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Wiki / The world

The zones

Fifty-three places on fourteen stars - 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. Every zone is also a site around one body of one of fourteen stars, and two zones that share a body and a depth are one flight apart, across a seam - the stars.

Kind Holds Never holds
Home the Compact’s Citadel, a Trade port and an Arms post; 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; in a Compact’s sector, its Sentinel 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) × 5. Threat 1 asks nothing; threat 10 asks level 45. Belts, homes and ports ask nothing. How the chart shows a lock, ranks.

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. All four are sites of one ring around Cinder, a white dwarf, so you fly between them.

Zone Kind Threat Min level For
Cinder Belt Belt - - the shared field; the Freeports Middlemark (trade) and Meridian Post (mining)
The Tailings Belt - - the hauler’s field: fewer, bigger rocks, no drums
The Scrape Sector 3 10 the first neutral fight
The Assay Port - - a wreck field with the Freeport 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.

Every spine crosses three stars. The nearest the Cinder holds depths 1–2, the middle one depths 3–4, and the home star holds Home and Shallows on the home world and Foundry Yard and Shallows Drift on a giant further out. Tin Hollow holds the Compact’s own Shipyard as well as its Sentinel. Every sector a Compact owns has a Sentinel; only that Compact’s pilots berth there.

Concord - the Registry

Stars: Curfew (depths 1–2), Vesper (3–4), Noon (home). Citadel Hall of Record, Trade port Cauldwell Exchange, Arms post Vance Armoury; Shipyard Brandt Slipways in Tin Hollow.

Zone Kind Threat Min level Sentinel For
Concord Home Home - - - seat of the Registry; gun logs still blank
Concord Shallows Belt - - - the nursery field, every rock assayed; Alder Weighbridge
Concord Shallows Drift Sector 1 - Folio 12 training lane, slow traffic has right of way
Concord Foundry Yard Sector 1 - Folio 11 smelters on schedule; everything inventoried, including you
Concord Quiet Verge Sector 2 5 Folio 22 patrolled hourly; incidents this quarter: none
Concord Tin Hollow Sector 3 10 Folio 21 worked ground; thin seams, thorough paperwork; Brandt Slipways
Concord Belt Belt - - - claim field 2, mining by permit; Verity Assay
Concord Overcut Sector 4 15 Folio 32 the permits ran ahead of the survey
Concord Broken Span Sector 4 15 Folio 42 a collapsed pre-Cinder gate ring, registered as a hazard
Concord Ash Run Sector 5 20 Folio 41 convoy lane; loitering is noted
Concord Iron Shoal Sector 6 25 Folio 52 frontier; escort service suspended pending review
Concord Long Watch Sector 6 25 Folio 51 frontier; garrison writ ends here

Sepulchre - the Kindred

Stars: Farewell (depths 1–2), Kerf (3–4), Elder (home). Citadel The Carved House, Trade port The Laying Ground, Arms post Vigil House; Shipyard Maren’s Ring in Tin Hollow.

Zone Kind Threat Min level Sentinel 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 - Olin’s Cairn first flights, watched by everyone who ever flew
Sepulchre Foundry Yard Sector 1 - Gerd’s Cairn where hulls are made ready to carry their crews
Sepulchre Quiet Verge Sector 2 5 Isak’s Cairn kept quiet for the young
Sepulchre Tin Hollow Sector 3 10 Rikke’s Cairn worked by four generations; their cuts are still true; Maren’s Ring
Sepulchre Belt Belt - - - our field; the rock remembers who cut it; Tekla’s Post
Sepulchre Overcut Sector 4 15 Senna’s Cairn cut too deep and left open
Sepulchre Broken Span Sector 4 15 Tove’s Cairn a gate the old world built; let it rest
Sepulchre Ash Run Sector 5 20 Oddny’s Cairn the mourning road; say a name at the first marker
Sepulchre Iron Shoal Sector 6 25 Brenn’s Cairn frontier; iron the ancestors never reached
Sepulchre Long Watch Sector 6 25 Ulla’s Cairn frontier; the outer vigil

Ashaari - the Concern

Stars: Hedge (depths 1–2), Accrual (3–4), Prospectus (home). Citadel The Trust, Trade port The Concourse, Arms post Underwriters’ Bond; Shipyard Aster Holdings in Tin Hollow.

Zone Kind Threat Min level Sentinel 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 - Surety PR-2 starter berths at introductory rates
Ashaari Foundry Yard Sector 1 - Surety PR-1 refinery row: ore in, credit out
Ashaari Quiet Verge Sector 2 5 Surety AC-2 a quiet holding, priced for it
Ashaari Tin Hollow Sector 3 10 Surety AC-1 low-margin seams; the deed is cheap; Aster Holdings
Ashaari Belt Belt - - - leased rock, working assets; Margin Post
Ashaari Overcut Sector 4 15 Surety AC-3 overcut, off the books
Ashaari Broken Span Sector 4 15 Surety HG-4 a dead gate ring, not worth the tow
Ashaari Ash Run Sector 5 20 Surety HG-3 toll-free transit lane; the tolls are further in
Ashaari Iron Shoal Sector 6 25 Surety HG-2 frontier; high-yield lots, buyer assumes all risk
Ashaari Long Watch Sector 6 25 Surety HG-1 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 - a Freeport - is always on the Face. Four stars carry it: Headframe, Rust, Plumb (a black hole) and Trommel (a pulsar).

Zone Kind Threat Min level Star For
Cutwater Sector 5 20 Headframe the ladder’s first rung
The Hangfire Sector 6 25 Headframe its Deep: a charge that never went off
Rusthook Drift Sector 7 30 Rust The Hook (arms)
Carrion Shoal Sector 8 35 Rust where wrecks drift ashore
The Lathe Sector 8 35 Rust The Bed (mining)
Gallows Reach Sector 9 40 Rust named for what hangs here
Ashfall Sector 9 40 Plumb The Weighbridge (trade)
Ninefold Sector 10 45 Plumb nine survey runs, nine charts
Salt Wake Sector 10 45 Plumb The Last Yard (shipyard)
Last Ledger Sector 10 45 Plumb the deepest page anyone has written on
The Windrow Sector 10 45 Trommel the last patrol on the ladder, in a ridge of pushed spoil
The Dross Port - - Trommel The Sump (arms): last door on the map
The Overburden Belt - - Trommel 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.

A page here is a commit in the wiki repository; corrections are welcome through the support desk on playvoidborn.com.
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