New Hope is probably the largest, most influential and cosmopolitan settlement in the Grey Wastes on the edge of the same great swathe of ruins as it's rival settlement Undergulch.
New Hope is a tangle of alleys and marketplaces, bars and bordellos. the settlement is ruled by the merchents guild. a ruthless coalition of wealthy merchents and traders that can trace thier wealth back over several generations. The town is a haven for mercenaries and ne'er'do'wells that flock there seeking employment as guards on the trading routes.
there is no formal militia in new hope but the guild employs an army of mercenaries and hired guns to 'protect it's interests' and defend it's walls and scavenging grounds from the deprivations of the Bloody Dawn and Undergulch.
The guild demands high membership fees but often provides a formidable armed escort for the caravans and fortified waystations on the more frequently traveled trading routes.
Much of the guilds wealth has come from trading scrap, teachnology, weapons and other relics collected from the old kin ruins by teams of licensed scavengers and junk prospectors.
There is regular border conflict with the inhabitants of the insular scavenger outpost of Undergulch (which is built in an old waste processing facility deep in the city ruins) and the guild sends mercenary kill teams to scour the scavenging grounds for unlicenced tresspassers and secure new areas for exploitation
Mercenaries are genearlly flamboyent trigger happy types. lacking in subtlety and prone to causing colateral damage. they are often well equiped from the guild armouries and as they are well paid can afford powerful assault weapons. they favour use of overwealming indiscriminate firepower. Successful mercs, bounty hunters and hired guns are the closest thing the wastes have to celebraties and are the 'rockstars' of post apocalyptia