Notable Locations
The astrography documents systems and settlements: populations, economies, distance tiers. This document describes what those places feel like. The difference between knowing that Anchorage has 340,000 residents and knowing that its corridors vibrate with ore processing at three in the morning.
These are the locations a person moving through Terran Occupied Space would remember.
Core Worlds
Baltimore Lower Industrial, Earth
The Federal Exclusion Zone starts at Pratt Street. The barricade is concrete, razor wire, and corporate security checkpoints staffed by guards who work four-hour rotations because longer shifts produce disciplinary incidents. Beyond the barricade, the lower industrial district is visible: buildings standing, street lights still cycling through their timers, everything intact and nothing alive.
The cover story is chemical contamination from a Meridian Dynamics lab explosion in 2330. The zone smells wrong. Not chemical; chemical has a flavor that people can identify. This is the absence of a smell that should be there, as if the air has been cleaned of something that normal air possesses and no one has named.
At night, light behaves strangely inside the perimeter. Security cameras show illumination patterns that do not correspond to the street lights. Shadows move without sources. Temperature sensors at the barricade read three to seven degrees colder than the surrounding city regardless of season.
The Obsidian Court maintains a permanent watch. Mortal observers rotate. The fae observers do not.
What draws people here: Researchers studying the Baltimore Event. Journalists following the unexplained. Cult members who sense something through the barrier. Corporate salvage teams that occasionally receive permits for limited-duration entry. Everybody who enters reports the same thing: the feeling of being counted.
See: Containment Events
The Old Growth Reserve, Earth
One of the last significant tracts of unmanaged forest on Earth. Government designation: ecological preserve. Actual function: Emerald Court territory.
The canopy is dense enough to kill all sunlight by midday. Walking trails exist but the markers stop making sense after the second kilometer; not because they have been removed but because the forest rearranges its relationship with the paths in ways that GPS confirms and cartography cannot explain. Equipment fails in specific groves. Cameras record footage of empty clearings that the photographer remembers as occupied. Audio equipment captures sounds at frequencies below human hearing that, when amplified, resemble language.
Research teams who work the reserve long-term develop a sensitivity that they describe as environmental awareness and that any hedge practitioner would recognize as passive Gossamer perception. The Emerald Court permits the research teams because they function as an early warning system: scientists will notice and report disturbances that the Court’s own agents might not monitor continuously.
Wyldfae are active throughout the reserve. They are not hostile. They are curious, which is not the same thing as safe.
What draws people here: Researchers with clearances they do not fully understand. Guardian scholars who recognize the site’s true nature. Emerald Court agents passing through. Occasional hikers who ignore the restricted-access signs and return with stories they cannot make anyone believe.
See: Anomalies · The Courts
Meridian Yards, Alpha Centauri
The largest shipyard complex in human space. From approach, it looks like a constellation that someone dropped: dry docks, fabrication platforms, materials processors, and worker habs strung across a hundred kilometers of orbital space, all of it lit by work floods and welding arcs that make the complex visible to the naked eye from Landfall’s surface.
The Yards never stop. Three competing IPCs operate sections under UTCA charter, and the boundaries between their zones are marked by warning beacons that everyone treats as suggestions. The sound environment inside the worker habs is industrial: hull stress groans, pressure cycling, and the constant low percussion of automated fabrication. The corridors smell of lubricant, recycled atmosphere, and the particular ozone note that means someone is cutting hull plate nearby.
Sabotage and espionage are the Yards’ secondary economy. Prototype ship systems, drive technology, military contracts. Fixers operate in the docking levels where the three corporate zones overlap: neutral ground by convention, contested ground by practice. A courier can cross from one IPC’s territory to another’s in the time it takes to walk a connecting corridor, and the cargo they are carrying might change legal status with every step.
What draws people here: Shipworkers on contract rotation. Engineers who want to see the biggest machines humanity builds. Corporate agents running espionage operations. Fixers who work the interzonal corridors. Anyone who needs a ship modified in ways that the registration database will not reflect.
See: Astrography
Landfall, Alpha Centauri (Proxima b)
The first extrasolar colony. Population 1.8 million under linked domes.
The heritage district at the city center preserves the original hab modules: cramped, utilitarian cylinders with the hand- welded seams still visible. Tour groups walk through them. The surrounding expansion rings record two centuries of architectural evolution: each ring built in the style and budget of its era, from the second ring’s functional-industrial aesthetic to the outermost corporate-modern domes that could be anywhere.
