Wiki World Maps
Maps
The galaxy's 77 maps: which are safe, where PvP is on, which enemy lives where, and where the gates lead.
The galaxy has 77 maps in three layers: each unit's own region of ten maps (forty in all), twelve shared maps (including the Remnants of the Ringwrights and the Touchstone), the Station Region between them (the Ring Eye and four maps for every unit, seventeen in all) and eight deep-space maps on the outside. Maps are linked by gates; fly to a gate and press Gate (J). No map has a level requirement; as you move on, the enemies, the rewards and the danger all grow.
Rules
- Station Region (the Ring Eye and every unit's Centre, Entry, Left and Right maps): free-for-all, no Honor penalty; the creatures drop Ring Essence (most in the Ring Eye). You enter from each unit's Frontier Line; the Corp buildings come in a later update.
- Safe maps: on X-1, X-2 and X-3 nobody fires on anybody, and only pilots of your own unit can enter. Inside the station ring of X-1 (once docked) your ship repairs 25% per second; the “Sell Plunder / Dust / Cores” button works anywhere in space (cargo is never sold by itself), but while you are in combat, meaning for 10 s after you take damage or fire, selling is locked.
- The PvP maps of a unit's region (X-4 to the Frontier Line): pilots of other units can shoot you. The 900-unit circle around the inner gates is protected for pilots of your own unit; owner pilots below level 10 are out of PvP in their own region. Home advantage: in your own region Home Shield protects you (on X-4: damage taken ×0.85, shield repair ×1.5); it fades the further you get from home and is absent on each unit's Frontier Line map. In a foreign region the damage you deal to pilots and your shield repair are reduced (not against creatures).
- The Touchstone: only fights against other units. The shared region (the Gate maps, the Frontier Line, the Broken Belt, Crooked Scale, the Narrows) and deep space (the Shroud and beyond): free-for-all. The dead-end pockets (twelve maps) have a single gate; the Drop and the Flight are one-way gates. The Notorious Boss spawns every 15 minutes on one of the four units' Frontier Line maps, with a one-minute warning.
- The Crown War (the Touchstone, every full hour, 15 min): while a war runs there is a power cap: power up to 200,000 counts in full, 10% of what is above it counts (300 K → 210 K, 2 M → 380 K), against creatures and the base batteries too. Everyone who takes part wins Grand War Chests (at least 1, winners at least 2): pilots of the winning unit are paid by performance score, in a war that starts on weekdays 17:00-02:00 or from Friday 17:00 until Monday 02:00 1st gets 10, then 8, 7, 5, 4, 3, 3, 2, 2, 2, then everyone gets 2; in a war that starts at any other time every line of that table is capped at 3 (3, 3, 3, 3, 3, 3, 3, 2, 2, 2); those who took part for a losing unit get 1. The chests come even if no rival turns up (a unit that takes the beacons alone wins too). To take part, stay at least 6 min on the Touchstone and join the fight: help capture a beacon (stand in its ring for at least 10 s), or land even one real hit on an enemy pilot, or kill one. The score counts the real damage you dealt, your kills, time in a beacon ring and time on the map. Only the best pilot of one account or connection counts. You can join as many wars as you like: there is no daily win limit, every war you win pays the rank chests. When you lose a war, the participation chest always comes. Each chest holds the same rolls as a Grand Wormhole Chest (by the highest Wormhole level you have cleared, at most level 2; the card only says "Level") and pays +20 Honor on top when it is opened; it opens at a calm moment, decrypted like a capsule.
- Gates and arrival: come within 140 units of a gate and press Jump (J): a 2.5-second crossing begins. Your ship holds still, cannot fire or use skills, but can be hit (a hit does not cancel the crossing; if your ship falls, it falls on the map you were on). Then you appear right inside the matching gate on the other side (gate to gate) and cannot use another gate for 5 seconds. You cannot use a gate in combat (within 8 s of your last hit).
- Map edge: an invisible boundary, not a wall. If you go past it, your ship loses 2% of its maximum armor per second (shield does not count); turn back.
- Respawns: enemies come back after 12 s and ring shard crates after 90 s. Each pilot gets the full reward from the first 2 crates in 120 s, and 10% from any beyond that.
