually by noble hands. While still a part of the Rubbards, every aspect of segment 05 is monitored or controlled by noble agents. Such is the power of the nobles in this segment, that it is often referred to as “Little Lutia”. Limited housing can be found here, though it is generally reserved for lower ranking factory foremen and spies.
In addition to government matters, the headquarters of the three guilds are also located in segment 05. The Crystal-worker, Factory, and Merchant guilds all have offices on government row, the main street of the segment. Several markets and restaurants can be found on this row as well, though their prices are set for noble patrons rather than locals. Most locals who visit the segment tend to their business and then leave as soon as possible.
In addition to the seven segments, Tunesman Isle and the Transport Hub can also be found in the Rubbards. While these structures are not an original part of the Rubbards, they are important locations nonetheless.
Tunesman Isle sits high above segment 05’s eastern coast. It is home to the Tunesman and his manor, and houses a collection of lost relics from the past. While the doors to the manor are generally closed, they have been known to open to the right guest. The Isle itself is a relic from the great war. Its location lies in direct view of segment 05’s government row – a choice made specifically in taunt to the nobles that reside there.
The Transport Hub lies off of the northeast coast of segment 03. The Hub is the center for trade in the Rubbards, and also offers travel to any local segment via its taxi services. Foot traffic to the hub is high. On any given day, it is common to see visitors in the thousands cross its gates. The pedestrian taxi field lies in the center-area of the segment, while its perimeter is lined with docks for major shipping transports.
While local travel is a major draw, the bulk of the Hub’s revenue comes from commerce. Nearly all exports destined for Lutia pass through this hub, both legal and otherwise. Victims of the noble hunts commonly pass through the hub on their journey to Lutia.