The inner rings have character. Corridors are narrow enough that two people must turn sideways to pass. The ceilings are low. The lighting is warm because someone decided decades ago that blue-white made people depressed and nobody changed it back. Small businesses occupy converted hab modules: bars, repair shops, noodle joints, clinics that do not ask for insurance codes. The inner rings are where Landfall’s fixers operate because the architecture makes surveillance difficult and the residents value their privacy.
When Proxima flares, the dome shielding activates with a bass hum that everyone feels in their teeth. The sky goes red through the radiation filters. Locals ignore it. Visitors do not.
What draws people here: History. Landfall is where it all started, and the heritage district draws tourists, pilgrims, and researchers. The inner rings draw people who need things done quietly. Port Gagarin (the orbital hub at the transit point) is where the smuggling happens, but Landfall is where the deals are made.
Anchorage, Epsilon Eridani
An orbital sprawl at the inner edge of the system’s debris disk. Population 340,000. The station has been expanding continuously for over a century and it shows: a core of colonial-era habs surrounded by bolted-on extensions that follow no master plan and answer to no aesthetic except function.
The atmosphere smells of ozone and metal dust. The scrubbers cannot fully eliminate the byproducts of ore processing, and the background vibration of the refineries is transmitted through the station’s structure at a frequency that residents stop noticing after the first month and visitors never stop noticing. Bulkheads in the older sections bear stress marks that maintenance has welded over multiple times. The newest sections are raw: unpainted composite walls, exposed conduit, temporary flooring that has been temporary for a decade.
The fringe levels host the belt miners’ community. Independent operators and small corporate crews who work claims in the debris disk live here between rotations. They are a culture unto themselves: insular, superstitious, and intensely loyal to each other. Their bars do not welcome outsiders. Their fixers do not deal with people they have not been introduced to. Their stories about what they have seen in the disk are treated as tall tales by everyone who has not been in the disk, and as understatement by everyone who has.
The debris disk is visible from observation decks as a faint shimmer across the sky: fragments catching starlight in a band that runs from horizon to horizon. Miners describe it as beautiful from a distance and terrifying up close.
What draws people here: Miners looking for work. Corporate crews on extraction rotations. Fixers who broker claim data and survey intelligence. Runners who use the disk’s sensor opacity as cover. Anyone who needs to disappear into a chaotic environment where tracking is unreliable.
Sinter, Epsilon Eridani
A surface dome on the system’s inner rocky world. Population 120,000. Sinter exists because surface-based smelting is cheaper than orbital, and everything about the city reflects that calculation.
The dome runs hot. Thermal venting from the foundry district keeps the interior at temperatures that make other colonies feel temperate. Workers joke that Sinter does not need heating; just open a window toward the processing plants. The air has a dry, mineral quality that coats the throat. Water rations are strict. Clothing trends toward minimal because wearing more is punishment.
The foundry district occupies the dome’s western quarter: a landscape of smelters, slag heaps, and conveyor systems fed by shuttles arriving from Anchorage. At the boundary with the residential quarter, the temperature drops ten degrees in the span of twenty meters, and the sound drops from industrial roar to the relative quiet of pressure cycling and ventilation hum.
Sinter’s architecture is blocky and mineral-colored: walls of processed regolith from the planetary surface, sealed with industrial coating. The aesthetic is accidental and distinctive. No other colony looks like Sinter because no other colony was built entirely from the material it sits on.
The seismic events are routine. Small ones register as a tremor that makes drinks vibrate and residents pause for a breath before continuing. The settlement’s foundation flexes rather than resists. Newcomers are disturbed by the sensation of solid ground moving. Long-term residents are disturbed when it stops.
What draws people here: Ore processing workers on contract. Materials scientists studying the thermal gradient manufacturing. Smugglers who use the constant shuttle traffic between Sinter and Anchorage as cover. People who do not mind heat and do mind company.
Covenant: The Glass, Tau Ceti
The most valuable real estate in the colonies. An open-air district in the Anassa Basin where 150 years of atmosphere processing have made the sky breathable.