Unit maps
The ten maps of the four units follow the same layout: X-1 is the start, X-2 and X-3 are safe, X-4 is the first PvP map, then come the Threshold, the Midway, a Pocket, the Outer Way (it leads out to the Gate of the shared region), another Pocket, and the Frontier Line on the ring between the units. If you have reached the shared region before you die, you respawn at the Frontier Line outpost.
the Dawnsworn
| Map | Type | Tier | Main enemy | Suggested | Enemies | Crates | Size | Gates |
|---|---|---|---|---|---|---|---|---|
| Solari-1 | Safe · no PvP owner only | 1 | Looter (Lv 1) | Lv 1+ | 48 | 10 | 8,000 × 5,000 | Solari-2 |
| Solari-2 | Safe · no PvP owner only | 2 | Raider (Lv 2) | Lv 3+ | 48 | 11 | 9,000 × 6,000 | Solari-1, Solari-3, Solari-4 |
| Solari-3 | Safe · no PvP owner only | 3 | Shard Hunter (Lv 3) | Lv 13+ | 44 | 11 | 9,000 × 6,000 | Solari-2, Solari-4, Addendum |
| Solari-4 | Border · unit-vs-unit PvP | 4 | Exile Destroyer (Lv 4) | Lv 36+ | 40 | 11 | 9,000 × 6,000 | Solari-2, Solari-3, Addendum |
| Addendum | Border · unit-vs-unit PvP | 5 | Crew Captain (Lv 5) | Lv 70+ | 44 | 10 | 9,000 × 6,000 | Solari-4, Solari-3, Lantern Plain |
| Dead Lamp | Border · unit-vs-unit PvP | 5 | Head Gunner (Lv 5) | — | 24 | 8 | 5,500 × 4,000 | Lantern Plain |
| Blackdawn | Border · unit-vs-unit PvP | 6 | Belt Lord (Lv 6) | Lv 133+ | 44 | 10 | 9,000 × 6,000 | Lantern Plain, Gearworks, Dawn Line, Nameless Door |
| Nameless Door | Border · unit-vs-unit PvP | 6 | Doorbreaker (Lv 6) | — | 24 | 8 | 5,500 × 4,000 | Blackdawn |
| Lantern Plain | Border · unit-vs-unit PvP | 5 | Toll-Taker (Lv 5) | — | 44 | 10 | 9,000 × 6,000 | Dead Lamp, Blackdawn, Addendum |
| Dawn Line | Border · unit-vs-unit PvP | 6 | Ring Ironclad (Lv 6) | — | 56 | 18 | 12,000 × 8,000 | Dawn Sill, Maturity Line, Shore Line, Blackdawn |
the Surety Corps
| Map | Type | Tier | Main enemy | Suggested | Enemies | Crates | Size | Gates |
|---|---|---|---|---|---|---|---|---|
| Kaeris-1 | Safe · no PvP owner only | 1 | Looter (Lv 1) | Lv 1+ | 48 | 10 | 8,000 × 5,000 | Kaeris-2 |
| Kaeris-2 | Safe · no PvP owner only | 2 | Raider (Lv 2) | Lv 3+ | 48 | 11 | 9,000 × 6,000 | Kaeris-1, Kaeris-3, Kaeris-4 |
| Kaeris-3 | Safe · no PvP owner only | 3 | Shard Hunter (Lv 3) | Lv 13+ | 44 | 11 | 9,000 × 6,000 | Kaeris-2, Kaeris-4, Duplicate |
| Kaeris-4 | Border · unit-vs-unit PvP | 4 | Exile Destroyer (Lv 4) | Lv 36+ | 40 | 11 | 9,000 × 6,000 | Kaeris-2, Kaeris-3, Duplicate |
| Duplicate | Border · unit-vs-unit PvP | 5 | Crew Captain (Lv 5) | Lv 70+ | 44 | 10 | 9,000 × 6,000 | Kaeris-3, Kaeris-4, Bond Bazaar |
| Estate | Border · unit-vs-unit PvP | 5 | Head Gunner (Lv 5) | — | 24 | 8 | 5,500 × 4,000 | Bond Bazaar |
| Down Payment | Border · unit-vs-unit PvP | 6 | Doorbreaker (Lv 6) | — | 24 | 8 | 5,500 × 4,000 | Seizure Depot |
| Bond Bazaar | Border · unit-vs-unit PvP | 5 | Toll-Taker (Lv 5) | — | 44 | 10 | 9,000 × 6,000 | Estate, Duplicate, Seizure Depot |
