Major Settlements: Cities of the Broken World

"We build our cities in the ruins of theirs. Every foundation is a grave. Every wall remembers what was lost." -Nomad Elder testimony

Year 437 humanity clusters in fortified settlements...some built from pre-Sundering ruins, others carved from mountains or grown from living wood. These cities are humanity's anchors in a hostile world: centers of trade, culture, military power, and hope. Each reflects the faction that built it, and each tells a story of survival against impossible odds.

Settlement Classification

Category Population Characteristics Examples
Mega-Cities 500,000+ Faction capitals, industrial centers, heavily fortified The Boneyards, Cathedral Prime, Ironhearth
Major Cities 100,000-500,000 Regional hubs, manufacturing, standing armies The Vault, Roothold, Ashveil
Towns 10,000-100,000 Trade posts, farming communities, garrison towns Hundreds globally
Outposts 100-10,000 Frontier settlements, resource extraction, vulnerable Thousands globally

Church of Absolution Settlements

Cathedral Prime (Capital)

Aspect Details
Location Former Paris, France (built atop Notre-Dame ruins)
Population ~800,000 (largest Church city)
Architecture Gothic revival, massive stone cathedrals, prayer bells every street
Economy Tithes, pilgrim donations, Casket leasing
Military 10,000 Penitent Caskets, 50,000 Crusader infantry
Landmarks The Grand Confessional (world's largest cathedral), Hall of Penance (soul-binding chambers)
Atmosphere Constant prayer bells, incense smoke, public penance rituals

Other Notable Church Settlements

Ossuarium Settlements

The Boneyards (Capital)

Aspect Details
Location Former Detroit, USA (built atop automotive factories)
Population ~1.2 million (largest city globally)
Architecture Industrial brutalism, scavenged steel, bone motifs everywhere
Economy Casket manufacturing, soul-binding services, salvage operations
Military 20,000+ contracted Caskets (largest fleet globally)
Landmarks The Ledger Vault (Bonelord Karath's archives), Soul Markets (contract trading floor)
Atmosphere Smoke-filled factories, constant hammering, desperate contractors selling their deaths

Other Notable Ossuarium Settlements

Dwarven Forge-Guild Settlements

Ironhearth (Capital)

Aspect Details
Location Beneath Alps (Switzerland), geothermal forges
Population ~600,000 (largest underground city)
Architecture Carved stone halls, runic pillars, perfectly symmetrical design
Economy Custom Casket construction, weapons/armor smithing, engineering contracts
Military 5,000 elite Caskets (quality over quantity), impenetrable defenses
Landmarks The Grand Forge (continent-sized foundry), Hall of Masters (guild headquarters)
Atmosphere Ringing hammers echoing through stone, apprentices chanting smithing prayers

Other Notable Dwarven Settlements

Elven Verdant Covenant Settlements

Roothold (Capital)

Aspect Details
Location Former Amazon rainforest (Brazil), preserved grove
Population ~400,000 (largest Elven settlement)
Architecture Living wood structures (trees shaped into buildings), bio-luminescent lighting
Economy Agriculture (best in world), bio-organic materials, symbiotic contracts
Military 3,000 bio-organic Caskets (fragile but self-repairing), guerrilla fighters
Landmarks The Great Tree (mile-tall central tree), Bio-Dome Gardens (climate-controlled agriculture)
Atmosphere Birdsong, flowing water, scent of flowers (stark contrast to industrial cities)

Other Notable Elven Settlements

The Exchange Settlements

The Vault (Capital)

Aspect Details
Location Former Zurich, Switzerland (built atop banking vaults)
Population ~500,000 (wealth concentrated here)
Architecture Fortified vaults, gold-plated walls, opulent excess amid poverty
Economy Banking, Casket leasing, Soulstone trading, debt collection
Military 8,000 repossessed Caskets, elite mercenary guards
Landmarks The Council Vault (plutocrat headquarters), The Exchange (trading floor)
Atmosphere Wealth disparity on display...gilded nobles, starving debtors in same streets

Other Notable Exchange Settlements

Nomad Collective Settlements

The Wandering (Mobile Capital)

