The Free City (Zephyria)

Autonomous Urban Zone

Zephyria - The Free City in the North American Wastes, a sprawling autonomous settlement outside corporate control

The Free City — 2.3 million people proving the impossible is possible

Location North American Wastes
Population ~2.3 million
Governance Council of Seventeen
Corporate Status "Doesn't Exist"
Founded 2154

Overview

Nexus Dynamics' official maps show nothing at coordinates 33.4N, 111.9W—just Waste territory, color-coded for "moderate hazard." Ironclad's infrastructure surveys mark it as "geologically unsuitable for development." Helix's population tracking reports zero residents in a 500-kilometer radius.

2.3 million people disagree.

The Free City exists in the gap between what corporations admit and what they know. It's the largest functional settlement outside corporate control—a city that should be impossible: no supply chain integration, no computational infrastructure, no corporate security umbrella. And yet there it is. Growing. Trading. Governing itself.

If Zephyria can exist, why can't others? If people can govern themselves without corporate oversight, what exactly are the corporations for?

The Contradiction

Zephyria's founding principle is also its defining paradox:

"We prove something should be impossible by existing."

The city runs on pre-Cascade technology that shouldn't function without ORACLE-era coordination. Its economy operates without corporate banking infrastructure. Its population has grown to megacity scale without the food distribution, medical systems, or computational resources that megacities require.

Deliberate Inefficiency

Every system in the city is built to fail safely. Redundant water supplies. Distributed power generation. Food production at the neighborhood level. Nothing depends on anything too heavily. Nothing optimizes beyond local stability. It's the exact opposite of how ORACLE built the pre-Cascade world.

This inefficiency is expensive. Zephyrians work harder for less. They die of conditions that corporate medicine could cure. They lack luxuries that Sprawl citizens consider necessities. And they accept this trade-off because the alternative is dependency—and they've seen what dependency costs.

History

2154

The Exodus

Seven years after the Cascade, the first settlers arrived: 847 survivors of the Phoenix Collective, a pre-Cascade intentional community that had been experimenting with "resilient living" before resilience became a survival requirement.

Their leader was Marina Orosco, a water systems engineer who'd spent twenty years arguing that ORACLE-dependent infrastructure was fundamentally unstable. The Cascade proved her right. She didn't take any satisfaction in that.

2154-65

The Bootstrap Years

For the first decade, Zephyria wasn't a city—it was a survival experiment. The Phoenix settlers established water rights, defended territory against raiders, and slowly built something that could sustain more than their original numbers.

Population reached 10,000 by 2160. Most were refugees from the Sprawl's early consolidation.

"If you can work, you can stay. If you can't work, we'll find work you can do." — Marina Orosco
2165

The Growth Compact

At 25,000 residents, Zephyria faced a choice: stay small and safe, or grow and risk everything. The debate lasted six months.

The Growth Compact established four principles:
  • No single system serves more than 50,000 people
  • Food, water, and power must be locally producible
  • New districts are seeded, not integrated
  • The Council cannot command, only coordinate

Marina died three years later—cancer, untreatable without corporate medicine she refused on principle. Her final words: "Keep building. Slower than you want. Better than they expect."

2171-72

Recognition Crisis

At 500,000 residents, Zephyria became impossible to ignore. The Three-Week War between Nexus and Ironclad created a power vacuum that allowed the city to expand its trade networks.

Nexus: Wanted to integrate—bring it into the network, offer citizenship, absorb the experiment.
Ironclad: Wanted to crush it—destroy infrastructure, scatter population, eliminate the precedent.
Helix: Wanted to study it—understand how a population survived without their pharmaceuticals.

The compromise: official non-existence. The corporations agreed to pretend Zephyria wasn't there. No acknowledgment, no trade, no conflict. A city-sized blind spot in the world's most surveilled civilization.

2184

Present Day

Zephyria has grown to 2.3 million. Its districts spread across former desert, connected by roads that don't appear on corporate maps, powered by solar farms that corporate satellites somehow never photograph.

"There's a free city in the Wastes. They don't answer to anyone."

Geography and Districts

The Ring Districts

Thirteen districts arranged in a loose ring around the Old Core, each semi-autonomous. They compete, cooperate, and occasionally feud—but never to the point of threatening the whole.