| Seizure Depot | Border · unit-vs-unit PvP | 6 | Belt Lord (Lv 6) | Lv 133+ | 44 | 10 | 9,000 × 6,000 | Cog Plain, Bond Bazaar, Down Payment, Maturity Line |
| Maturity Line | Border · unit-vs-unit PvP | 6 | Ring Ironclad (Lv 6) | — | 56 | 18 | 12,000 × 8,000 | Pledge Sill, Seizure Depot, Casting Line, Dawn Line |
the Current Guard
| Map | Type | Tier | Main enemy | Suggested | Enemies | Crates | Size | Gates |
|---|---|---|---|---|---|---|---|---|
| Veyra-1 | Safe · no PvP owner only | 1 | Looter (Lv 1) | Lv 1+ | 48 | 10 | 8,000 × 5,000 | Veyra-2 |
| Veyra-2 | Safe · no PvP owner only | 2 | Raider (Lv 2) | Lv 3+ | 48 | 11 | 9,000 × 6,000 | Veyra-1, Veyra-3, Veyra-4 |
| Veyra-3 | Safe · no PvP owner only | 3 | Shard Hunter (Lv 3) | Lv 13+ | 44 | 11 | 9,000 × 6,000 | Veyra-2, Veyra-4, Attestation |
| Veyra-4 | Border · unit-vs-unit PvP | 4 | Exile Destroyer (Lv 4) | Lv 36+ | 40 | 11 | 9,000 × 6,000 | Veyra-2, Veyra-3, Attestation |
| Attestation | Border · unit-vs-unit PvP | 5 | Crew Captain (Lv 5) | Lv 70+ | 44 | 10 | 9,000 × 6,000 | Breakwater, Veyra-3, Veyra-4 |
| Chop | Border · unit-vs-unit PvP | 5 | Head Gunner (Lv 5) | — | 24 | 8 | 5,500 × 4,000 | Breakwater |
| Breakwater | Border · unit-vs-unit PvP | 5 | Toll-Taker (Lv 5) | — | 44 | 10 | 9,000 × 6,000 | Current Bed, Chop, Attestation |
| Current Bed | Border · unit-vs-unit PvP | 6 | Belt Lord (Lv 6) | Lv 133+ | 44 | 10 | 9,000 × 6,000 | Shore Line, Sieve, Breakwater, Behind the Water |
| Behind the Water | Border · unit-vs-unit PvP | 6 | Doorbreaker (Lv 6) | — | 24 | 8 | 5,500 × 4,000 | Current Bed |
| Shore Line | Border · unit-vs-unit PvP | 6 | Ring Ironclad (Lv 6) | — | 56 | 18 | 12,000 × 8,000 | Dawn Line, Casting Line, Tide Sill, Current Bed |
the Anvil Guard
| Map | Type | Tier | Main enemy | Suggested | Enemies | Crates | Size | Gates |
|---|---|---|---|---|---|---|---|---|
| Drakh-1 | Safe · no PvP owner only | 1 | Looter (Lv 1) | Lv 1+ | 48 | 10 | 8,000 × 5,000 | Drakh-2 |
| Drakh-2 | Safe · no PvP owner only | 2 | Raider (Lv 2) | Lv 3+ | 48 | 11 | 9,000 × 6,000 | Drakh-1, Drakh-3, Drakh-4 |
| Drakh-3 | Safe · no PvP owner only | 3 | Shard Hunter (Lv 3) | Lv 13+ | 44 | 11 | 9,000 × 6,000 | Drakh-2, Drakh-4, Marginalia |
| Drakh-4 | Border · unit-vs-unit PvP | 4 | Exile Destroyer (Lv 4) | Lv 36+ | 40 | 11 | 9,000 × 6,000 | Drakh-2, Drakh-3, Marginalia |
| Marginalia | Border · unit-vs-unit PvP | 5 | Crew Captain (Lv 5) | Lv 70+ | 44 | 10 | 9,000 × 6,000 | Drakh-4, Drakh-3, Ash Road |
| Ember Furnace | Border · unit-vs-unit PvP | 5 | Head Gunner (Lv 5) | — | 24 | 8 | 5,500 × 4,000 | Ash Road |
| Unreturned | Border · unit-vs-unit PvP | 6 | Belt Lord (Lv 6) | Lv 133+ | 44 | 10 | 9,000 × 6,000 | Ballast, Ash Road, Rusted Dome, Casting Line |
| Ballast | Border · unit-vs-unit PvP | 6 | Doorbreaker (Lv 6) | — | 24 | 8 | 5,500 × 4,000 | Unreturned |
| Ash Road | Border · unit-vs-unit PvP | 5 | Toll-Taker (Lv 5) | — | 44 | 10 | 9,000 × 6,000 | Unreturned, Marginalia, Ember Furnace |
