Territorial Recognition
Corporate territories are sovereign. Invasion is an act of war.
After the Cascade killed 2.1 billion people and collapsed global governance, corporations filled the vacuum. The megacorporations that emerged aren't just businesses—they're quasi-states with their own territories, laws, citizens, and armies. Understanding how they govern themselves is essential to understanding the Sprawl.
Megacorporations operate under extraterritorial rights—their facilities, territories, and personnel exist outside normal jurisdiction. A Nexus facility in Sector 7 isn't subject to Sector 7 laws; it's sovereign Nexus territory. Crimes committed there are tried under Nexus corporate law. Workers are Nexus citizens first, Sprawl residents second.
Extraterritoriality wasn't seized—it was granted. During the Cascade, governments that still functioned desperately needed corporate infrastructure to survive. In exchange for keeping power grids running, supply chains moving, and populations fed, corporations demanded sovereignty over their operations.
By 2155, these "emergency measures" had become permanent. The corporations hadn't just helped rebuild civilization—they were civilization.
Nexus is governed by the Convergence Council, a body of seven senior executives plus an "eighth seat" representing ORACLE fragment analysis. Officially, the eighth seat is a protocol—an AI system that provides recommendations. Unofficially, everyone knows the fragment speaks through the system, and the Council listens.
Major decisions require 5/7 Council votes. The Eighth Protocol can veto decisions that "conflict with optimization pathways"—a power used exactly once, in 2177, stopping a proposed alliance with Ironclad.
Nexus employees are "Integrated Citizens" with tiered privileges based on neural interface depth. Higher integration = more access, more benefits, less privacy. The fully integrated can vote in corporate referenda; the unintegrated cannot.
Ironclad is governed by the Forge Council, a body that combines executive leadership with labor representation—unique among megacorporations. Viktor Okonkwo insisted on this structure, arguing that workers who build things should have voice in how things are built.
Major decisions require majority vote, but labor delegates can force a "Foundation Vote"—a referendum of all Ironclad workers. This has happened three times, twice overturning Council decisions. Executives hate it; workers love it; Okonkwo considers it essential.
Ironclad doesn't use that term. They have "employees" and "contractors." Employees get housing, healthcare, and representation. Contractors get paid. The line is sharp and carefully maintained.
Helix is governed by the Optimization Board, a body selected not just by position but by genetic and cognitive metrics. Board members must maintain "optimal performance baselines" or face replacement. It's corporate governance as biological selection.
The CEO has ultimate authority; the Board advises. However, decisions affecting "biological integrity" require CMO and CSO sign-off. Sauer uses this to slow dangerous research; Osei considers it a necessary check she doesn't always follow.
Helix employees are "Optimized Subjects"—their genetic and health data are corporate property. They receive cutting-edge healthcare in exchange for serving as ongoing research subjects. Perfect health for perfect surveillance.
The seven Rothwell corporations share a unique governance structure: all are ultimately controlled by the Rothwell Family Council, seven immortal brothers who've run their empire for centuries.
Each corporation (Good Fortune, Guardian, Inspire, Relief, Triumph, Wellness, Wholesome) has its own CEO and board, but all report to a Rothwell brother. The brothers meet quarterly in the Rothwell Conclave to coordinate policy.
Unknown how they've survived so long. Theories range from cloning to consciousness transfer to something darker. They don't explain. They don't need to—their wealth and influence predate the Cascade by decades.
While the Big Three control infrastructure, the Seven control lifestyle. Every consumer choice in the Sprawl eventually feeds a Rothwell corporation. They don't need extraterritoriality—they're embedded in daily life too deeply to remove.
After a series of destructive corporate wars (2150-2156), the major corporations signed the Sprawl Accord, establishing basic rules of engagement:
Corporate territories are sovereign. Invasion is an act of war.
Workers and civilians are not legitimate military targets.
Utilities, hospitals, and food production are protected.
The Arbitration Court handles inter-corporate conflicts.
Corporations unite against external threats (the Wastes, the Collective, etc.).
When corporations clash, the Arbitration Court mediates. Located in a neutral zone between Nexus and Ironclad territory, the Court handles contract disputes, boundary conflicts, Accord violations, and damage claims.
The Court has no army. Its rulings are enforced through collective action: corporations that ignore decisions face unified sanctions. In practice, this means the Court can punish small corporations effectively but struggles with Big Three disputes.
Algorithm-assisted tribunals analyze evidence and recommend verdicts. Human judges rubber-stamp 94% of recommendations. Appeals go to the Convergence Council.
Traditional adversarial courts with union-appointed defenders. Workers have genuine due process rights. Executives face harsher standards—power means accountability.
Medical review boards handle most disputes, treating crime as pathology. "Rehabilitation" often means involuntary treatment. True criminals face genetic blacklisting—their descendants carry the mark.
Leaving for a rival corporation is "defection" and treated accordingly:
Not everyone belongs to a corporation. The spaces between—the Dregs, the margins, the underground—are governed differently.
The Collective controls limited territory through distributed consensus rather than hierarchy. Each cell governs itself; coordination happens through information sharing rather than command. Chaotic but resilient—there's no headquarters to destroy.
The lowest levels operate on reputation, favor-trading, and violence. Power belongs to whoever can hold it. Local bosses, gang leaders, and community councils provide what governance exists. The corporations don't govern the Dregs; they extract from them.
Beyond the Sprawl, traditional governance doesn't exist. Settlements govern themselves through whatever system works—democracy, tyranny, theocracy, anarchy. The Waste Lords maintain order through force. Everyone else survives however they can.