The Glass is named for the transparent pressure walls that originally enclosed it. The walls are still there; maintained as backup, not removed, not discussed. Inside them, the architecture is deliberately Terran: stone facades, planted trees, artificial weather systems that produce rain on a published schedule. The rain smells like rain. The trees are real. The sky is the wrong color; a yellow-brown that the atmosphere processing has not yet corrected; and every resident has learned not to look up.
Walking in the Glass is the closest thing to Earth that exists outside Sol. The streets are wide. The buildings are low. People wear clothing chosen for appearance rather than environmental protection. There are restaurants with windows that open. This last detail (windows that open to air you can breathe) is the single most potent status symbol in the colonies. Everyone in the Glass knows it. Everyone outside the Glass knows it.
The population is small: bankers, exchange administrators, insurance executives, and the service staff who maintain the illusion. Security is biometric and omnipresent. Strangers are noticed. The Glass has the lowest crime rate in human space and the highest concentration of Dominion thralls outside Earth. House Marchetti has spent decades cultivating the financial elite who live here. Three TCIE board members attend dinner parties hosted by intermediaries who report to Marchetti.
What draws people here: Financial professionals who run the interstellar economy. People wealthy enough to buy breathable air. Corporate espionage operators targeting the TCIE. Dominion House Marchetti, which considers the Glass its most productive cultivation ground outside Sol.
Caldwell Sprawl, Tau Ceti (Covenant)
Three million people in linked dome clusters north of the Glass. The working side of Covenant: where the banks’ data centers live and where the people who maintain interstellar finance eat printed protein and breathe recycled air.
Caldwell looks like every other colony dome from the inside: residential blocks stacked efficient and tight, commercial strips in the lower levels, public transit threading through connecting tunnels between clusters. The difference is wealth passing through. Caldwell’s data infrastructure processes the TCIE’s transaction volume: every interstellar credit transfer, every commodity future, every bond issuance clears through servers cooled by industrial systems that make the dome’s lower levels cold enough to see your breath.
The service districts are where the fixer economy operates. Technicians who maintain the banking infrastructure and cannot afford to live in the Glass are the primary intelligence vulnerability in Tau Ceti’s financial system. They know the data architecture. They know the maintenance schedules. Some of them are willing to share what they know, for the right price.
The contrast with the Glass is the point. Workers in Caldwell can see the pressure walls from upper-level viewpoints. On clear days, the trees are visible. The Glass is three kilometers and an economic chasm away.
What draws people here: Data center workers. Financial support staff. UTCA regulators who cannot afford Glass residences. Runners and fixers targeting the financial infrastructure. The Carvalho Network, which operates its identity fabrication business through Lumen Transit on Covenant Station overhead.
See: Key Factions
Inner Colonies
Adler, HD 219134 (Harshaw)
The older of the Cluster’s two dome cities. Population approximately 1.4 million. Adler was built fast and never stopped building: the architecture is layered, compressed, and organic in the way that cities become when they outgrow every plan that was ever made for them.
The streets in Adler’s core districts are narrow by colony standards and tall by any standard: hab blocks climbing eight or ten stories with catwalks and connecting bridges at every level. Light filters down from dome panels overhead in columns that shift with the artificial day cycle. The lower levels are permanently dim. Street-level shops sell manufactured goods from local factories: consumer electronics, cybernetic components, machine parts. The quality varies. The prices are lower than anywhere in the Core.
Adler’s manufacturing districts are a landscape of automated fabrication facilities interspersed with smaller workshops where skilled labor produces goods that full automation cannot match: custom cybernetic fittings, precision instruments, prototype engineering. The noise from the fabrication facilities is present everywhere: a bass industrial throb that residents have incorporated into their sense of normal.
The rivalry with Rekovic is part of daily life. Sports teams, manufacturing quality, cultural output: every comparison is a front in a competition that the founding IPCs encouraged and that has long since outgrown corporate sponsorship. Adler residents consider Rekovic sterile and corporate. Rekovic residents consider Adler chaotic and unsafe. Both are correct.
What draws people here: Workers in the Cluster’s manufacturing economy. Cybernetics customers who want Inner Colony quality at below-Core prices. Corporate espionage operators targeting rival manufacturing operations. Anyone who wants the feeling of a real city: dense, loud, alive.
Rekovic, HD 219134 (Harshaw)
The Cluster’s other dome city. Population approximately 1.2 million. Three hundred kilometers from Adler on the same rocky plain, built a generation later by a competing IPC.