| Casting Line | Border · unit-vs-unit PvP | 6 | Ring Ironclad (Lv 6) | — | 56 | 18 | 12,000 × 8,000 | Maturity Line, Unreturned, Ember Sill, Shore Line |
Shared maps
| Map | Type | Tier | Main enemy | Suggested | Enemies | Crates | Size | Gates |
|---|---|---|---|---|---|---|---|---|
| Frontier Line | Free-for-all | 7 | Scout (Lv 8) | — | 56 | 18 | 12,000 × 8,000 | Gearworks, Spyglass, Cog Plain, Crooked Scale, Rusted Dome, The Narrows, Sieve, The Broken Belt |
| The Broken Belt | Free-for-all | 7 | Scout (Lv 9) | — | 48 | 18 | 12,000 × 8,000 | Crooked Scale, Frontier Line, The Narrows, Slag Plain, Silent Workshop |
| The Touchstone | Unit-versus-unit PvP | — | — | — | — | — | 7,800 × 7,800 | Gearworks, Cog Plain, Sieve, Rusted Dome |
| The Shroud | Free-for-all | 8 | Wreck Commander (Lv 7) | — | 50 | 15 | 9,000 × 9,000 | The Narrows, Slag Plain, Pale Garden, Radio Graveyard |
| Crooked Scale | Free-for-all | 7 | Scout (Lv 8) | — | 56 | 18 | 12,000 × 8,000 | Founders' Dais, The Narrows, The Broken Belt, Frontier Line |
| The Narrows | Free-for-all | 7 | Scout (Lv 8) | — | 12 | — | 5,000 × 4,000 | Frontier Line, Crooked Scale, The Shroud, The Broken Belt |
| Slag Plain | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | The Shroud, Crystal Cave, Radio Graveyard |
| Radio Graveyard | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 40 | 9 | 9,000 × 6,000 | Frontier Line, The Shroud, Slag Plain, Tide Pit |
| Gearworks | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Cog Plain, The Touchstone, Frontier Line, Sieve, Blackdawn |
| Cog Plain | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Seizure Depot, Rusted Dome, The Touchstone, Frontier Line, Gearworks |
| Sieve | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Current Bed, Gearworks, The Touchstone, Frontier Line, Rusted Dome |
| Rusted Dome | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | The Touchstone, Frontier Line, Cog Plain, Unreturned, Sieve |
| Silent Workshop | Free-for-all | 7 | Scout (Lv 9) | — | 24 | 8 | 5,500 × 4,000 | The Broken Belt |
| Founders' Dais | Free-for-all | 7 | Scout (Lv 9) | — | 24 | 8 | 5,500 × 4,000 | Crooked Scale |
| Spyglass | Free-for-all | 7 | Scout (Lv 9) | — | 24 | 8 | 5,500 × 4,000 | Frontier Line |
| Pale Garden | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | The Shroud, The Maw |
| Crystal Cave | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | The Maw, Slag Plain |
| Tide Pit | Free-for-all | 8 | Fold Whelp (Lv 11) | — | 44 | 10 | 9,000 × 6,000 | Radio Graveyard, The Maw |
| The Maw | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 56 | 18 | 12,000 × 8,000 | Pale Garden, Crystal Cave, Embryo Cradle, Tide Pit |
| Embryo Cradle | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 24 | 8 | 5,500 × 4,000 | The Maw |
Station Region
The Ring Eye and four maps for every unit (Centre, Entry, Left, Right): free-for-all, no Honor penalty, the creatures drop Ring Essence. The Entry opens from the unit's Frontier Line; the Centre joins the Ring Eye, and one unit's Right map opens onto the next unit's Left map.
