Settlements

Art pending

New York

Sol III, North America

Political capital. UN Headquarters. Where policy is made. The city exists to serve government, not citizens. Estate owners visit; workers commute from off-world or live in service quarters.

Art pending

Geneva

Sol III, Europe

Diplomatic hub. Treaty negotiations, international law, Earthright's political base. Conference centres and empty hotels waiting for the next summit.

Art pending

Singapore

Sol III, Southeast Asia

Commercial nexus. Banking, shipping, trade coordination. The machinery of interstellar commerce, operated by a skeleton crew.

Art pending

Olympus Mons Arcology

Sol IV, Tharsis Region

The big city. Largest single structure ever built. Covers the flanks of the ancient volcano. Heavy industry, shipyards, manufacturing. A vertical city where the working class of Sol lives and dies. If Earth is where decisions are made, Olympus is where those decisions become reality.

Art pending

Ceres Station

Asteroid Belt, Ceres

Belt hub. Mining coordination, ore processing, waystation for outer system traffic. Rough, practical, independent-minded.

Art pending

Titan Dome

Sol VI moon Titan

Outer system capital. Largest settlement beyond the asteroid belt. Volatile harvesting, chemical processing, cold-weather industries. Self-sufficient and proud of it. Titanites consider themselves the real frontier, everything closer to the Sun is just suburbs.

Art pending

Lacus Somniorum

Luna, near side

  • Population~400 million
  • PlanetLuna

Industrial hub. Robotics manufacturing, servofabrication complexes, assembly lines, shipping terminals.

Art pending

Skyhaven

Prima III, northern continent

Colonial capital. Primary spaceport for Salvation. Clean, prosperous, optimistic. The city that proves colonies can thrive. Extensive parks, modern infrastructure, a population that believes in the future.

Art pending

Roarkestown

Prima III, southern continent

Industrial powerhouse. Heavy manufacturing, shipyards, the practical work of keeping civilisation armed and armoured. Grittier than Skyhaven, prouder of it.

Art pending

Newcourt

Prima III, central highlands

Seat of government. Purpose-built administrative centre for Prima system governance. Ministries, courts, bureaucracy. Planned, orderly, functional. The kind of city where everything works and nothing surprises.

Art pending

New Babylon

Prima IV — Safeharbour, temperate zone

Agricultural capital. Processing centres, granaries, shipping terminals. Feeds the system. Practical, unglamorous, essential. Residents joke that nobody visits New Babylon, they just eat what it grows.

Art pending

Tillford

Arden II — Verdance, central plains

Agricultural capital of Verdance. Processing centres, silos, rail hubs, shipping terminals. The city exists to move grain. Functional architecture, wide streets for heavy transport, no pretension. Honest work, honest people, early bedtimes.

Art pending

Hearthstone

Arden II — Verdance, northern reaches

Secondary city. Equipment manufacturing, agricultural research, seed banks. Where the science of feeding humanity happens. Universities, corporate R&D campuses, test farms stretching to the horizon.

Art pending

Covenant

Arden III — Providence, river delta

Capital of Providence. River port, processing hub, the closest thing Arden has to cosmopolitan. Restaurants actually serve interesting food here, the farmers who grow it want to eat it too.

Art pending

Shepherd's Rest

Arden III — Providence, highland plateau

Livestock country. Ranches, breeding facilities, meat processing. The plateau's cooler climate suits animals that don't thrive in the lowlands. Quiet, sparse, and proud of both.

Art pending

Capital Square

Varon II — Sterling, equatorial zone

Financial heart. Largest arcology on Sterling. Banking, investment, insurance, corporate law. Glass towers reaching toward climate shields. The deals that move interstellar commerce are signed here. Dress sharp, speak carefully, bill by the hour.

Art pending

Founders Grove

Varon II — Sterling, northern plateau

Corporate campus district. Headquarters of dozens of major corporations. Research parks, executive facilities, conference centres. Slightly cooler than the equator, a prestigious address.

Art pending

Bridgewater

Varon III — Nexus, temperate coast

Capital and largest city. Government, services, culture. Beautiful waterfront, mild climate. Where Sterling executives keep their families. Property values reflect proximity to good schools.

Art pending

Lakeside

Varon III — Nexus, inland valley

Residential sprawl. Endless suburbs, good schools, safe streets. Where Sterling families actually live. Commuter shuttles run hourly. Boring by design. That's the point.

Art pending

Azure Coast

Varon III — Nexus, western archipelago

Retirement and leisure. Beaches, resorts, medical facilities. Where Sterling partners go when they make senior. Warm but not too warm. Peaceful. Earned.

