The zones
Fifty-three places on one map - a middle nobody owns, three Compact spines running inward from it, and a common ladder running out past the last page.

The map is 53 zones in four kinds. A zone is a volume with a wall around it; what is inside is decided by its kind, and the kind is on the chart before you go.
| Kind | Holds | Never holds |
|---|---|---|
| Home | a shipyard, a trade port, an arms wing; where its Compact’s pilots spawn | rock, a patrol |
| Belt | a rock field with a Mining post at its edge | a patrol |
| Sector | a Fallow patrol, four hulls per point of threat; PvP | rock |
| Port | a station and a door - no rock, no patrol, no fight | - |
A sector’s threat band is also its level gate: (threat − 1) × 10. Threat 1 asks nothing; threat 10 asks level 90. Belts, homes and ports ask nothing. How the chart shows a lock.
The middle
The Cinder Belt sits at depth zero: everyone’s claim, nobody’s ground, the biggest field in the game, and never a battlefield. Around it, walls touching, a ring of three.
| Zone | Kind | Threat | Min level | For |
|---|---|---|---|---|
| Cinder Belt | Belt | - | - | the shared field; Kepler Yard (trade) and Meridian Post (mining) |
| The Tailings | Belt | - | - | the hauler’s field: fewer, bigger rocks, no drums |
| The Scrape | Sector | 3 | 20 | the first neutral fight |
| The Assay | Port | - | - | a wreck field with Halden Depot (arms) standing in it |
A Compact’s spine
Each Compact’s territory is one line from the middle inward, seven depths. Depth one is the frontier - the hardest thing a Compact owns and the first thing an invader meets; depth seven is home. Depth is the protection: a beginner’s Shallows stands behind six rungs of its own empire. Two zones can share a depth; there is no way around one.
Read from home outward, the ladder every Compact climbs is: Home → Shallows → Shallows Drift / Foundry Yard (1) → Quiet Verge (2) / Tin Hollow (3) → Belt / Overcut (4) → Broken Span (4) / Ash Run (5) → Iron Shoal / Long Watch (6) → the Cinder Belt. The three spines carry the same rungs under their own names; what differs is the voice on arrival.
Concord - the Registry
| Zone | Kind | Threat | Min level | For |
|---|---|---|---|---|
| Concord Home | Home | - | - | seat of the Registry; three counters, gun logs still blank |
| Concord Shallows | Belt | - | - | the nursery field, every rock assayed; Alder Weighbridge |
| Concord Shallows Drift | Sector | 1 | - | training lane, slow traffic has right of way |
| Concord Foundry Yard | Sector | 1 | - | smelters on schedule; everything inventoried, including you |
| Concord Quiet Verge | Sector | 2 | 10 | patrolled hourly; incidents this quarter: none |
| Concord Tin Hollow | Sector | 3 | 20 | worked ground; thin seams, thorough paperwork |
| Concord Belt | Belt | - | - | claim field 2, mining by permit; Verity Assay |
| Concord Overcut | Sector | 4 | 30 | the permits ran ahead of the survey |
| Concord Broken Span | Sector | 4 | 30 | a collapsed pre-Cinder gate ring, registered as a hazard |
| Concord Ash Run | Sector | 5 | 40 | convoy lane; loitering is noted |
| Concord Iron Shoal | Sector | 6 | 50 | frontier; escort service suspended pending review |
| Concord Long Watch | Sector | 6 | 50 | frontier; garrison writ ends here |
Sepulchre - the Kindred
| Zone | Kind | Threat | Min level | For |
|---|---|---|---|---|
| Sepulchre Home | Home | - | - | the carved house; every hull that came home is part of it |
| Sepulchre Shallows | Belt | - | - | the teaching field; the first cut with an inherited torch; Edda’s Bench |
| Sepulchre Shallows Drift | Sector | 1 | - | first flights, watched by everyone who ever flew |
| Sepulchre Foundry Yard | Sector | 1 | - | where hulls are made ready to carry their crews |
| Sepulchre Quiet Verge | Sector | 2 | 10 | kept quiet for the young |
| Sepulchre Tin Hollow | Sector | 3 | 20 | worked by four generations; their cuts are still true |
| Sepulchre Belt | Belt | - | - | our field; the rock remembers who cut it; Tekla’s Post |
| Sepulchre Overcut | Sector | 4 | 30 | cut too deep and left open |
| Sepulchre Broken Span | Sector | 4 | 30 | a gate the old world built; let it rest |
| Sepulchre Ash Run | Sector | 5 | 40 | the mourning road; say a name at the first marker |
| Sepulchre Iron Shoal | Sector | 6 | 50 | frontier; iron the ancestors never reached |
| Sepulchre Long Watch | Sector | 6 | 50 | frontier; the outer vigil |
Ashaari - the Concern
| Zone | Kind | Threat | Min level | For |
|---|---|---|---|---|
| Ashaari Home | Home | - | - | a thousand cells, all open for business |
| Ashaari Shallows | Belt | - | - | practice claims, first month’s fees waived; First Stake |
| Ashaari Shallows Drift | Sector | 1 | - | starter berths at introductory rates |
| Ashaari Foundry Yard | Sector | 1 | - | refinery row: ore in, credit out |
| Ashaari Quiet Verge | Sector | 2 | 10 | a quiet holding, priced for it |
| Ashaari Tin Hollow | Sector | 3 | 20 | low-margin seams; the deed is cheap |
| Ashaari Belt | Belt | - | - | leased rock, working assets; Margin Post |
| Ashaari Overcut | Sector | 4 | 30 | overcut, off the books |
| Ashaari Broken Span | Sector | 4 | 30 | a dead gate ring, not worth the tow |
| Ashaari Ash Run | Sector | 5 | 40 | toll-free transit lane; the tolls are further in |
| Ashaari Iron Shoal | Sector | 6 | 50 | frontier; high-yield lots, buyer assumes all risk |
| Ashaari Long Watch | Sector | 6 | 50 | frontier; perimeter security, contracted out |
The common ladder
Nobody’s ground, running out of the middle between two empires. It carries the top of the difficulty curve, threat 5 to 10, and then three rungs that are not harder than Last Ledger but further from any counter. Each depth is a pair: the Deep stands one band above its Face, and the door is always on the Face.
| Zone | Kind | Threat | Min level | For |
|---|---|---|---|---|
| Cutwater | Sector | 5 | 40 | the ladder’s first rung |
| The Hangfire | Sector | 6 | 50 | its Deep: a charge that never went off |
| Rusthook Drift | Sector | 7 | 60 | The Hook (arms) |
| Carrion Shoal | Sector | 8 | 70 | where wrecks drift ashore |
| The Lathe | Sector | 8 | 70 | The Bed (mining post) |
| Gallows Reach | Sector | 9 | 80 | named for what hangs here |
| Ashfall | Sector | 9 | 80 | The Weighbridge (trade) |
| Ninefold | Sector | 10 | 90 | nine survey runs, nine charts |
| Salt Wake | Sector | 10 | 90 | The Last Yard (shipyard) |
| Last Ledger | Sector | 10 | 90 | the deepest page anyone has written on |
| The Windrow | Sector | 10 | 90 | the last patrol on the ladder, in a ridge of pushed spoil |
| The Dross | Port | - | - | The Sump: last door on the map |
| The Overburden | Belt | - | - | the deep field: the biggest rocks in the game, and no counter |
Rock by field
A field’s rocks are scaled against the table: the Shallows at ×1.00, a Compact’s own Belt ×1.10, the Cinder Belt ×1.20, the Overburden ×1.45 - fewer, bigger, further. Depth buys size, never count. Mining, what patrols the sectors.