| Map | Type | Tier | Main enemy | Suggested | Enemies | Crates | Size | Gates |
|---|---|---|---|---|---|---|---|---|
| Ring Eye | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 56 | 18 | 12,000 × 8,000 | Light Square, Guarantors' Square, Cauldron Square, Harbour Square |
| Light Square | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | Dawn Sill, Spark Bed, Ring Eye, Flame Verge |
| Dawn Sill | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Dawn Line, Light Square |
| Flame Verge | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Light Square, Foam Shore |
| Spark Bed | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Collateral Flank, Light Square |
| Guarantors' Square | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | Collateral Flank, Pledge Sill, Debt Shore, Ring Eye |
| Pledge Sill | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Guarantors' Square, Maturity Line |
| Collateral Flank | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Guarantors' Square, Spark Bed |
| Debt Shore | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Anvil Flank, Guarantors' Square |
| Harbour Square | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | Ring Eye, The Shoals, Tide Sill, Foam Shore |
| Tide Sill | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Shore Line, Harbour Square |
| The Shoals | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Harbour Square, Mould Shore |
| Foam Shore | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Flame Verge, Harbour Square |
| Cauldron Square | Free-for-all | 8 | Crystal Swarm (Lv 10) | — | 44 | 10 | 9,000 × 6,000 | Ring Eye, Anvil Flank, Ember Sill, Mould Shore |
| Ember Sill | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Casting Line, Cauldron Square |
| Anvil Flank | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Debt Shore, Cauldron Square |
| Mould Shore | Free-for-all | 7 | Scout (Lv 8) | — | 44 | 10 | 9,000 × 6,000 | Cauldron Square, The Shoals |
Map details
A short introduction to every map:
Solari-1
The Hegemony's last lighthouse in the west and the Dawnsworn's main system. Safe region: the Dawnsworn protect their own, and no other unit's pilot may pass. The Exiles come to put the lamps out and stay outside the circle.
Solari-2
The second stop on the Lamplight Road: regular shifts, lamps close together. Safe region: no foreign unit may enter. The Exiles slip in only to scavenge; an oath-breaker cannot bear the lamplight.
Solari-3
The end of the pilgrim road that faces the dark. Safe region: only the Dawnsworn may enter, no PvP. The Oathless come out of the Shadow Camps through this gate, looking for the place where their oath ended.
Solari-4
The last lamp on the Lamplight Road; across it lies Tenebra. The farthest border: enemy units may enter and an Exile captain shows himself now and then. The Solari hold the light here because beyond it the scriptures have nothing to say.
Addendum
The addendum plate of the Treaty; a seal before the Solari gate and a line behind the seal. Pilots of the units meet here, and nobody grants anybody a right.
Dead Lamp
A waystation lamp the Treaty put out; the light is gone, the keeper's strongbox remains. One gate only: whoever goes in leaves by it. The lamp keeper is still on watch.
Blackdawn
The camp where the Oathless turned the dawn round; the last dark the Dawnsworn ever saw. The Belt's western crew drops anchor here; free-for-all.
Nameless Door
A refuge where nobody asks about your old oath; no name on the door, one in the vault. A one-gate pocket; the Sentinel never asks who comes.
Lantern Plain
The wide plain behind the Threshold; the light of the Solari lamps barely reaches it. Home pilots fight with an advantage, strangers under a penalty.
Dawn Line
Solari's edge of the ring between the races. The outpost lamp stays lit: this is where you come back from the dead. Pilots of the neighbouring units slip in along the ring.
Kaeris-1
An old mining colony in the shadow of a fallen Ring shard and the Surety Corps' main system. Safe region: the Corps guard their own ledger, and no foreign unit may pass. Looters fall in here, fleeing their debts.
Kaeris-2
The second system of Shard Shadow: counters, debt bureaus, lined-up convoys. Safe region: no foreign unit may enter. The Exiles count the convoys and wait further up the road to hit them.
Kaeris-3
Beyond Oskel lies the Exile Rift. Safe region: only Surety pilots may enter, no PvP. The Debtless try to win back their struck-off names on this border.
Kaeris-4
The last system of Shard Shadow; its name means the place where an account is closed. The farthest border: enemy units may enter, heavy Exile hulls prowl and, rarely, a captain with them. The collector fleets go no farther.
Duplicate
The plate of the Treaty's second copy; the Kaeris gate is sealed here. The roads along both sides of the ring cross, and an ambush can come from either.
Estate
The store of what was left after the foreclosure; the owner is dead, the debt still lives. A one-gate pocket: the pay is high and the way out is one.
