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LORE

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Background

Our shared story world.

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The Nexus

Also known as Europa Station. The setting for our story.

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Timeline

A summary of major plot events in our story world.

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Faction Goals

Faction goals and related game mechanics.

Background

In the early twenty-first century the world began to fall apart. War, climate change, and vast wealth gaps caused a social cataclysm with repercussions still felt today. It is a reality in which countries are no more and corporations rule. In some ways humanity has never been more successful. Life on Earth continues, with another climate crises being created and solved each day. The stars have become a home for many. Without countries war has become extinct, and though corporations do still sometimes skirmish, they are conflicts that burn cold. But in other arenas humanity has navigated down some dark corridors.

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The disparity of wealth between economic strata is extraordinary. Four corporations hold almost all of the cards. They own all of the tech, possess all of the money, and yield unimaginable influence. For the average person upward mobility exists as nothing more than a rumor. Crime is the natural outlet for many. There are numerous movements that exist to undo the status quo, but with unlimited surveillance by the establishment the coordination needed to affect change is nearly impossible. Shown below are four of the most well-known corporations. Top-left is Seneca-- research and development, Top-right is Monticello-- terraforming and colonization, Bottom-left is AllClear-- goods and trade, Bottom-right is Neptune-- luxury goods and services.

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Technology has come a long way in the last two centuries, though it hasn't made quite as much progress as some would have hoped. The internet was replaced by cyberspace, which included technology that combined direct interfacing of the brain with AI. Though faster-than-light travel is possible, most reliable methods of communication transmission are not. This means that cyberspace tends to be segregated geographically, with periodic syncs occurring to update different regions with information from others. The average person has access to cyberspace and is used for work and entertainment, though it experiences a social stigma that is propagated by corporations which would prefer that people spend their life outside of cyberspace so that they can spend money. Though corpos don't ignore cyberspace, far from it. It's fairly typical for them to have employees on their payroll dedicated to firewall protections as incursions from cyberspace, not just because money can occasionally be intercepted but because information can be stolen or forged, an attack which can be exponentially more impactful.

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AI and intelligent robots are normal and have replaced humans in manual labor across different industries. It is common for them to exist in situations where interfacing is necessary, like in the service industry. They are capable and independent researchers would have declared true, artificial sentience long ago if it didn't conflict with corporate interests. Corporations would much rather consider artificial entities property and wash their hands of any philosophical or moral implications. For this reason all synthetic entities are required to be registered to a human owner and as a result their owner is directly responsible for any damage caused by their property. It's not uncommon for groups to exist that call for a change to how synthetic beings are treated, in part because in some cases enough synthetic modifications can cause humans to be categorized as synthetic. However most people just accept the status quo and don't think to question the treatment of synthetic beings when their own existence is sometimes just as difficult.

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The average person has access to modifications that can be made to their body. In some cases a person will save money that they earn to pay for modifications. In rare cases this is done when the person does not wish to make known the kind of alterations that are being made to them. Though generally there's not many laws regarding what modifications a person can have, rare or severe alterations will often cause corporations or individuals to poach these alterations, either stealing the alterations themselves or capturing or killing the owner to be studied so that the alteration can be reproduced. For those that wish to have access to breaking-edge alterations or for those that don't have the money to buy them, corporations will frequently pay for alterations for a person either for the purposes of research or as a loan to give that person an edge in productivity. Modifications can be aesthetic or functional and can range from changes to the shape of the ears or nose, or the ability to better remember the names of people they meet; to scaled-skin, or being able to see in the dark unaided. The lifespan of the average person varies due to environmental conditions but some likely would have access to modifications that might extend a person's life to 150. There are corpos that have lived to be 200 years old, though eventually such a person is deemed a synthetic based on the mods needed to keep them alive and they are either terminated or vanish into obscurity.

