Sector 7G

Sector 7G

The Dregs

TypeSalvage Zone
Population~180,000
SecurityLow
ControlContested
ElevationLevels -4 to 12
Player Ages1-2

Overview

Sector 7G—known to its residents as "The Dregs"—is a mid-tier salvage zone in the Sprawl's underbelly. It's where electronics come to die and where people come when they have nowhere else to go.

The sector sits in the shadow of the Ironclad-controlled industrial core, receiving the constant flow of waste that the megacorps discard. For most of the Sprawl, 7G doesn't exist. For those who live here, it's home. And for those who know where to look, it's opportunity.

This is where you find the ORACLE shard. This is where everything begins.

Atmosphere

The Smell

Burnt plastic, ozone, and something organic best not to think about.

The Light

Natural light doesn't reach below Level 4. Salvaged LEDs, flickering holosigns, fire barrels.

The Air

Thick with particulates. Smart residents wear filtration masks. Desperate ones develop the Dregs Cough.

The Sound

Clatter of salvage, whine of smelters, distant gunfire, synthesized street preachers warning of the Cascade's return.

When the baseline hum stops—power transformers, coolant pumps, ventilation—smart residents start running. Silence in the Dregs means something went very wrong.

Key Locations

The Pit (Central Market)

Level 0-2

A crater where the old logistics hub's atrium collapsed. Now a three-level open market where anything can be bought or sold. The Pit operates on reputation: known sellers have regular spots, newcomers work the edges.

  • Raw salvage sorted by grade
  • Repaired electronics of dubious quality
  • Street food of questionable origin
  • Information, if you know who to ask

Sump Row

Level -1

The lowest accessible level without serious equipment. Where the smelters operate—e-waste becomes scrap alloy, circuit boards surrender their conductive film. The smell of molten metal and burnt plastic is overwhelming.

The Cathodics

Level 6

A cluster of hab-units centered around a pre-Cascade electronics repair shop that somehow still operates. Run by Kira "Patch" Vasquez, it's become an informal community hub: part market, part community center, part neutral ground.

The Collective considers The Cathodics under their protection. Nobody messes with Patch.

The Socket

Level 3, Hidden

The Dregs' connection to the wider net. Collective-operated, it provides gray-market network access to those who can pay or trade. This is where the information economy of the underground flows.

Ironclad knows it exists but can't find it. Nexus knows it exists and very much wants to.

The Shard Site

Level -2, Classified

Not marked on any map. Coordinates shared by word of mouth among the Collective's most trusted.

Somewhere in the flooded basements, in a chamber that was once a server farm, something lies dormant. ORACLE fragments have been found here—more than anywhere else in the Sprawl.

This is where you find your shard. This is where everything changes.

Power Structure

No single entity controls the Dregs. Power flows through three channels:

Ironclad (Official)

Holds the contracts, runs the depot, patrols the borders. They could shut down the Dregs any time—everyone knows it. They don't because the Dregs processes waste they'd have to process themselves.

The Collective (Shadow)

Controls information infrastructure, maintains informal peace, recruits talent. Cross them and find yourself cut off from every supply line that matters.

Local Operators (Street)

Established salvage bosses, market organizers, service providers. They negotiate between Ironclad demands and Collective ideology, keeping the Dregs functional.

Your Story Here

In Age 1, the Dregs is your entire world:

  • Your workshop—wherever you've claimed through persistence
  • The Pit for buying and selling
  • Sump Row for processing
  • The Socket for entering the data economy
  • The Shard Site—where it all begins

As you progress, the Dregs becomes your base rather than your limit. But the people here remember when you were nobody. What you do with power defines whether you're still welcome.