Rekovic is the city that Adler is not. Grid-planned, corporate- designed, built to specifications. The streets are wide and straight. The hab blocks are uniform in height and evenly spaced. Public transit runs on schedule. The lighting is even and cool-toned. On paper, Rekovic is the better place to live. In practice, the precision creates an environment that feels managed rather than inhabited.
The corporate district is Rekovic’s center of gravity: research and development campuses, manufacturing management offices, and the IPC administrative complexes that coordinate the Cluster’s economy. The architecture is glass and composite, climate-controlled to the degree, and staffed by people in corporate dress codes who walk at a pace that implies somewhere important to be.
Rekovic’s residential districts are quieter than Adler’s. Cleaner. The air recycling is more efficient. The food options are more standardized. The cultural scene is what corporate morale programs produce: organized, well-funded, and lacking the specific quality that comes from people making things because they want to rather than because a cultural enrichment budget exists.
The city’s underside; the maintenance levels, the utility corridors, the service infrastructure; is where Rekovic’s actual personality lives. Down here, the grid breaks down. Passages branch at odd angles. Equipment is jury-rigged. Workers who maintain the city’s systems operate on schedules that management does not fully track, and the spaces between the tracked schedules are where Rekovic’s informal economy operates.
What draws people here: Corporate employees on assignment. R&D professionals with transferable skills. People who prefer order. Runners who know that the most valuable targets are behind the cleanest facades.
Lorne, HD 219134
A cold outer world with subsurface water ice. Two orbital stations and a surface mining settlement. Population 45,000.
Lorne is quiet. Not peaceful; quiet. The surface settlement is a cluster of reinforced domes on an ice plain, connected by heated tunnels that groan with thermal stress. The sky through the dome panels is dark even during the local day: the star is a dim orange point that provides enough light to navigate by and not enough to feel warm. Temperatures outside the dome reach minus 170 on the night side.
The population is small and self-selected. People come to Lorne because they want isolation and are willing to work for it. Ice mining is physical labor in pressure suits, cutting and transporting water ice for the purification systems that supply the inner planets. The work is repetitive and dangerous in the mundane way that all mining is dangerous: equipment failure, suit breach, ice collapse.
The two orbital stations handle shipping. Lorne is a supply node: water and volatiles go out, manufactured goods come in. The stations are small, functional, and crewed by people who chose orbital isolation over surface isolation, which is a specific personality type.
Lorne attracts people who are hiding. The small population makes it impossible to be truly anonymous; everyone knows everyone; but the community has a culture of not asking. A person who arrives, works, and does not cause trouble is accepted regardless of what brought them there. This makes Lorne useful for anyone who needs to stop existing in one identity and start existing in another.
What draws people here: Ice miners on contract. People who want silence. People who need to disappear for a while. Smugglers who use the supply runs as cover. Occasionally, someone running from something that does not care about distance.
Harshaw Junction, HD 219134
The Cluster’s main orbital hub. Population 200,000. A massive commercial station that has grown organically around its original docking core.
Harshaw Junction is described in detail in the Starting Location document.
What draws people here: Everyone. The Junction is the Cluster’s crossroads: inter-world traffic, interstellar shipping, fixer networks, criminal operations, corporate business, and the accumulated human activity that a station of 200,000 generates. It is the most likely point of entry for anyone arriving in the Cluster.
See: Starting Location · Key Factions
Outer Colonies
Makemba, TRAPPIST-1
The Archipelago’s capital in all but name. Population 400,000 under linked dome clusters. The largest city on any of the Seven.
TRAPPIST-1 is an ultracool dwarf: dim red light that turns everything the color of cooling metal. Makemba’s dome panels filter and amplify the starlight, but the result is still a permanent twilight that visitors find oppressive and residents find normal. The sky beyond the dome is a curtain of other worlds: the tight orbital packing means that at any given time, two or three of the Seven are visible as discs rather than points, close enough that surface features are visible to the naked eye. It is the most alien vista in human space.
The city is dense and communal. Makemba was built cooperative from the start: the founding generation’s survival depended on it, sixty-six days from the nearest supply run. The architecture reflects this: shared spaces are large, private spaces are small. Common dining halls still operate in older districts. Public meeting spaces are built into every residential block. The culture runs on reputation rather than credential: what matters is what people say about you, not what system has your name on file.