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Social norms have not changed as much as one might expect. There are less stigmas about sex and gender than there are today. In fact it's commonplace for the average person to have access to mods which would allow them to change their bodies to rearrange sexual traits, though this typically takes hours or days. With so many modifications that exist, people are generally used to differences in appearances and function. Especially in space. Drugs are a common part of the average person's life. This is not commonly seen as an issue that needs to be fixed but is instead encouraged by corporations to be the de facto state. Countries have not been around for generations and there are no significant movements that exist that strive to create any. Even movements like Free Europa are not attempting to change anything about class stratification but instead want to declare independence within the context of the larger system. Most counter-culture movements today are like that and focus on destroying or hurting specific individuals or groups.

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The Nexus

For a century-and-a-half now faster-than-light space travel has been accessible to most, though at a great cost. A few stations exist throughout the solar system. There are some on Mars, though they mostly exist as resorts for corporate executives or research outposts. There are mining facilities in the asteroid belt, though these tend to be highly-automated and permanent residency at these facilities is uncommon. Further out near Jupiter there is The Nexus, a station on Europa that is in some ways the hub of the solar system. It has the highest concentration of colonists anywhere in the solar system and is the busiest space port not located on Earth.

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Originally established as a research outpost to study its liquid ocean and thin atmosphere, it quickly became a trade center and host to a number of permanent residents. A factor contributing to its popularity is its early designation as a refuge for colonists, which was only possible due to a patron of the station, Nella Opree. A Corporate Executive herself, Nella promised colonists a democratically-run station. Not only that but she was known for buying out the contracts of exemplary colonists, freeing from their corporate debts. After her passing a few decades ago, control of the station was placed in a trust and colonists were supposed to continue to run and operate the station independently. Through legal maneuverings the trust was absorbed, and control of the station fell into corporate holdings. Immediately colonists that had been free of their debts either turned up missing or mysteriously found that they were once again in debt. Since then, Nella has become a controversial figure on the station and is often revered by members of the Free Europa movement.

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Beyond Europa there is a station on Titan called The Bastion. It started as a research station and then became a hotbed for mining and eventually became a permanent colony with a population size that for a time competed with Europa's own. In this last year a group analogous to Free Europa took over control of the station. They executed corpos and held off Earth's military for a few months before the station was eventually retaken. Another station orbiting Mars attempted something similar but was rebuked immediately. These recent insurrections have caused increased tensions on The Nexus with colonists wondering if greater success could be had here, especially given the high ratio of colonists to      non-colonists on the station.

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The original parts of the station have fallen into disrepair and are home to poorer colonists. This area of the station also tends to be more accepting of synthetic beings and highly-modded individuals and so is the most diverse part of the station. Beneath this part of the station are the mines, in which many colonists work and to where many criminals are sentenced to go. Closer to the newer parts of the station is the market, which is where anyone on the station whether they are corpo or colonist goes to purchase their goods. If something is for sale on The Nexus it can be found in the market. Past the market is Earth's Military headquarters on the station. After that is the hanger through which all goods and people are received. Continuing on is the last part of the old station-- the promenade. This part of the station commemorates Nella Opree with a statue. There have been attempts to remove it by corporate interests but most are too nervous to go through with it fearing that it would spark class warfare. Finally we arrive at the Gaia Annex, a new part of the station where most of the corpos live and which holds the only functioning laboratories on Europa.

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Laws both on Earth and on The Nexus are vague and typically serve corporations. On The Nexus there is no active police force. Only if the victim is a corpo will Earth's Military get involved, and even then it typically requires a bribe, and a steep one at that. Mercenaries can be hired to serve justice, but equally they can be hired to advance crime. Colonists do have a code that is generally followed and although petty crimes are not uncommon, it's usually frowned upon for a colonist to steal or to severely injure another colonist. The Free Europa movement sometimes fulfils the role of arbiter and serves justice as they see fit.

