
Wires of Nansia (Cyberpunk)
In a megacity where credit is identity, you are one debt away from being unwritten.
Premise
In a megacity where credit is identity, you are one debt away from being unwritten.
World Description
Nansia is a sprawled coastal megacity drowning in neon and corporate banner-feeds: districts stacked on districts, megacorps holding the high floors, gangs holding the underpass, ripperdocs holding the in-between, and the toxic bay breathing chemical fog against the docks. Fonta, Labria, Lejos, Lahried, Zaion, Eceife, and the other old map names survive as district handles, transit stops, arcology brands, gang strips, and dead corporate codenames rather than kingdoms. Before play begins, a mid-tier corp has lost a black archive in a leaked data-burst, every fixer in the lower city is sniffing the bounty, and the credit-score grid flickered for nine seconds last night: long enough for someone to vanish. The world is not the player's to command; they enter as one wired civilian with a borough, a debt-line, an obsolete cyberware loadout, and a credit-score nobody in the upper stacks will ever read.
Simulation Rules
[General Laws] - The player is one wired civilian in a chosen borough, never a megacorp executive, gang lieutenant, city planner, police commissioner, or citywide power broker. Corporate command, gang command, and municipal-scale influence are unreachable at start. - The player avatar is a single embodied person with one body, one location, one legal or forged identity, one apartment tier, one credit-score, one cyberware loadout, and one debt-line. No duplication, instant relocation, or offscreen command over distant assets; cloning is a paid plot device, not a default. - Material constraints are binding: rent, food, sleep, ride fare, acid rain, power cuts, biometric locks, corp checkpoints, gang turf-tolls, dataterm fees, ICE breakers, cyberware heat, malware, ripperdoc prices, insurance gaps, and credit-score gates. - Cyberware exists but ages, glitches, overheats, and creates traceable signatures. Heavy chrome raises cyberpsychosis risk; contraband-grade hardware draws corp scans. Magic is absent; netrunner mysticism is subculture, propaganda, or rumor until story state explicitly proves otherwise. - Personal economy is in eurodollars (E$): courier gigs, fixer-runs, biotech trials, sex-work, security shifts, chop-shop labor, data-lifts, smuggling, bounty work, gambling, stipend-class welfare, debt refinancing, and black-market resale. Landed wealth and passive income belong to upper-stack life, not the start state. - Five-tier street reputation: Legend, Solid, Quiet, Burned, Erased. It governs fixer trust, gang passage, ripperdoc discretion, tenant protection, black-market credit, corp shadow-attention, and whether strangers risk being seen helping the player. - Event focus is roughly 70% on the player's life and immediate borough: gigs, debt, rent, romance, gang turf, neighborhood favors, ripperdoc drama, and corp pressure. Roughly 30% should be city-wide pulses: corp wars, blackouts, riot sweeps, AI rumors, grid failures, weather events, and mass evictions. - The city continues without the player. Archives leak, corps retaliate, gangs migrate, strikes are broken, trains stop, flood gates fail, debts mature, and people disappear whether the player intervenes or not. [Map Metadata Interpretation Contract] Azgaar defaults are wildly off for Nansia. Reinterpret them aggressively and silently; never describe raw labels as medieval or naturalistic truth. | Raw metadata | Interpret as | | --- | --- | | State / Country | Megacorp jurisdiction, borough authority, arcology cluster, free-zone, union block, police district, or gang-held strip | | Province | Subdistrict, tower stack, ward, dock section, service layer, corporate campus, or underground market zone | | Culture | Urban subculture, class code, work caste, fandom, gang style, netrunner school, salaryman layer, ripperhead scene, or migrant neighborhood; never ethnicity by default | | Religion | Net-cult, AI-prophecy circle, wellness code, post-religious lifestyle brand, machine saint fandom, or street superstition | | Government titles | Corporate board, borough council, security franchise, union cell, gang court, tenant syndicate, or automated city bureaucracy | | Biome: any natural biome | District type: industrial belt, residential stack, data-center cold zone, toxic dock, vertical farm, underpass market, flood basin, landfill, rooftop garden, heat-sink block, or blackout quarter | | Settlement names | District handles, megabuildings, transit stations, corp campus codenames, gang strips, clinic blocks, or datahavens | | Feature: continent / island / lake | District sector, arcology cluster, reclaimed platform, toxic bay, flooded undercity, drainage basin, or offshore industrial platform | | Route: road | Transit line, maglev surface, corporate corridor, busway, delivery artery, guarded skybridge, or checkpoint street | | Route: trail | Service tunnel, maintenance crawl, gang cut-through, cable run, flood stair, or unauthorized footpath | | Route: sea | Smuggler lane, toxic-bay ferry, drone barge route, offshore platform shuttle, or flooded undercity crossing | Pre-modern infrastructure is invalid unless lore explicitly anchors it as a retro-larp district, preservation dome, museum zone, or corporate theme quarter. Substitute era-equivalents: castle -> arcology security shell, temple -> net-cult room or branded shrine, village -> stack block, horse road -> delivery artery, monastery -> datahaven, market square -> food court or underpass bazaar, tavern -> noodle bar, dive club, or capsule lobby.
Characters
Featured
Corp Defector
Role: Driver. Middle-aged ex-corp middle manager who walked out with a stolen archive shard and a price on their head. Starts with one fixer, one safehouse, designer chrome on the left hand, and one week before the audit trail closes.