Aspect Details
Location Migratory (follows seasonal warmth, currently North America plains)
Population ~80,000 (largest convoy)
Architecture Mobile caravans, tent cities, temporary fortifications
Economy Trade caravans, information brokering, scavenging
Military 2,000 jury-rigged Caskets, hit-and-run raiders
Landmarks The Elder's Tent (council meetings), Oral Archives (storyteller circles)
Atmosphere Campfires, storytelling, songs of lost homes

Other Notable Nomad Convoys

Vestige Bloodline Settlements

The Mutation Yards (Capital)

Aspect Details
Location Void-adjacent zone (former Louisiana bayou)
Population ~200,000 (80% mutated)
Architecture Bio-organic structures, grafted bone/chitin, living buildings
Economy Mutation services (controlled Void exposure), adaptive biotech
Military 5,000 bio-mechanical Caskets (adaptive, unpredictable)
Landmarks The Evolution Chambers (mutation labs), Patriarch's Throne (bone cathedral)
Atmosphere Unsettling (mutants walk openly, children born with extra limbs)

Emergent Syndicate Settlements

The Hive (Capital)

Aspect Details
Location Jungle bio-structure (former Cambodia)
Population ~300,000 (collective consciousness, hard to count)
Architecture Bio-organic hive (living walls, pheromone vents, communal chambers)
Economy Resource pooling, bio-organic manufacturing, no currency (hive shares everything)
Military 10,000 swarm Caskets (perfectly coordinated)
Landmarks The Nexus (central consciousness node), Birthing Chambers (reproduction center)
Atmosphere Silent coordination, no voices (telepathic communication), creepy efficiency

Wyrd Conclave Settlements

The Court of Whimsy (Mobile Capital)

Aspect Details
Location Moves with Void rifts (currently Siberian Wastes)
Population ~50,000 (Stage 2-3 corruption)
Architecture Impossible geometry (Escher-like), phase-shifting buildings, reality-warped materials
Economy Void artifacts, reality manipulation services, stolen goods
Military 1,000 reality-warped Caskets (quality through insanity)
Landmarks The Laughing Spire (tower that exists in multiple places simultaneously)
Atmosphere Chaotic revelry, constant laughter/screaming, reality feels "wrong"

Crucible Packs Settlements

Ashveil (Only Settlement)

Aspect Details
Location Ashveil Caldera (volcanic wasteland, former Great Plains)
Population ~15,000 (goblinoid mutants)
Architecture Scrap-metal bunkers, explosive storage, fireproof shelters
Economy Explosive manufacturing, demolition contracts, scrap salvage
Military 500 explosive Caskets (suicide bombers)
Landmarks The Blast Temple (worship site), Munitions Forges
Atmosphere Constant explosions (ritual worship), ash-filled air, fanatical chanting

Draconid Remembrance Settlements

Petrified Groves (Neutral Sites)

Aspect Details
Location Scattered globally (crystallizing giants stand like statues)
Population ~50 total (ancient beings, individual Draconids)
Architecture Natural groves, memory crystals embedded in trees, no permanent structures
Economy Knowledge trading, quest-giving, historical consultation
Military None (neutral NPCs, individually powerful but non-combatant)
Landmarks Memory Crystals (historical records visible inside Draconid skin)
Atmosphere Silent, contemplative, timeless (visitors feel like children before ancients)

Neutral/Contested Zones

The Borderlands

Regions between faction territories where no single faction dominates. Trade posts, mercenary havens, and contested resources.

Life in Post-Sundering Cities

Common Features Across Factions

Aspect Details
Fortifications All cities heavily walled (Abominations, raiders, rival factions)
Food Scarcity Rationing common, agriculture difficult, famine frequent
Casket Presence Caskets patrol streets (both protection and intimidation)
Class Division Extreme wealth gaps (elites in towers, poor in slums)
Tech Level Medieval society with scavenged pre-war equipment
Atmosphere Desperate but resilient...humanity clinging to hope
"Our cities aren't beautiful. They're functional. They keep the Void out. They keep the cold out. They keep death out...for one more day. That's all we can ask." -Cathedral Prime citizen testimony

Explore Further

Topic Description
Factions Overview Political structure and faction relationships
Church of Absolution Faith-based governance and Cathedral Prime
The Ossuarium Industrial empire and The Boneyards
Dwarven Forge-Guilds Underground cities and Ironhearth
Climate & Geography Environmental challenges shaping settlements