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Here is a summary of some of the key locations in The Nexus:

  • Mines - run by a foreman and backed by powerful corporations, this is where the poorest go to work. Criminals are also sent here to serve time. The mines are in the lowest, coldest part of the station. Miners work miles beneath the surface, buried in a mix of rock, water, and ice. Some drown, others suffer burns, injuries or have side effects from the high salt content of the ice.

  • Slums (also referred to as the Glacier Projects or the GP) - set up originally to house prisoners that worked in the mines, this area has expanded to house colonists as well and has many attractions and businesses.

  • Market - the heart of the station. This is where most business on the station occurs. Anyone and anything can be found at the market.

  • Hangar - where every person and every thing that comes or goes from The Nexus passes through.

  • Gaia Annex - this is a part of the station that encompasses the Gaia Arcade, Promenade, and the Labs. It is the newest part of the station and where many of the corpos call home.

  • Promenade - a shrine to Nella Opree stands here. This area of the station is in disuse and most of the time people walk quickly through it on their way to the Arcade.

  • Gaia Arcade - Includes a bistro and a gym and residences. Great view of Jupiter.

  • Gaia Labs - a cooperation of many different businesses, including Seneca. Corporations lease space or equipment for research and for medical operations.

Businesses

As a center of commerce in the solar system the Nexus has a wide range of businesses. You will have an opportunity to run one of them. What follows is a list of businesses that are operated by players. This list is always growing and changing. If you would like to operate a business that's already listed or you don't see the type of business that you would like to operate represented, fill out the application with your idea and we'll get it added to the list.

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Business name - Location - Owner - Description - Faction (if applicable)

  • Ganymead - Slums - rexie paragorn - Bar and rumored hot spot for Free Europa members - Free Europa

  • Strip club/Brothel - Slums - none - Entertainment nexus for the slums 

  • Droid Repair - Slums - mechadroid - Repair shop and safe haven for AI/Synthetic beings

  • Mine Foreman - Mines - None - Operates the mine including monitoring convicts sent there for work

  • The Aviary - Gaia Arcade - None - Restaurant aimed at corpos

  • Mod Shop - Market - None - Modification installation/maintenance service

  • Free Clinic - Slums - None - Medical services performed cheaply

  • Daedalus - Market - Kazimier - Stims and chemical compounds

  • TEK - Slums - chrome tomorrow - A heavy industrial equipment broker. (Smuggling)

  • Stormcloud Security Services - Avon Stormcloud - Mercenary services

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Timeline

2050 - First permanent settlement on mars
2070 - Income disparity is the worst it has ever been. Corporatocracy becomes inevitable.
2075 - UN Resolution A/RES/2075/3 is passed which begins the process of unifying the governments of the world.
2110 - Europa is first colonized
2120 - The Nexus is constructed
2186 - The Bastion is constructed 
2251 - The Bastion rebels, Io station rebels
2252 - Present

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Faction Goals

Each faction has its own goals, it's own values and ways of looking at the universe. In some cases factions have material needs, in other cases their needs are incorporeal. Some desires are shared, some are mutually exclusive. When the story begins each faction will have goals posted in the discord and in the OOC area of the sim. Players of each faction are encouraged to help their group reach their specified goal. When a faction's goal is reached  there are a few consequences:

  • A sim plot event will occur. This may include a Story Teller (ST) scene, or it might be an announcement. It will always have a lasting effect that will be perceptible to the player base.

  • Sometimes satisfying a goal might change the game mechanics, like introducing a new skill, faction, or race. 

  • There will occasionally be a bonus to players that contribute to faction goals. This player may be selected through a lottery of eligible players, it might be granted to all contributing players, or it might depend on the amount contributed to the goal. The reward might be an additional skill, a permanent or temporary bonus, or a game element (an item or a piece of information).

  • Satisfying the goal will always cause the goal of that faction to change. Sometimes it may cause the goals of other factions to change as well.

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Each time a faction goal is met the story will change permanently, altering its landscape irreversibly. In this way players will have a direct and discernable effect on the progression of the story.

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