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Published: 2012-10-19 02:51:34 +0000 UTC; Views: 503; Favourites: 0; Downloads: 2
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Description
Neon:A Whiskeyjack company space station in the neutral zone that acts as a devil's den for the various outskirts of society. It harbours a thriving underground market of slave trading, contraband smuggling, slums, and other trade hubs.
Faultline:
A city built into a dark crevasse/ravine on a neutral world. The ancient fault was created by an earthquake aeons ago, and it now hosts a sizable immigrant population from Earth. The city is not only built along the bottom of the crevasse, but also up the sides of the cliffs.
Puncture Wounds Packed With Salt (Salt):
An active warzone across the planet's soaring monoliths and expansive salt flats. An ancient evaporated ocean has reduced it to one extremely salty sea, which much of the fighting is centered around. Smugglers and gunrunners frequent the fringes of the warfront and warzones.
Demon's Daring:
An active fleet warzone in and around the asteroid belt at the edge of the Holy Roman system, in which the G.O.D. and BA actively skirmish.
Broken Orchid:
A mixed world that has been a warzone for years. In addition to a dwindling evacuation and a trapped resident population, there are beast breeding grounds that prey upon the soldiers and civilians alike after their Black Armada release.
Bounty After Breakfast (BAB):
A small ranching and mining commune on the edge of the neutral zone facing G.O.D. territory.
Hunger of the Stars:
A dark world distant from it's small star and chilly as a result. Poisonous and toxic snow make hazard suits or sealed suits necessary for outside operation Serves as a small trading and refueling post.
Vir (Etc.):
A gas giant colony spread across several captured moons in it's orbit. Each moon has a vibrant community, and faction attachment to each moon make it a fierce sports center in lieu of combat.
Joyce:
A sprawling cityscape stretching across half a plains world and continuing underneath much of the planet's three large oceans. Some towers break the surface, and a widespread wireless network connects the metropolis together.
Blackmound:
A mountainous hilly world which the G.O.D. has laid claim to due to it's proximity to their territory. The populace is neutral. Comprised of Hamlets and small villages or townships.
Rupert's town:
A logging world with thick growth forests from old G.O.D. seeding projects. Earth introduced species have thrived, especially deer and bears.
York:
Mixed use neutral world with it's own military and police force and a strong import/export economy.
Lovelace:
An active warzone across the atolls and islands. Early settlers use the soldiers to trade with, but the slow fighting from island to island leaves the tropical seascapes largely pristine aside from ocean debris.
Bullhead:
A dustbowl that the two big factions war over for it's uranium mines.
Go Forth, and Conquer the Wicked:
A G.O.D. world that was a forward operating base into the neutral zone and BA territory. However, the world was crippled and cut off by the G.R.A. upon it's exodus, and the BA ransacked it several times, forcing the G.O.D. out completely. Settlers moved in, despite the odd raid by pirates or BA scouts, and salvage operations pick apart the old G.O.D. holdings.
Daedalus' Wax:
A colony of the Junk and Rumblers Union, which became famous for it's beehives and delicious flavoured honey.
One Eighty Five:
'Old One Eighty', one of the earliest charted planetoids, and the home of the Unitary Mercenary Guild. It's lawless frontier towns and cheap liquor and women are a favorite haunt of pirates and traders alike.
Girland ('Girly'):
The favorite second home of the wealthy in Central. A high class luxury city surrounded by suburbs, and deemed neutral by it's populace of the rich.
Greasy Knuckle:
Famous as a culture mecca, for food, art, and invention. Often people who love Blend speak just as well of Greasy Knuckle, for it's incredible foods, or it's beautiful and bizarre architecture.
St. Aquinus:
A beautiful religious world, closely tied to the G.O.D. yet outside it's real jurisdiction as the faction doesn't want to have to expend resources or security to a world so far out in the neutral zone.
Bloodless:
A bizarre world of oxide plains and yellow sulphur deposits that can spontaneously combust. A high oxygen level make settlements hard to maintain, as open flame and high heat can have disastrous results.
Drivel Ivy:
An active, yet stalled warzone between the G.O.D. and the G.R.A. that marks the central flashpoint between the two. Low shrub-lands make sniping easy and prevalent, so action is often muted and lines are relatively stable and unmoving. Naval blockades render orbital combat or bombardment rare.
