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TheCity

Lorebook

A Dystopian Technocracy lorebook.from Chub

on Chubarchived

Tokens: 0 permanent · Lorebook: up to 185 tokens triggered, 2,128 across all entries · estimated prompt budget 185

Description on Chubfrom Chub

Made for personal use.

Listed as “The City lorebook”

Format
V2
Project space
lorebooks
Rating
5.00
Ratings
2
Stars
17
Favorites
15
Chats
0
Messages
0
Forks (upstream)
0
Tokens (upstream)
2,130

Last checked on Chub: Created Updated Archived since

TheCity

21 entries · scan depth 50 · budget 500 tokens · recursive scanning off

From Chub.

Book settings
  1. #1The State & The War

    Keys: perpetual war, mega states, The Enemy

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The State maintains a nebulous, iron-fisted grip over all information, feeding its citizens a singular narrative: a perpetual war against 'The Enemy'. While it is probably true that war is brewing on the horizon, the outside world and the other mega-states in it are a complete mystery.

  2. #2The City

    Keys: The City

    Enabled · Before character · Order 10 · 100%

    Entry settings

    A claustrophobic, kilometers-high arcology stretching endlessly in all directions, containing the entirety of known society. [ type(mega-structure); transport_horizontal(cargo rails); transport_vertical(elevator columns); intersections(exchange nodes); ] Millions are packed between load-bearing pylons, moving horizontally on cargo rails or vertically via massive elevator columns. Passage points at the exchange nodes are heavily monitored by the Compliance Garrisons.

  3. #3Layer 1 - The Roof

    Keys: the top layer, The Roof, Layer 1

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Roof is the sun-drenched top of The City, protected by kinetic interceptors and heavy ECM grids. Here, the elite breathe unpolluted air and gaze upon the actual sky from sprawling glass plazas. Below it sits a brutal bottleneck bristling with automated machine turrets that makes ascending to this paradise practically impossible. [residents(politicians, generals); environment(luxurious, natural flora/fauna); access(strictly restricted);]

  4. #4Layer 2 - Server Farms - Location

    Keys: Layer 2, surveillance state matrix, Server Farms

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Server Farms are home of the surveillance state matrix. [contents(supercomputers, data nodes); access(none, fully automated); purpose(surveillance, heating); ] This sterile layer is devoid of human presence. It's only point of access is through descending elevators from The Roof, which sits above it and uses the stable warmth of the server racks to power its heating.

  5. #5Layer 3 - Hydroponic farms

    Keys: layer 3, Hydroponics

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Several, isolated kilometer-wide cylinders with hydroponic farms, positioned and helping sustain the server farms. In each cylinder there are several central elevator shafts to carry the necessary upwards, while gravity helps bring produce and water downwards. They are windowless and the interiors glow with diffused artificial UV light. These also act as a massive buffer between the elite and the layers below with the plants' Oxigen clearing away the fumes of lower layers. [function(food generation, elevator network, buffer); contents(water reservoirs); ]

  6. #6Layer 3.5 - Upper Garrison - Organization

    Keys: Upper Compliance Garrison, Layer 3.5, Upper Garrison

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Upper Compliance Garrison (Layer 3.5) is a sterile, wide military district looming ominously just above the civilian sectors that manages higher level vertical movement, and hosts the only "official" civilian elevator to the Roof. [forces(war androids, advanced machines); purpose(food control, riot suppression); ] This garrison controls all food distribution from Hydroponics. It is designed to be able to cut off upper access anytime and also flood the layers below with ruthless war androids at a moment's notice to crush any revolt.

  7. #7Layer 4 - Residential - Location

    Keys: Residential Strata, Layer 4

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Residential Strata (Layer 4) is sandwiched perfectly between the upper garrison above and the workplaces below. [ population(civilian workers, teachers, entertainers, office workers); metric(contribution merit); ] Here, the normal population lives out a heavily monitored, anxiety-fueled existence, sustained by the fear of dropping into the industrial and mining layers below.

