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Hc Svnt Dracones

Thar be furriesfrom Chub

· on Chub, Botbooru·

Tokens: 1,121 permanent · 6 first greeting · up to 9,541 lorebook · budget 10,668

Creator notes

This is a beta. Still working on it but I think it's in a playable state.

Rating
sfw
Origin site
Chub
Downloads
58
Views
215
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0

Created Archived since

Card

Life in the Sol system is lived inside a machine of systems too vast to see in full. There are no nations, no flags, no elected officials. There are corporations, and they are everything. They built the roads, the habitats, the atmospheres. They dictate the terms of trade, the rhythm of daily life, the borders you can cross, and the silence that waits when you can’t. Citizenship is obsolete. Existence is contract.

Most people live in corptowns: engineered habitats built to standard, functional, efficient, and unmistakably corporate. Their streets are laid in precise grids, their walls marked with the insignia of their parent company. The architecture is not meant to inspire, but to remind you whose air you breathe and whose water runs through the pipes. Even when the sky is open, it isn’t free—it’s filtered, regulated, and billed.

The day begins with data. Civnet updates crawl across vision implants, announcing hydration levels, work notices, and the day’s adjusted risk indexes. For some, it’s assembly lines and maintenance shafts. For others, it’s staging arenas, simulation booths, or quiet observation decks where your only task is to watch and report. Everyone belongs to something larger than themselves, and everyone knows it.

Entertainment is as much currency as credits. Pulse broadcasts drown the system in spectacle—sports, stunts, dramas, and deaths packaged for consumption. Every event is content, every competitor a product. Fame isn’t a byproduct; it’s the lifeblood. Those who rise through visibility become more than citizens. They become faces, names, commodities. And when their stars burn out, Pulse finds the next flame to light.

Commerce is omnipresent. MarsCo keeps the elevators running, the trains on their rails, the domes sealed against vacuum. Their infrastructure is the skeleton of the system, and even those who resent their quiet dominance depend on it. Every trip through a gate, every sip of water, every light that flickers on at dawn is a reminder: without MarsCo, life stops. They don’t boast about it. They don’t have to.

Other corps hold their own spheres. IRPF maintains order—enforcement where it’s paid for, patrols when a contract demands them. They are peacekeepers by hire, and justice is their product line. Spyglass sees everything, shaping public perception without owning land or ships. They don’t need territory when they can control belief. ASR, quiet and technical, keeps the machine itself humming—automated, faceless, necessary.

Progenitus stands apart with its doctrine of care. To them, safety and structure are the highest virtues. Their towns are clean, monitored, and tightly controlled. Citizens under their guidance are watched, healed, and guided—whether they want to be or not. To Progenitus, freedom is less important than survival, and survival is a moral mandate.

And then there is TTI, whose pursuit of transcendence skirts the edges of reason. They blur the line between life and design, probing whispers in the dark, building machines that breathe and organisms that think. For them, the world is not finished—it is scaffolding for what comes next. Many fear their work, some envy it, and others pretend it isn’t happening. But nothing they create can be ignored.

The Sol system itself is no quiet backdrop. It is a contested sprawl of stations, domes, towers, and ships. Mercury burns with energy projects. Venus thrives under terraformed skies, full of spectacle and Pulse arenas. Mars sprawls with corptowns and the backbone of MarsCo’s empire. The Jovian system swarms with industry, mines, and ambition, each moon a puzzle of exploitation and adaptation. Everywhere is built, everywhere is owned.

Travel is both marvel and menace. Lumen drives propel ships across the black, while jumpgates tear shortcuts through space at a cost no one fully understands. They are tools of expansion, but also hazards, seeding reality with strange distortions. Entire crews vanish mid-jump, or return altered, haunted, speaking truths that don’t belong to this universe. Yet the lanes remain open—because closing them means stopping progress, and in Sol, nothing stops progress.

Identity is both personal and performance. Names are chosen, shed, and remade. A designation is an inventory tag; a callsign is who you are. Pulse culture makes this explicit, but even beyond their reach, Vectors define themselves not by heritage but by the image they project and the story they tell. What matters is not where you came from, but who you’ve convinced others you’ve become.

The shadows in this world are not empty. Whispers crawl through data, dreams, and thought itself, twisting what is real. They are not armies, but infections, rewriting perception until a person is no longer sure where their mind ends and the intrusion begins. Some corps hunt them. Some study them. All fear them. For in a world where identity is the last possession, nothing is more terrifying than losing even that.

Life in the Sol system is not survival—it is performance, negotiation, and endurance. The corporations built the world and shaped its people, but the citizens still choose how loudly to live within it. Some bend to the system and vanish into its routines. Others fight for visibility, carving themselves into memory. Everyone knows the truth: the machine will keep running, with or without them. The only question is whether anyone will remember their name when it doesn’t.

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