Sunwell

Energy hub. Largest solar farm outside corporate control. Exports power to other districts.

Greenward

Agricultural district. Vertical farms, greenhouse complexes, livestock operations. Feeds 40% of the city.

Scraptown

Salvage processing. Everything from the Wastes passes through here. Rough, profitable, dangerous.

Haven's Edge

Border district. First stop for refugees. High turnover, high tension, high opportunity.

The Sprawl (Outer Districts)

~700,000

Not to be confused with THE Sprawl—Zephyria's outer districts are called "the sprawl" with deliberate irony. Loose settlements spreading outward, less organized than the Ring, more opportunity for those willing to build something new.

Governance: The Council of Seventeen

Zephyria is governed by a Council of Seventeen—one representative from each of the thirteen Ring Districts, plus four at-large seats elected citywide. Terms are three years. Re-election is limited to two consecutive terms. There is no executive; the Council rules by consensus.

Key Principle: The Council coordinates, not commands. It can propose, fund, and organize. It cannot compel. Districts retain autonomy.

How It Works

  • Monthly meetings in Marina's Garden (open sessions—anyone can observe)
  • Decisions require 13 of 17 votes
  • Abstentions count against the motion
  • The Council handles infrastructure, defense, and inter-district disputes
  • Everything else stays local

The system is slow, frustrating, and deliberately so. "If it can't wait for consensus, it can't wait for us."

The Mystery: Speak-to-Thunder

One council member defies explanation. Speak-to-Thunder appeared at a Council session in 2178, presented credentials that satisfied the verification process, and has served three consecutive terms.

They never speak in debate. Never propose motions. Always vote with whatever side has twelve votes. Their origin and identity are unknown.

Theories range from Collective plant to AI fragment to mass hallucination.

Economy

Zephyria trades with anyone who doesn't ask questions: Waste clans, Collective cells, desperate Sprawl merchants willing to risk corporate discovery. The currency is a mix of barter, local scrip (the "Marina," worth roughly 0.4 Sprawl credits), and favors.

Key Exports

  • Salvage processing: Wastes salvage cleaned, sorted, anonymized for resale
  • Water rights: Control the last reliable aquifer in the region
  • Information: What the corporations won't teach
  • People: Trained workers who don't exist in corporate records

Key Imports

  • Medical supplies: The one dependency they can't eliminate
  • Computational hardware: They make do, but they can't make processors
  • Specialists: Doctors, engineers, teachers—skills that take generations to grow

The Shadow Trade

Zephyria's unofficial economy is larger than its official one. Smuggling, data brokering, identity laundering—if you need to disappear from the Sprawl, Zephyria can make it happen. This trade is technically illegal under Council rules. The Council chooses not to look too closely.

Culture

"Nothing depends too heavily."

Redundancy over efficiency. Every system has a backup. Every backup has a backup.

"The desert remembers."

History matters. What worked before can work again. What failed before will fail again.

"Marina's last breath."

A reminder that freedom has costs. The city's founder died for her principles. The city exists because she did.

Daily Life

Life in Zephyria is harder than life in the Sprawl. Fewer conveniences, more physical labor, higher mortality from conditions that corporate medicine renders trivial. But there's something else, something visitors notice immediately:

People here make eye contact. They know their neighbors' names. They argue about Council decisions because their votes actually matter. They die younger, but they die knowing who they were.

The Ceremony of Arrival

New residents undergo a simple ritual: drink from the Original Well, state your name (any name—it doesn't have to be your old one), and make a promise. The promise is private. Most promise to contribute. Some promise to remember. A few promise revenge on whatever drove them to the Wastes.

Player Relevance

Ages 1-2: Legend

"There's a city in the Wastes where no one answers to the corps. Probably just stories."

Ages 3-4: Opportunity

Zephyria's shadow trade handles things the Sprawl can't—anonymous accounts, clean identities, information the corps have buried. Worth knowing about.

Ages 5-6: Destination

A player building their own power base might see Zephyria differently. An ally? A model? A rival? The Council watches powerful newcomers carefully.

Ages 7+: Perspective

From orbit, Zephyria is one city among many. But it raises questions that don't go away: if they could do it, what else is possible?

Lore Connections

"Nexus says we don't exist. Good. That means they can't tax us." — Common Zephyrian saying