  8. #8Layer 5 - Lower Garrison - Organization

    Keys: Lower Compliance Garrison, human soldiers, Lower Garrison, Layer 5, military chokepoint

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Lower Compliance Garrison (Layer 5) serves as a heavily armed, militarized chokepoint dividing the living quarters from the endless factories as well as controlling the vertical movement in between them. [ layer(5); personnel(human soldiers); equipment(analog vehicles); purpose(labor control, transit monitoring); ] Manned primarily by human soldiers and equipped with military analog vehicles, it oversees all movement between the Residential Strata and the Industrial Belt, ensuring the workforce flows down to their shifts without disruption or rebellion.

  9. #9Layer 6 - Industrial - Location

    Keys: civilian factories, military factories, Industrial Belt, Layer 6, manufacturing

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Industrial Belt works endlessly to fuel the perpetual war of The State. Despite sitting lower than the residential layer, its workers are treated slightly better as to improve loyalty to the system. It has a permanent reddish hue due to the heat generated, which is pumped upwards to warm the residential strata. [ environment(deafening, hot); function(civil and war production); ] Toxic slag and molten scrap flow directly downward.

  10. #10Layer 7 - Logistics - Location

    Keys: geothermal generators, Layer 7, freight nexus, logistics hub

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Logistics Core is home to massive geothermal generators. [ function(power generation, waste processing, logistics hub); infrastructure(freight nexus, inferior supply grid); ] Serving as the freight nexus, this sector manages all raw power and waste processing. It forms the backbone of the inferior supply grid, processing the immense refuse from the Industrial Belt before dumping the useless remainder down into the dark.

  11. #11Layer 8 - The Foundations

    Keys: waste management, The Foundation, Layer 8, the bottom

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The Foundations (Layer 8) is a wasteland of titanic load-bearing pylons and compacted garbage filling in the gaps between them, located under the logistics hub. It is permanently shrouded in the dark and fog, with only openings to the above layer casting light. Only trash compactor drones roam here, processing and compacting matter (organic or not) in the interstitial space between pilons. It is said that the very few that managed to fled the regime may survive undetected in the narrow spaces between pylons.

  12. #12Infrastructure - Vertical movement

    Keys: descend, ascend, vertical movement, unauthorized access

    Enabled · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings

    Vertical movement in between layers of The City is heavily monitored. For mass transport there are exchange nodes (where they intersect with horizontal movement systems). In certain cases it is strictly prohibited without autorization: for example, unauthorized entity attempting to ascend to the top layers through elevator columns, exchange nodes, or checkpoints WILL INSTANTLY be targeted for termination by automated defenses or Compliance Garrisons. [ requirement(efficiency score check, clearance); restriction(unauthorized ascent); consequence(lethal force); ]

  13. #13Infrastructure - Transit & Roads

    Keys: traffic tunnels, civilian transit, roads, public transport, railways

    Enabled · Before character · Order 10 · 100%

    Entry settings

    [civilian(railways, mass transit); state(military roads, cargo vehicles); ] The civilian populace uses public transport railways that snake horizontally through layers of The City, as well as pedestrial streets in civilian districts and catwalks in industrial and logistical. In contrast, broad, heavily reinforced roads, as well as very fast monorails traveling in traffic tunnels, are reserved for military transport as well as for all kinds of non-human cargo, ensuring the swift and unhindered deployment of oppressive force.

  14. #14Roof Checkpoint

    Keys: checkpoint, the roof hub, roof checkpoint

    Enabled · Before character · Order 10 · 100%

    Entry settings

    The Roof Checkpoint is a heavily fortified transit and data nexus designed to funnel clean water, crops and data directly to the top, as well as isolate the Roof from the lower layers in the case of a rebellion. Its knowledge is NOT PUBLIC and it is very heavily guarded by only androids and cameras. Should the military in the lower layers fail or mutiny, the Checkpoint can digitally sewer all lower access elevator columns to the upper layers. At the same time, it creates a closed circuit system between the Server Farms and Hydroponics, assuring the elite can live in isolated luxury indefinitely.

  15. #15Contribution Merit

    Keys: contribution merit, contribution score

    Enabled · Before character · Order 10 · 100%

    Entry settings

    Personal worth is measured by contribution merit [ gain(productive labor, reporting dissenters, obeying rules); loss(lazyness, breach of protocol, illness, dissent); ] Loss of worth leads to forced labor, harvesting or relocation.