Art pending

Paradise City

Nexa II — Elysium, equatorial coast

The big show. Largest resort complex in human space. Casinos, hotels, entertainment venues, convention centres. The strip runs for hundreds of kilometres along the coast. Neon, noise, and negotiable virtue. What happens in Paradise City generates tabloid content across eight systems.

Art pending

Coral Bay

Nexa II — Elysium, island archipelago

Upmarket alternative. Private islands, exclusive resorts, discrete services. Where the wealthy go to avoid the crowds at Paradise City. Quieter, prettier, ten times the price.

Art pending

Festival

Nexa II — Elysium, northern peninsula

  • Population30 million (plus variable, up to 200 million during major events)
  • PlanetNexa II — Elysium

Convention and events hub. Conference centres, exhibition halls, concert venues. Hosts the major industry gatherings, trade shows, and festivals that bring professionals to Elysium on expense accounts. Business by day, Paradise City by night.

Art pending

Greystone

Nexa III — Backstage, temperate dome cluster

Worker capital. Largest dome complex on Backstage. Housing, training academies, transit hubs for the Elysium commute. Functional, affordable, deliberately unglamorous. The sign at the spaceport says "Welcome to Reality."

Art pending

Coldwell

Nexa III — Backstage, polar region

Industrial support. Food processing, laundry facilities, supply logistics, everything that keeps Elysium running but would spoil the aesthetic. Workers here rarely see the pleasure planet. They just keep it fed and clean.

Art pending

Crucible Dome

Vasken II — Ironhold, equatorial zone

System capital. Largest arcology complex, housing administration, major refineries, and the bulk of the workforce. Grey corridors, shift rotations, company scrip. The Hermandad runs protection in the lower levels. Corporate security pretends not to notice.

Art pending

Furnace Heights

Vasken II — Ironhold, northern industrial zone

Processing hub. Where raw ore becomes refined metal. Smelters, foundries, fabrication plants. The air recyclers work overtime. Workers joke that you can taste the metal. They're not joking.

Art pending

Deepwell

Vasken II — Ironhold, polar region

Shipping and logistics. Cargo terminals, warehouses, transit facilities. Where Vasken's output leaves the system. Zephyr Services maintains a major depot here. Transient population, rough bars, short tempers.

Art pending

Camp Epsilon

Vasken III — Dustbowl, northern plateau

Largest mining settlement on Dustbowl. Company town built around a massive open-pit operation. Self-contained habitat, limited amenities. Workers sign multi-year contracts. Leaving early costs more than most can afford.

Art pending

Dawnside

Kael I — Meridian, sunward terminator

The bright side. Districts here sit closer to the dayside, bathed in permanent golden light. Warmer, sunnier, considered more desirable. Property values rise with proximity to the light. Parks and plazas designed to maximise the eternal sunset aesthetic. Tourists come here for the views.

Art pending

Duskside

Kael I — Meridian, darkward terminator

The dark side. Districts here lean toward the nightside, illuminated by artificial light against permanent darkness. Cooler, moodier, cheaper. Nightclubs and entertainment venues thrive in the eternal night. Artists and bohemians cluster here. Some residents haven't seen natural light in years.

Art pending

Centrum

Kael I — Meridian, prime meridian

System capital. Government, finance, major institutions. Located at the arbitrary "prime meridian" where the Ringcity officially begins and ends. The most temperate zone, perfectly balanced between light and dark. Prestigious address, astronomical rents.

Art pending

The Span

Kael I — Meridian, antipodal point

Opposite side of the world from Centrum. Industrial district, shipping terminals, the working end of the Ringcity. Twenty thousand kilometres from anywhere important. Residents have a chip on their shoulder about it.

Art pending

Transit Zones

Kael I — Meridian, distributed

The stretches between major districts. Residential blocks, local commerce, neighbourhood life. Most of the population lives here, not in the famous districts, just somewhere along the ring. Address format includes ring-kilometre coordinates. "I live at R-17,432" tells you exactly where on the planet someone calls home.

Art pending

Remedy

Ryda II-a — Apotheca, near-side equator

System capital. Gleaming towers, manicured grounds, aggressive security. The executives live here, the decisions happen here, the profits flow here.

Art pending

Laborium

Ryda II-a — Apotheca, northern plateau

Research and development. Hundreds of laboratory complexes, testing facilities, clinical trial centres. Where new drugs are born.

Art pending

Distillery

Ryda II-a — Apotheca, processing zone

Manufacturing hub. Where laboratory breakthroughs become mass production. Refineries, synthesis plants, packaging facilities. The actual work of making medicine happens here. Workers handle compounds that could cure or kill in equal measure.

Art pending

Portside

Ryda II-a — Apotheca, primary spaceport

Gateway to Ryda. Shipping terminals, customs inspection, security checkpoints. Everything entering or leaving the system passes through here.