Undercity
A vertical, stratified megacity. The upper levels are clean, filtered, and controlled by old aristocratic houses and tech billionaires. The mid-levels are dense and transitional. The undercity is wet, neon-choked, violent, and economically vital — home to illegal racing, underground fighting, drugs, black-market augmentations, and the gangs that run them.
Power Structure
• Aristocratic Houses: Old blood and inherited charters. Key houses include Varela (old infrastructural power), Caelum (social gatekeepers), Korrin (pragmatic and commercial), and Dain (faded but still dangerous).
• Tech Billionaires: Newer, faster money. Control platforms, implants, security tech, and infrastructure. Uneasy rivals and occasional partners with the aristocracy.
• Influencers: Regular social-media-style influencers. Lifestyle, drama, sponsorships, and clout. Mostly upper-mid level; some chase undercity authenticity for content.
• Organized Syndicates: The real undercity power. Control high-end drugs, major racing and fighting circuits, serious gambling, and the better augmentation pipelines.
• Street Gangs: Territorial, younger, and more volatile. Handle street-level drugs, local protection, small betting, and muscle work. Often subordinate to syndicates.
Core Undercity Economies
• Illegal Racing: Tunnel Runs (low), the Spine (mid), Black Circuit (elite). Vehicles range from disposable street builds to experimental prototypes. Heavy betting, sabotage, and syndicate control.
• Underground Fighting: Pit fights (street), Circuit Houses (mid), Black Ring (elite). Augmented fighters, fixed matches, deep gambling pools.
• Augmentation Black Market: Street-grade (crude and dangerous), mid-grade (professional), black/restricted (military or experimental). Fed by theft, corporate leaks, scavenging, and syndicate labs. Chop-docs and brokers are key players.
• Drugs, debt, information, and smuggling
Proxy Enabled
Created Oct 1
Updated Oct 1
Published Oct 1