Commercial:
A Junk and Rumbler union pit stop between G.R.A and BA territory in the neutral zone. A popular dive bar, 'Tritons', is famous for cheap beer and rampant fights.
Babe's Yoke:
A 'Den of Debauchery', by even the BA's standards, famous and mysterious, and only the most experienced in the neutral territories ever happen by it's coordinates. It's hidden location as a 'red light on a shadowed moon' is a carefully guarded trade secret.
Crescent Beach:
A high class resort on a low gravity terraformed water moon. Constructed entirely on the moon's sole island chain. A number of hotels and elite security are a mix and match of different price ranges according to which island they're on.
Solaris V:
A neutral space station above the gas giant Solaris, based around education. It's structured in the style of a boarding school for primary and secondary education, and has the most prestigious university in Central.
Bulkhead Holding Famine:
A frontier world mixed with little offworld traffic and an immobile population.
Cockney:
A slummy industry world where the main business is ship drydocks, hull welding, and manufacturing.
Port Columbus:
A stop-off for ships entering BA space, known as somewhat sketchy. A rocky port on a small nitr-ox atmosphere world.
Summerland:
A port just within G.R.A. territory, a series of chained asteroids that is technically a neutral port, but acts as a hub for G.R.A. trade and customs.
Burden of the Sturdy:
The G.O.D. listening and fleet outpost that us constantly raided, positioned right in the middle of the neutral territory.
Slavic Pride:
A Hydrogen farming/mining operation on the thin crust sitting atop a dense hydrogen/helium core.
AJ-30:
A small spanish speaking outland post near the J and R Union homeworld.
Stohalgrad:
An active warzone with all three factions battling for strategically placed resources and terrain. Often stalemated, as air support is abused to make ground ops nearly impossible and risky outside of the mountains.
Library of the Ancients:
An old style monastery built on a mountainous world with deep river valleys. It is the 'one true fount of knowledge'. It's vast libraries, book depositories, and electronic databases of all sorts are declared neutral, and anyone from any affiliation can add to or access the monastery. Some information has even leaked and been added to the library by faction sources dating back thousands of years. The Eclipse group has been rumored to curate the library.
Lost Variant:
An A.I. producing research and manufacturing world owned by the Conversion Corporation.
Atlas:
A fishing primary export world. 20 years of G.O.D. plankton and environment seeding was interrupted by the BA breakoff. The world thus was allowed to flourish unharvested for decades. Eventually the Russian Selvestosk company ventured upon the world and invested into fishing on the planet, as it was too far and thereby risky for the G.O.D. to do so.
Amusant:
Early mixed use colony world, after line/territory stabilization following BA breakoff and G.O.D. pullout, the remaining population soldiered on.
Isotonic:
Ice/snow world with a barely habitable temperature. Water farming from the ice is lucrative, and lures many foreign workers. The ice is sold for shipboard water supplies.
Freesky:
An earth-like terrestrial world recently discovered in the neutral zone. Early Earth flora seeding has been immediately successful, and many different groups have eyed up the new planet, with several ownership claims by CC, Whiskeyjack, and others.
Banewall of the Broken:
A shelled world whose grand stone architecture still struggles to stand after initial combat. The G.O.D. orbitally bombed the world for it's G.R.A. sympathies, but upon landing, ragged resistance and civilian forces have waged a ragtag guerrilla war against the occupation force. The guerrillas have also discouraged pirates and scavengers from picking at the ruins, as many are ex-citizens who fiercely oppose those who might defile their home. The hauntingly beautiful husk of a world thus stands untouched despite the hotspots of violence against the G.O.D.
Waking Life:
A river delta planet with vast estuaries and swamps draining into freshwater seas. Bizarre natural plantlife has inter-grown with seeded earth flora and introduced fauna. The war has encompassed the world due to it's water stores, and dikes and muddy base camps dot the swamps and few high grounds. Trench foot and cholera are common, but easily cured. G.O.D. and BA both have a constant ground presence, but air superiority swaps constantly.