The council governs through consensus-adjacent negotiation. Three IPCs maintain local offices, but their managers have more autonomy than any corporate administrator in the Core. The corporations need the Archipelago’s rare mineral output. The Archipelago needs the shipping contracts. The relationship is transactional and both sides know exactly where the leverage sits.
The Archipelago Ring; the system’s gray market network; is woven into daily commerce. The line between legitimate and informal trade is a matter of opinion on Makemba. Kesi Okafor, the Ring’s most visible principal, operates openly from a logistics office in the commercial district.
What draws people here: People who want distance from the Core. People who value community over anonymity. Traders who work the Archipelago’s inter-world network. Runners heading further out. Fixers who appreciate a city where reputation is the primary currency.
See: Key Factions
Jura, TRAPPIST-1
The Archipelago’s industrial world. Population 280,000. Processing raw materials extracted from the four non-habitable inner and outer planets.
Jura is a working city without pretension. The domes house smelters, refineries, fabrication plants, and the people who operate them. The air quality is worse than Makemba’s: the scrubbers work harder here and the mineral tang of processed ore is permanent in the back of the throat. Walls in the industrial districts are stained with residue that cleaning cannot remove, giving Jura’s corridors a patina that ranges from grey to rust-brown.
Shuttle traffic from the extraction worlds is constant. Ore carriers dock at Jura’s industrial port on schedules that run twenty hours a day. The port district is loud, busy, and less supervised than the residential quarters: a fact that Dev Anand, the Ring’s shuttle coordinator, exploits daily.
Jura’s workers are rougher than Makemba’s. The labor is harder, the air is worse, and the culture reflects it. Bars close late and open early. Disputes are settled directly. Corporate safety regulations exist on paper and are enforced by workers who decide among themselves what is reasonable and what is bureaucracy that would get someone killed.
What draws people here: Industrial workers on contract. Shuttle crews on rotation from the extraction worlds. Smugglers using the cargo volume as cover. People who find Makemba too polite.
Anomaly Sites
The Threshold District, Kovacs-IV
A section of mining colony infrastructure built over a Shroud breach that the original surveyors did not detect. The breach is active and widening.
The upper levels of the Threshold District are normal colony infrastructure: hab blocks, mess halls, shift-change corridors. Workers live and eat here. The lights work. The air circulates. It is unremarkable except for the cold. The ambient temperature in the Threshold District runs two to four degrees below the rest of the colony, and maintenance has spent years trying to find the thermal leak. There is no thermal leak.
The lower levels are different. Below the third subfloor, the cold becomes directional: it comes from below, rising through the floor plates like something breathing out. Equipment behaves strangely: lights activate without power, screens display data that was never entered, monitoring systems register presence in sealed corridors. Workers hear the sound of flowing water where no water source exists. The company’s environmental explanation satisfies no one who has worked down there.
The Open Eye operates in the Threshold District. Speaker Rada Petrović leads her eighty members in deliberate Stygian communion: controlled exposure to the breach. The cult’s members are recognizable to those who know what to look for: skin slightly too cool, a gaze that seems to register things that are not visible, and a calm that other workers find either comforting or deeply unsettling.
Three workers have died in the lower levels with no identifiable cause. Their expressions suggested they had seen something.
What draws people here: Miners on contract who do not know what they are living above. The Open Eye’s recruitment pool. Corporate Unseen teams investigating the breach. Guardian fragments who have identified the site and lack the resources to respond. Anyone foolish or brave enough to go below the third subfloor.
See: Anomalies · Key Factions
The Boneyard, Ceres Station (Sol)
A decommissioned section of the oldest orbital habitat in the Belt. Sealed off and declared toxic.
The Boneyard is the original core module of Ceres Station: the first section built, the first section abandoned when the station expanded outward. The corridors are narrow, the ceilings low, the design language of an era when orbital construction prioritized volume efficiency over human comfort. No one has lived here in thirty years. No one is supposed to enter.
The seal was placed after maintenance crews who entered the section began emerging changed. The official explanation is chemical exposure from old industrial processes. The changes were not chemical: affected workers exhibited flattened affect, disinterest in previously valued relationships, and a tendency to stand near bulkheads and listen to sounds that no one else could hear.
