Voidborn Wiki playvoidborn.com →
Türkçe
Wiki · The world

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.