Skip to main content

Major Settlements

Aetherion (Population: 1.2 million)

Largest twilight belt city. Built around the Stellar Horizon crash site. Central hub for trade, politics, and Earth archive preservation.

Key Features:

  • Vertical farms produce 40% of twilight belt food
  • The Vault of Echoes: repository of data crystals and Earth artifacts
  • Weatherworking Academy: premier institution for psychic training
  • The Windspire: kilometer-high tower for storm observation and wind energy

Hooks:

  • Rival factions vie for control of Earth archives
  • Storm season threatens to overwhelm defenses
  • Mysterious signal from Stellar Horizon wreckage activates after 800 years

Khal-Rim (Population: 500,000)

Fortified settlement near day-side margin. Coordinates mining operations and salvage expeditions.

Key Features:

  • Thermal forges produce heat-resistant alloys
  • Daywalker guilds train specialists for extreme conditions
  • The Scorched Gates: massive shield walls deflecting day-side heat
  • Black market for illicit day-side artifacts

Hooks:

  • Mining claim dispute escalates to violence
  • Salvage crew discovers functioning day-side structure
  • Thermal forges malfunction, threatening settlement's economic base

Lumina Caverns (Population: 150,000)

Largest night-side cave settlement. Built around extensive geothermal vent network.

Key Features:

  • Deepkin culture emphasizes resonance and collective memory
  • Mushroom farms and thermal agriculture sustain population
  • The Deep Roads: ancient tunnel network of unknown origin
  • The Resonance Chamber: psychic training facility

Hooks:

  • Geothermal vents show signs of instability
  • Deep Roads section collapses, cutting off ice harvesting routes
  • Ancient structure discovered deeper than any previous exploration

Aurora Bastion (Population: 300,000)

Twilight belt settlement specializing in ice harvesting and night-side trade.

Key Features:

  • Ice caravans supply entire twilight belt
  • Mixed surface/cave architecture bridges day and night cultures
  • The Frost Market: trade hub for night-side goods
  • Auroral Observatory: studies night-side phenomena

Hooks:

  • Ice harvesting grounds claimed by rival settlement
  • Auroral disruption causes mass psychic feedback
  • Night-side predators migrate toward settlement