The sealed section is cold; colder than vacuum should allow given the station’s thermal profile. Something in the Boneyard is drawing heat. Monitoring equipment in the sealed corridors picks up vocalizations. Linguistic analysis has failed to identify the language. The vocalizations are not random. They follow patterns that suggest communication, or at least intention.
The station administration does not discuss the Boneyard. Residents of the surrounding sections have learned to ignore the cold that seeps through the sealed bulkheads. Children are told that the sealed section is dangerous because of bad air. This is not wrong. The air is bad. What makes it bad is not what the children are told.
What draws people here: Almost no one. The Boneyard is sealed, and the administration enforces the seal. But the Unseen World knows what it is: a persistent Shroud anomaly in one of the most populated orbital habitats in the Core. Guardian fragments have debated intervention. Corporate Unseen teams have proposed study. The Obsidian Court monitors it. Everyone agrees something should be done. No one has agreed on what.
See: Anomalies
Site 117, Kandris-III
The epicenter of the Silence of Kandris-III. A mining settlement that housed 11,000 people and now houses nothing that anyone has been willing to classify.
The quarantine perimeter is maintained by corporate security under UTCA authority. The perimeter is twenty kilometers from the settlement’s edge: a distance chosen by the Obsidian Court rather than the corporate security teams, based on criteria the Court has not shared. Inside the perimeter, instruments return data that cannot be reconciled. Temperature readings fluctuate between extremes. Electromagnetic fields pulse without source. Gravity measurements show micro- variations that should not occur on a geologically stable site.
The settlement is intact. Buildings stand. Equipment sits where it was left. Food on tables has not decomposed; it has not changed at all, which is itself anomalous. The absence of the 11,000 residents is total. No remains. No biological traces. No indication of direction of departure. They are simply not there.
From outside the perimeter, at night, light is sometimes visible inside the settlement. Not electric light; something dimmer, something that moves through the buildings as if carried. Observers have reported the light follows routes that correspond to the settlement’s streets. As if someone is walking them.
The quarantine zone is expanding. Slowly, measurably, and with no indication that it will stop. The Obsidian Court’s reinforcement of the Seal was partially successful. The Ancient Dark intrusion was not reversed.
What draws people here: Scientists studying the aftermath. Corporate damage assessment teams. Guardian fragments attempting to understand the cascade failure. The Quiet; whose coordinator, Dr. Mei-Lin Chen, considers Kandris-III the most important site in human space. Corporate Unseen Handler Priya Dasgupta, whose models predict that Tessaract’s operations will produce another Kandris-III within a decade.
See: Containment Events · Key Factions
Shaft 9, Terris-II
A deep mining operation sealed after the boring team breached a Shroud boundary at 2,400 meters. The breach has not closed.
The surface installation above Shaft 9 is still operational: the mining company relocated operations to a new site three kilometers away, but the support infrastructure remains. Hab modules sit empty. A small monitoring station staffed by two technicians tracks the sensors placed in the shaft before it was sealed. The technicians rotate on thirty-day shifts and leave early when they can. They do not like the readings.
The sealed shaft entrance is a six-meter concrete cap with monitoring equipment bolted to its surface. The cap was designed to contain atmospheric hazards. The hazard in Shaft 9 is not atmospheric. Temperature sensors show readings below freezing at depths where the geothermal gradient should produce heat. Seismic sensors detect rhythmic vibrations that do not correspond to any geological process: a pulse, regular, approximately every ninety seconds, as if something below the seal is breathing.
The mining company treats Shaft 9 as a liability and the monitoring station as an insurance requirement. The two technicians who staff it know more about what is down there than anyone in corporate management, because they are the ones who read the instruments every day.
What draws people here: The monitoring technicians, who have no choice. Occasionally, a corporate Unseen team on a data-collection visit. Guardian fragments who have identified the site but lack resources for intervention. The Open Eye on Kovacs-IV has expressed interest through intermediary channels. Petrović wants to know if the breach is like hers.
See: Anomalies
The Shimmer Fields, Aurelis-IV
High-altitude grassland on a colony world with a thin atmosphere. The Gossamer is exceptionally thin here. The Immaterial is visible.
At ground level, the Fields are beautiful. Grass that moves in wind that instruments do not register. Wildflowers that appear overnight in patterns too regular for nature and too complex for cultivation, then vanish by morning. The air has a quality that people describe as electric but is not electrical: a sensation on the skin, in the sinuses, at the edges of vision.