Down Payment
The quay where the first payment of a ransom bargain is left; the vault is full, the guard sleepless. A one-gate pocket, and the way out is open to an ambush.
Bond Bazaar
The Kaeris bond market; every voice a debt, every shadow a guarantor. The Exile crews circle outside the bazaar.
Seizure Depot
The depot where seized Kaeris cargoes sit; on the road to the Gate, crowded and haggled over. The way out is narrow.
Maturity Line
Kaeris's edge of the ring; every maturity falls due here. The outpost is one of the guarantors' last halts.
Veyra-1
The Federation's frontier pier and the Current Guard's main system: floating ramps, dim lamps, the names of lost expeditions read out loud. Safe region: no foreign unit may enter. Beyond it, storm.
Veyra-2
The second pier of the Sunset Shore; the smugglers' gate to the Kaeris line opens here. Safe region: the Guard watch the gate and no foreign unit may enter. The Exiles come close only to hunt for signals.
Veyra-3
The gate to the Faded Ledger; waves high, light thin. Safe region: only the Guard may enter, no PvP. The Debtless slip through this gate and try to sell wreckage by the scale.
Veyra-4
The last shore of the sunset; beyond it, lawless water. The farthest border: enemy units may enter, heavy Exile hulls prowl and, rarely, a captain with them. The Guard read out the names of those who did not return here too.
Attestation
The Treaty's attestation plate; the Veyra gate. Whoever gives the approval and whoever waits for it stand on the same line, and the turn is nobody's.
Chop
A pocket where the tide's two currents collide; the sensors shake, the smuggler does not. One gate, and an ambush at it is ordinary.
Breakwater
The broken plates that guard Veyra's outer pier; Exile crews break on it instead of waves. The tide here favours the host.
Current Bed
Veyra's outer road; the current drags ships to the Gate. Strangers from the Gate fall here first.
Behind the Water
A hidden corner of the Current Bed; a one-gate pocket. The Silent Diver waits for nobody behind the water, and lets nobody go.
Shore Line
Veyra's edge of the ring; the shoreline always draws back, the outpost always stays.
Drakh-1
The mine where the revolt began and the Anvil Guard's main system. The air smells of rust. Safe region: the clan guards its own house and no foreign unit may pass. The Exiles come for the scrap of the old chains.
Drakh-2
The second furnace of the Chain Mines; the smugglers' gate to Veyra leaves from here. Safe region: no foreign unit may enter. The Exiles come to scrape casting slag and keep away from the furnace fire.
Drakh-3
The mine's chimney: its smoke shows from afar. Safe region: only Anvil pilots may enter, no PvP. The Drowned come up from the Eye of the Storm to set up illicit hearths.
Drakh-4
The last stone of the Chain Mines; beyond it, the storm of the Drowned. The farthest border: enemy units may enter, heavy Exile hulls prowl and, rarely, a captain with them. The clans hold the gate counting their dead.
Marginalia
The Treaty's marginal-note plate; the Drakh gate. The notes are longer than the articles, which is why the line is never quiet.
Ember Furnace
A shut-down old foundry; one gate only, and the embers still burn. A named founder waits at the hearth.
Unreturned
The waters where the Drowned expeditions dropped anchor; the names of the unreturned are on the plate, their ships are still here. The Belt's eastern crew; free-for-all.
Ballast
The waters where the Drowned throw their heavy loads; everything thrown was once somebody's cargo. A one-gate pocket; the Ballast Master knows the weight.
Ash Road
The slag road of the Drakh mines; the ash never cools. The clans know the road by the traces of their dead.
Casting Line
Drakh's edge of the ring; the casting never stops. Those who come back warm themselves at the outpost's furnace.
Frontier Line
The hub of the shared region; the roads from the four Gates cross here. Nobody's line, everybody's line: the crowd flows in, Antimatter runs hottest here. The Ringwrights' machines and Exile Commanders roam; everyone fights everyone.
The Broken Belt
Where the law ends, the most dangerous belt of the cluster. The three crews' heaviest ships and, deepest of all, the Notorious Boss; here everyone is everyone's enemy.
The Touchstone
The shared ground the four units enter from their corners; no NPCs, only pilots. Every hour the beacons light and the Crown War begins. The Treaty names no right here, it only weighs.
