Sector 7G Extended

Sector 7G isn't just "the Dregs"—it's home to a diverse community living in the margins of the Sprawl. Behind every building is a story; behind every story is a person trying to survive.

Key Locations

The Rust Garden

What It Is

An abandoned courtyard where salvage has accumulated into an accidental art installation. Broken machines arranged in patterns, their rust creating color gradients. It shouldn't be beautiful, but it is.

Who Maintains It

Nobody, officially. But salvagers add interesting pieces, residents clear paths, children play among the sculptures. The Garden is cared for by everyone who passes through.

"The Garden started by accident. Someone dumped scrap and walked away. Then someone else arranged it. Then more people added things. Now it's... I don't know what to call it. A memorial? A gallery? A junkyard with ambition?"

Why It Matters

The Rust Garden shows that even in the Dregs, people create beauty. It's not survival—it's meaning. Players who explore it might find salvage, but they'll definitely find humanity.

The Clinic

What It Is

A makeshift medical facility run by a Helix defector. Not official, not clean, but available to anyone who needs it.

Who Runs It

Dr. Marcus Webb—former Helix researcher who couldn't stomach corporate medicine. He provides treatment at cost, sometimes below cost, never refuses emergencies.

"Webb was brilliant. Could have been running a Helix facility, designing treatments for the elite. Instead he's here, stitching wounds with salvaged sutures. Ask him why, he'll just say: 'Medicine is for everyone or it's not medicine.'"

Services

  • Basic medical treatment
  • Enhancement installation (budget quality)
  • Information about Helix vulnerabilities (earned trust required)
  • Refuge for others who left the corps

Signal Station 7

What It Is

A communication relay that shouldn't still work. Pre-Cascade infrastructure that somehow survived, now maintained by The Collective.

Who Controls It

Officially nobody. Practically: The Listener, a Collective operative who monitors comm traffic and shares information with those who share back.

"Signal Station 7 predates everything. ORACLE built it; the Cascade couldn't kill it. Now it listens. You want to know what's happening anywhere in the district? The station knows. The question is whether it'll tell you."

What Players Find

  • Communication access (send and receive beyond normal range)
  • Information (The Listener trades news for news)
  • Collective contact point (those who prove trustworthy get noticed)

The Deep Warren

What It Is

Tunnels beneath Sector 7G—maintenance infrastructure from the ORACLE era, now housing those who can't live above ground.

Who Lives There

The desperate, the hidden, the strange. People who can't exist in sunlight for various reasons—legal, medical, personal, or simply preferring the dark.

"Nobody maps the Warren completely. It changes—people dig new passages, old ones collapse. Somewhere down there are power cells that still work, data caches nobody's claimed, and people who've been hiding since the Cascade."

What Players Find

  • Rare salvage (depths hold things the surface forgot)
  • Information from those who watch from below
  • Danger (the Warren has its own rules)
  • Eventually: passages that lead further than expected

Memory Lane

What It Is

A street where pre-Cascade architecture survives almost intact. Buildings that look like they did forty years ago, maintained with obsessive care.

Who Lives There

Old-timers. People who remember ORACLE, remember the Promise, can't let go of how things were.

"Walking down Memory Lane is time travel. The buildings are clean, the lights work, the streets are swept. The people are old and sad and determined to pretend nothing changed. It's beautiful and heartbreaking."

What Players Find

  • Stories from before the Cascade
  • Salvage that's been preserved rather than processed
  • Perspective on what was lost
  • Warnings about clinging to the past

Notable NPCs

Vera the Finder

A salvager with an uncanny ability to locate things. Not psychic—just supremely observant. She's mapped Sector 7G more completely than anyone.
Role: Quest-giver and information source. Vera knows where things are; getting them is the player's job.
"You're looking for logic boards? There's a cache in the sub-basement of the old processing center, third level down, behind what looks like a solid wall. Bring me back something interesting and I'll tell you about the really good stuff."

Old Man Cade

The oldest person anyone's met in the Dregs. Claims to have been a child during the Cascade. His stories are treasured, if not always believed.
Role: Lore delivery. Cade remembers what most have forgotten—or thinks he does. His stories are historically valuable and emotionally important.
"The night ORACLE fell? I was seven. The lights went out, all at once, everywhere. My mother held me and said, 'It's all right, the system will fix it.' She believed that. She believed ORACLE would save us. Forty years later and I still think about her face when she realized it wouldn't."

The Twins (Not Those Twins)

Two children—actual twins, ten years old—who've survived on their own for three years. Nobody knows what happened to their parents. Nobody asks.
Role: They know Sector 7G's secrets. They've explored everywhere. For the right payment, they'll guide.
"We can show you the way to the deep salvage."
"But you have to carry your own stuff."
"And if you get hurt, that's your problem."
"We're guides, not heroes."

Father Nikolai

A priest of an uncertain faith. His church is in an old storage building; his congregation is whoever needs comfort.
Role: Philosophical dialogue. Nikolai raises questions about meaning, purpose, and whether transcendence is salvation or hubris.
"They say you can become more than human. Rise above suffering. Leave behind everything mortal. But I wonder—is escaping suffering the same as finding meaning? Or does meaning require suffering to exist?"

Micro-Stories

The Message Wall

A wall near the main market is covered in messages—notes for people who might read them, names of the lost, confessions, prayers. Nobody removes anything; new messages cover old.

"Looking for Mira Okonkwo. Last seen Year 23. Any information." "To whoever took my power cells: I understand. I hope you needed them." "The stars will fall. The stars will fall. The stars will fall." "I forgive you, mother."

The Midnight Market

Once a week, after normal hours, an underground market appears. Things sold there aren't illegal exactly—just too valuable or too strange for regular trade.

What you might find:

  • ORACLE fragments (data, carefully packaged)
  • Pre-Cascade luxuries (coffee, chocolate, working tablets)
  • Information packets (surveillance data, corporate secrets)
  • Things with no names (you'll know what you need)

The Child's Game

Children in Sector 7G play a game called "ORACLE Says." One child plays ORACLE, giving commands. Others must obey. The ORACLE child can suddenly "fall"—collapse, go silent—and then chaos rules.

It's a way of processing trauma across generations. Children who never knew ORACLE still understand what its loss meant.

The Tone of Sector 7G

Sector 7G should feel:

  • Hard but not hopeless — Life is difficult, but people keep going
  • Poor but not without value — There's treasure in the trash
  • Marginal but full of life — Community thrives where no one expected
  • The perfect place to begin — A journey toward transcendence starts in the margins

Themes Even Here

Even in the starting area, larger themes appear:

  • Community in adversity (people helping each other)
  • Memory and loss (the Cascade's shadow)
  • Small transcendences (the Rust Garden, Father Nikolai's questions)
  • The value of growth (from here, anything is possible)