The visual phenomena are the Fields’ defining feature. Rippling distortions in the air. Transient structures visible at the edge of perception: buildings, bridges, forests; that are not there when looked at directly but are there when looked away from. Emerald fae have been sighted openly. They do not hide here. They do not need to. The Gossamer is thin enough that their presence in the material world is stable without the effort that manifestation normally requires.
The colonial administration has classified the region as a natural preserve, citing unusual atmospheric conditions. Access is restricted. The Ash Court has an intermediary embedded in the administration to manage the information flow. Researchers who study the Fields too carefully are redirected to other projects. Colonists who wander too close are warned away by rangers who know more than they say.
At sunset, when the atmosphere refracts the colony star’s light through the thin air, the Fields become something that photographs cannot capture. The structures at the edge of perception become briefly visible: a landscape overlapping the landscape, deeper and older and built on principles that material architecture cannot reproduce. It lasts for minutes. Then it is gone.
What draws people here: Researchers who sense something worth studying. Emerald Court agents who use the Fields as a gathering point. Ash Court intermediaries managing the information perimeter. Colonists who have seen the sunset phenomenon and cannot stop coming back.
See: Anomalies · The Courts
Deep Space
Jump Point Sigma-7
A specific jump transit corridor where the Gossamer appears to be permanently disrupted. Ships pass through Sigma-7 on routes connecting the Inner and Outer Colonies. The corridor is standard on charts. The experience of transiting it is not.
Jump transit is normally a non-event: the ship enters hyperspace, the crew waits, the ship exits. Sigma-7 transit crews report anomalous perception events at rates five to ten times the baseline. Figures in corridors that are empty on camera review. Doors to compartments that do not appear on the ship’s schematics, visible for seconds, then gone. Comm channel interference that audio analysis resolves into patterns; not language, but structured sound that implies intention.
Ships that transit Sigma-7 arrive safely. The transit time is normal. The navigational data is clean. The crews are usually fine. The ones who are not fine describe the experience consistently: the sense that the ship was being observed, not from outside but from a direction that the ship’s geometry does not include. As if something was watching from between the bulkheads.
The Obsidian Court claims jurisdiction over Sigma-7 and has not explained why. Their agents board ships that report significant anomalies during transit and conduct interviews that the ship operators do not discuss afterward. What the Court is looking for; or looking at; in the transit corridor is unknown.
What draws people here: No one. Ships transit Sigma-7 because it is on the route. Avoiding it adds days to transit time. Most crews accept the trade-off. Some do not, and their routing decisions become part of the data that the Obsidian Court collects.
See: Anomalies · The Courts
The Kessler Void
A region of deep space approximately forty light-years rimward of the Core. The largest known Ancient Dark concentration in mapped space. UTCA interdiction: mandatory.
The Void is not visible. There is nothing to see: no nebula, no stellar phenomenon, no radiation signature. The interdiction zone is defined by the boundary at which long-range instruments begin returning data that is technically valid and semantically impossible. Inside that boundary, the rules change in ways that instruments can detect but cannot describe.
The survey vessel Irkalla entered the Void in 2389 and transmitted valid telemetry for four days. On day five, the transmissions began to contradict themselves. Navigation data plotted the ship in locations that did not correspond to known space. Crew status reports listed all forty-seven personnel as alive and dead simultaneously, with timestamps predating the mission. The final message was text-only:
IT SEES US. NOT WITH EYES. IT SEES US THE WAY WE SEE COLORS. WE ARE A FREQUENCY TO IT. IT IS TUNING IN. DO NOT COME HERE. DO NOT LOOK FOR US. WE WERE NEVER ANYWHERE ELSE.
The Irkalla has not been heard from since. The interdiction zone has been expanded by a factor of three. The Void is expanding. Slowly. Measurably.
The Ash Court obtained a copy of the final transmission. Cinereth added it to a file she calls “evidence of contact.” She has not shared the file with the other monarchs.
What draws people here: Nothing should. The Quiet; Dr. Chen’s network of Ancient Dark survivors; considers the Void the most significant site in existence. Corporate research divisions would pay irrational sums for data from inside the interdiction zone. The UTCA patrols the boundary. People still try to cross it. Some of them come back. Their reports are classified.
See: Containment Events · The Ancient Dark
See also: Astrography · Key Factions · Starting Location · Anomalies · Containment Events