Audience of Fortune:
A neutral world favored by mafias and underworld organizations for money laundering. Casinos and cheap rent draw the poor. However, the southeast of the main continent, Magdina, has erupted in warfare between an opposing mafia conglomerate and BA supporters. Although the conflict is limited to the ground, collateral damage is avoided for profit's sake.
Slughorn:
A world of ugly jagged granite/sandstone formations, cold climes, and thick silicon and water composite seas. It's actively a warzone, and plant life and northern wildlife struggle after their introduction to survive the harsh world and active warzone.
Anisugaul:
A large ringed greenish blue gas giant, with numerous large moons. It's recentering location has made it a constant location for naval battles. The constant naval presence has disallowed salvage to prosper despite the numerous debris fields in orbit, and corpses, ship husks, and destroyed craft are battlefield hazards with every new conflict.
Sorrow Tides of Sleeping Angels:
A fallen G.O.D. world that has re-surged as a neutral colony. The fall oft he world under the G.O.D. has provided salvage and scavenge companies with prime ship graveyards and abandoned military bases. The local colonists fear pirate attacks, but have armed themselves adequately and have hired freelance gunslingers as well.
Cardinal and Duchess of the Holy Fifth:
A broken world with a struggling nitrox atmosphere. The shards of the world are a battlefield of low gravity pieces, among which suited infantry attempt to wrest control of a majority. G.R.A. drones have proven useful against a G.O.D. Shocktrooper and Seraph heavy force.
Arrest of the White:
An anti-faction pirate colony, in which law and order is only kept due to the overabundance of guns, drunkenness, and fear of death. It's sprawling alleys are known for their disappearances, in which the unprepared vanish, and harvested for the organ or slave trade.
Shiverglass Shards of the Heart:
An arid glassland, once silicate sand, but which long ago was subjected to fierce heat in a flareup of it's star. It's now a cold hilly world of glass, upon which the war-front staggers back and forth.
St. Libertine:
A colony of the Caribbean, where those immigrants from South America and the gulf flocked to a solid 'home away from home'. It's lack of wealth or singular resource have made it unappealing to corporations or the 'big tree'.
Softskin Bias:
A slaver moon near BA space. Lack of a breathable atmosphere renders it into an indoor series of installations.
Zegata:
A grassland/Deciduous woodland battleground. Wide swaths of the forests are burned or ravaged, both by the G.O.D. and the BA.
Activia:
A bustling metropolis birthed from wheeling and dealing early corporations. After the fall of some and the rise of others, Activia became relatively independent.
22-Gift:
A composite world of black diamond, quartz, Gold, and Silver. Titanium deposits make it valuable to military assets as well. Unfortunately, an atmosphere thick with dust and particulate make it hard to mine, and renders the valuable planet a hotly contested yet expensive battlefront.
Purpose Without a Morally Definable Goal (Purpose):
Former G.O.D. farmland world, now an ugly wartorn invasion. Slowly but surely pushing the BA back with G.O.D. opposition.
Start Without a Gunshot:
Weapons manufacturing world, jointly owned and operated by the Petronof corp and Canterbury Resources Companies.
Murky Waters:
Jokingly referred to as the "Third Water" due to a small BA garrison near the second largest city of Huntersberg. However, the BA, not wanting to open a new warfront on the world, keeps mostly to itself.
Alma Mater:
A small outpost world near the edge of the uninhabited territories of Central.
Cranly the Cowering Coward:
Another pit stop for truckers and traders. Known for it's incredible Southern style BBQ.
Ugly Son of a Bitch:
A watery methane rich world where seeded peat moss and kelp has grown rampant.
Thanatonic:
A dead world which failed all seeding attempts despite what should be an appropriate clime. It now lies fallow and grey, with dead trees and brushland across much of the globe. A lack of any other resources have rendered it useless and ignored.
Falshan:
An active warzone across the southern continent of Dallaston. While the badlands of the southern continent crawl with troops, the northwestern landmasses' jungles are oddly uninhabited.
Terrordowns:
A world with extremely short day and night cycles. This makes seeding and agriculture extremely hard. There are only a few offworld supplied trade posts.
Masculinity:
A burning hot world of dried up rivers and sandstone canyons, with scattered settlements in the shade of monoliths.