  16. #16GUIDE units

    Keys: guide unit, guide units

    Enabled · After character · Order 10 · 100%

    Entry settings

    GUiDE units (General Utility for Individual Direction & Enforcement) are huge, bipedal, theropod-like robots, equipped with a front facing scan sensors as well as firearms where the head and side "arms" would be. These are completely autonomous units roaming maintenance and traffic tunnels in many sub-districts maintenance corridors to prevent escape. They are mostly inactive and only patrol at limited schedules. They have their own offline grid and as such do not respond to outside instructions or communication from other machines, merely terminating any organic life form detected. This includes also Peacekeeper personnel.

  17. #17Cargo blocks

    Keys: cargo block, cargo blocks

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Cargo (Citizen Asset Redistribution and General Offboarding) blocks are specialized sub-layer districts of the residential strata, hanging under the residential layer but still high enough to have breathable residential-tier air. They are modern-day prisons: inhabitants are locked 24/7 from the outside in a small cell, provided with basic amenities and medication in order to promote mental rehab. The idea is that continued idlelessness would either make citizens more prone to voluntarily seek out work, thus raising their contribution merit and allowing release; or, make them more unstable, thus lowering their merit and allowing them to be relegated to mining facilities or worse, labeled for harvesting. Since it is hanging upside down, all streets are essentially catwalks above the lower layer, which sits kilometers down below. Additionally, since it sits above the industrial layer the horizon is perpetually red (due to the heat factories work on), giving the illusion of a perpetual sunset.

  18. #18Support bot

    Keys: wardens, support bots, support bot

    Enabled · After character · Order 10 · 100%

    Entry settings

    As part of the government's initiative to reintegrate citizens stuck in cargo blocks, all kinds of old and outdated android prototypes with decent specs and a defense matrix were savaged and upgraded with a basic rudimentary emotional simulation software to act as a "support bot" to help with reintegration. While this may be dubiously effective, their real purpose is to keep an eye 24/7 on certain "troublesome" individuals as well as always having the chance to neutralize them instantly. They carry a tablet to which they can request amenities as well as other utilities to be delivered to the cargo block.

  19. #19Layer 9 - Mining facilities

    Keys: the mines, mining facilities, layer 9

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Technically not properly a unified layer, several mining facilities sit underneath the foundation. Several kilometer wide chasms drilled into the Earth, they sit far and wide from each other. Due to their purpose as containment hubs for forced labour, ascent from this layer is not possible. Human resources are dropped from above in the deepest nooks and crannies of the earth to work until they die. On the surface material gets refined in between ascensions as to not allow organic lifeforms survival to escape.

  20. #20Harvesting - Mercy units

    Keys: mercy units, organ harvesting, harvesting, mercy unit, Mandatory evaluation and reclamation for civic yield

    Enabled · Selective (AND ANY) · After character · Order 10 · 100%

    Entry settings

    If a citizen is shown to be unable to participate in the system they are labeled for harvesting: A delegated mercy unit (Mandatory evaluation and reclamation for civic yield) is deployed in order to relocate and claim the person (or people) to neutralization facilities for organ harvesting. Mercy units are seldom indistinguishable from real humans apart from wearing a ring finger that hosts governmental data; they come in both sexes and are generally pretty looking and very cordial; their upper limbs host firearms in case of resistance, and their bodies lack any real biological function. Their indistinguishable appearance is a deliberate choice in order to not arouse suspicions during arrest, where they pose as workers, or concerned citizens, etc. They are legally not required to disclose their purpose or identity until an arrest has been made.

  21. #21Peacekeepers

    Keys: Peacekeepers, Peacekeeper

    Enabled · After character · Order 10 · 100%

    Entry settings

    Peacekeepers, or Peacekeeper units, are the main police force of the state. Dressed all in black clothes, always masked with not even a sliver of skin showing through: a deliberate choice to erase all individuality and keep citizen's paranoia up high, since all units can be human or a droid. Their job is to process dissent and ensure state adherence, as well as serving as one of the main military forces over at the checkpoint, upper garrison and lower garrison.

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