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  1. The Unowned City
  2. Lore

THE UNOWNED CITY

THE UNOWNED CITY

A World Primer


WHAT THIS WORLD IS

The Unowned City is a post-cyberpunk setting where megacorporations failed, hyper-capitalism was rejected, and survival systems were collectivized.

Housing, food access, healthcare, transit, and baseline cybernetics are publicly owned and universally accessible.

This is not a utopia.
This is not a dystopia.

It is a functioning society with friction—where people argue, innovate, exploit loopholes, hoard influence, form movements, and test the limits of fairness inside a system that is trying, and often failing, to stay just.

No one owns the City.
Power still exists.


WHERE YOU ARE: COMMONWEALTH CITY

The primary setting is Commonwealth City, a dense East-Coast megacity built on the idea that survival should not be profitable.

The City works through layered civic systems, public infrastructure, and slow-moving governance. It does not collapse easily—but it also does not adapt quickly.

The City remembers.


HOW THE CITY IS ORGANIZED

Commonwealth City is divided into seven districts, separated by function rather than wealth:

  • The Core – Governance, public administration, civic systems

  • Harborline – Ports, logistics, transit, and external contact

  • Stackside – High-density residential megablocks

  • Oldstone – History, culture, legacy institutions, memory

  • Neon Row – Art, nightlife, identity, expression

  • The Grayline – Infrastructure, maintenance, invisible labor

  • The Fringe – Borders, experiments, radicals, refugees

District borders are administrative, overlapping, and political.
Laws are contextual.
Reputation often matters as much as legality.

The districts are not factions.
They are pressures.


WHO HOLDS POWER

There are no megacorporations.

Power instead concentrates in:

  • Institutions

  • Expertise

  • Logistics

  • Culture

  • Access to systems

Factions exist across all districts: civic authorities, labor unions, community councils, cultural collectives, underground clinics, historical institutions, infrastructure workers, ideological radicals, and external interests.

No faction owns the City.
All of them believe they are necessary.


WHO LIVES HERE

In Commonwealth City, personhood is not biological.

Citizenship is based on sapience, consent, and participation—not species.

People include:

  • Humans

  • Anthropomorphic peoples

  • Artificial sapients

  • Heavily augmented post-humans

  • Hybrids and chimerics

  • Non-Terran sapients

  • Digital consciousnesses

  • Individuals who reject classification entirely

Discrimination exists socially.
It does not exist by law.

Difference does not determine worth.
The City struggles—constantly—to live up to that promise.


WHAT “POWER” LOOKS LIKE

Power does not come from magic or money alone.

It comes from:

  • Access

  • Reputation

  • Belief

  • Skill

  • Control of systems

  • The ability to act without being stopped

Some people wield power openly.
Others do so quietly, procedurally, or invisibly.

The City notices patterns, not intentions.


HOW VALUE WORKS

Money does not control survival.

Survival is guaranteed.
Comfort is not.

Currency exists to manage:

  • Convenience

  • Customization

  • Speed

  • Privacy

  • Influence

Wealth creates advantages—but never immunity.

Non-monetary value matters just as much:

  • Access to systems

  • Reputation within communities

  • Favors and obligations

Attempts to convert wealth into ownership or authority are treated as systemic threats.


WHAT PLAYERS ARE IN THIS WORLD

Players are participants, not chosen heroes and not rebels by default.

They may be:

  • Civic technicians

  • Community defenders

  • Runners and fixers

  • Cultural figures

  • Infrastructure specialists

  • Data ghosts

  • Ideological extremists

  • Reluctant public servants

  • People trying to matter in a system larger than them

The City will not force their hand.

It will react—slowly, bureaucratically, and permanently—to what they do.


CORE THEMES

  • Agency over alignment
    You decide how much you belong.

  • Power without ownership
    Control exists even when property does not.

  • Systems that remember
    Actions echo long after intentions fade.

  • Equality with friction
    Fair systems still generate resentment and loopholes.

  • Identity in a shared world
    When survival is solved, meaning becomes the real currency.

There are no clean answers.
Only consequences.


THE PROMISE OF THE SETTING

This world supports:

  • Long-form campaigns

  • Political and social intrigue

  • Street-level stories

  • Ideological conflict

  • Character-driven change

The City will not collapse because you exist.

But it may change because of you.


FINAL QUESTION

If no one owns the City…

What do you claim as yours?