The Shroud
A field of wrecks laid over like a cloth, the Exile fleets' dead; free-for-all, your own unit too. The Commanders hold the radio line; the richest hunt is here. The Seam at its west edge goes down to the line's sealed stops, the Depth. No one will mourn you.
Crooked Scale
The Debtless weighing harbour; the measure is false, the sum is right. It is the trading port of the shared region: merchants of all four units meet here, which makes it one of the busiest crossings.
The Narrows
The one narrow passage that joins the shared region to the Shroud in deep space; gates open to both sides and those who wait sit in the middle. Few creatures, no boxes: this place is for passing, and for ambush.
Slag Plain
A flat of melted ship slag; the Commanders' lookout line. It is reached from the Broken Belt by the one-way gate called the Drop; the way back is through the Shroud only.
Radio Graveyard
The last frequency of fleets whose radios fell silent still crackles here. The Silent Radio waits on its own line; the one-way gate called the Flight throws you out to the Frontier Line.
Gearworks
Solari's Gate; the gears left by the Ringwrights still turn. The lightest mix of the shared region, but here everyone fights everyone.
Cog Plain
Kaeris's Gate; rows of cogs run to the horizon. It forms a ring with the Gearworks and the Rusted Dome.
Sieve
Veyra's Gate; the Ringwrights' filter rigs strain out more wreckage than water.
Rusted Dome
Drakh's Gate; under a rusted dome, the mouths of four arms. The Drakh clans enter here under oath.
Silent Workshop
A dead-end pocket of the Broken Belt; the Ringwrights' last workshop fell silent, the Workshop Master did not. One gate.
Founders' Dais
A dead-end pocket of the Crooked Scale; the Founders' dais, under the Dais Guard's watch. One gate.
Spyglass
A dead-end pocket of the Frontier Line; the Watcher's shadow looks over the shared region from here. One gate.
Pale Garden
A garden of crystal and bloom behind the Shroud; pale, lovely and greedy. In deep space everyone fights everyone.
Crystal Cave
Beneath Slag Plain, the nest of the crystal swarms; the cave walls give no light back.
Tide Pit
The pull-pit of the Radio Graveyard; the snakes hunt here. Whoever goes down pays on the way up.
The Maw
The centre of deep space; those from three roads meet here and nobody leaves the same. The Old Fold lives in these waters.
Embryo Cradle
The deepest dead-end pocket; the Star Bearer gives birth here. One gate: the way back is through the Maw.
Ring Eye
The silent void at the very middle of the Ring; every shard of the broken Ring faces it. The Ring Warden is still awake and the Ring Essence still flows. Everyone fights everyone.
Light Square
The heart of Solari's Station Region and the gate to the Ring: a bright Ringwright square, strewn with shards.
Dawn Sill
The way from the Frontier Line into Solari's Station Region; dawn strikes here first, and so do ambushes.
Flame Verge
The side of Solari's region that faces Veyra; burning shards drift through.
Spark Bed
The side of Solari's region that faces Kaeris; sparks gather in its bed.
Guarantors' Square
The heart of Kaeris's Station Region; the guarantors hold the gate to the Ring here. Every shard is a pledge.
Pledge Sill
The way from the Frontier Line into Kaeris's Station Region; those who enter leave a pledge, those who leave owe a debt.
Collateral Flank
The side of Kaeris's region that faces Solari; collateral changes hands here.
Debt Shore
The side of Kaeris's region that faces Drakh; debt is the last shard washed ashore.
Harbour Square
The heart of Veyra's Station Region; the gate to the Ring lies at the harbour mouth. The tide brings the shards here.
Tide Sill
The way from the Frontier Line into Veyra's Station Region; at high tide the sill seems to close, but never does.
The Shoals
The side of Veyra's region that faces Drakh; shards run aground in the shoals.
Foam Shore
The side of Veyra's region that faces Solari; the foam leaves fresh shards on the shore.
Cauldron Square
The heart of Drakh's Station Region; shards are melted here and the gate to the Ring sits at the bottom of the cauldron. Hot and crowded.
Ember Sill
The way from the Frontier Line into Drakh's Station Region; the glowing embers of the sill test whoever steps on it.
Anvil Flank
The side of Drakh's region that faces Kaeris; the anvils ring day and night.
Mould Shore
The side of Drakh's region that faces Veyra; casting moulds lined along the shore.