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TERMINUS

The city at the end of all roads.

Zenith

Zenith is the epicenter of Terminus. The tallest skyscrapers occupy this zone, and all other buildings lower in height until the city's walls are reached. Zenith is where the Pures and upper-class Augmented make their home, and where the last dregs of industry make their place. Terminus in its heyday was a city of trade, although a few factories still remain standing. The most notable are Titan Tech, which produced a fair amount of the military's weaponry during the wars, and Cyncursion, a tech company specializing in the innovation and production of augments and AI.

At present both companies are limited in their production, but as one of the few city-states in the country that still has active assembly lines, augments and weapons make up most of Terminus' exports, and the city-state has the highest ratio of Augmented to other races. Still, very few Augmented live in Zenith. This upper-class district is host largely to a scant few thousand Pure Humans, most of which work in politics, police, or production.

Aside from Titan Tech's tower and Cyncursion's sprawling grounds, Zenith contains a lush garden - one of the few non-terraformed locations left, preserved carefully by botanists, biologists, and geologists. There are also skyscrapers that play home to the city's most prominent members, a training facility for the Titian Police Force, and a fair number of personal homes and apartment buildings. While the Market District makes up the fringe between Zenith and the Nadirs, there are still a number of Pure-only markets that carry higher-quality goods.

Nadirs

The Nadirs are home to the lower-class citizens of Terminus. Namely the Augmented, Jinxed, and the few AI still standing. Closer to the Market District are the more middle-class citizens, the ones that buy and sell between the Hunters and Ravengers, and the Pures. The Electro District is home to all manner of tinkerers, programmers, and mechanics; this district actually overlaps with part of Zenith and stretches all the way out to the wall. Within its confines you can find all manner of Augmenters, though the 'official' licensed ones are exceedingly expensive and typically only accessible to occupants of Zenith.

The rest of the Nadirs is a mix of housing and enterprising shops. The highest concentration of DarkNet cafes is found here, as well as some of the better Skimboarding grounds due to the structural integrity (or lack thereof) of most buildings. Titian Officials rarely find it necessary (or desirable) to work the Nadirs and so instead they hire and authorize Agents that already make the district their home. Agent and Official listings can be found posted at most DarkNet cafes, as Agents rarely wear any type of Diamondback uniform.

A few careful and clever black market dealers can be found here, though there are only two that have had any measure of grand success. Briggs is the first and only one still standing - his crew forms something of a small Mafia, and they guard the only two (known) secret SubGround entrances. Jack is the second - an apt programmer and a disgraced formerly licensed Augment Engineer, he's recently been taken from his home, leaving the territory the worse for wear.

Outskirts

At the edge of the city are the Outskirts. The wall itself is the biggest feature of the Outskirts (literally), standing at 150m or 492 feet tall at its standard points and 200m or 656 feet tall at its towers. The wall is constructed of fairly standard materials that are enough to keep out your average human, but there are a few specialized components to keep it from damage by Spawn or otherwise Augmented or Jinxed humans. The most notable of these are what are colloquially known as 'Light Walls' - a visible layer that disrupts Augments and Jinxed powers, as well as the 'Frequency Gates'. Frequency Gates are specially tuned both to nullify a Spawn's use of sound to damage and echo locate, as well as emit infra-sound to deter them from approach or entry. A few frequency ranges are known to actively hurt Spawn, though their use has fallen out of favor after the wars.

The towers take two positions - while both are connected to the main encircling structure, the Ivory Tower is surrounded by a Frequency Gate and Light Wall, whereas both Gate and Wall pass behind the Obsidian Tower between that section of wall and the main city. The Ivory Tower is home to ambassadors and travelers and contains a customs department, as well as a direct SubGround tunnel between it and Zenith. The Obsidian Tower is home to Spawn ambassadors and contains facilities to suit their needs, as well as meeting rooms on-site for Human-Spawn relations. While humans can visit, very few see the need or have the desire to do so.

On either side of the wall, a small collection of ramshackle buildings and tents make up the 'living space' of the Outskirts. While there are a few permanent fixtures and resources (notably, several bars), the Outskirts are more a place to pass through rather than make a permanent home, although many career Hunters and Ravengers maintain something of a residence in their major cities of choice. Many of the former old world structures have crumbled or collapsed to leave metal beams and wire paths exposed, making it prime territory for Skimboarders. 

Outlands

The Outlands consist of all locations outside of the immediate vicinity of Terminus, but are still considered part of its territory. All places beyond the last fringes of the Outskirts are considered the Outlands. A few pathways and roads have been worn down by regular travel, but the rest are heavily overgrown and occupied by Spawn and animals of all varieties. There are a few vestiges of humanity tucked away in the Outlands (such as The Sect), but for the most part it's the territory of the Spawn. To travel without weapons would be folly at best.

While most of the Outlands are overgrown, it is worthy to note that there are still the remains of old buildings and structures; valuable supplies can still be found upon exploration. The further one goes, the more likely they are to find something, but it pays to be cautious.

SubGround

The SubGround is an underground network of systems to travel within, consisting mostly of defunct subway lines and maintenance tunnels, although some walkways were added after the wars. For the most part there are hatches, stairways, and maintenance doors for legal use. Almost all of them are within the city.


There are four known external entrances set into the wall itself, guarded and maintained for what little legal Spawn use passes through.


There are a few smaller entrances in manhole covers and hidden back rooms. Black market dealers and undesirables are usually quick to hide them and keep them for personal use, charging for the privilege for others. If one is clever and knows the systems well, even Spawn can take paths to avoid ever seeing a guard or security system. They won’t fit out through the manhole covers, but they can fairly easily rendezvous with those inside the city in the tunnels underneath or at any number of landings where a few paths meet.


For this purpose there are two “hidden” external hatches a little ways into the Outlands that allow entry to Terminus. All other tunnels (that are known of at present) have collapsed, otherwise leaving the Outlands and Terminus as two separate SubGround systems. 

City-State: News

Zenith

Zenith is the epicenter of Terminus. The tallest skyscrapers occupy this zone, and all other buildings lower in height until the city's walls are reached. Zenith is where the Pures and upper-class Augmented make their home, and where the last dregs of industry make their place. Terminus in its heyday was a city of trade, although a few factories still remain standing. The most notable are Titan Tech, which produced a fair amount of the military's weaponry during the wars, and Cyncursion, a tech company specializing in the innovation and production of augments and AI.

At present both companies are limited in their production, but as one of the few city-states in the country that still has active assembly lines, augments and weapons make up most of Terminus' exports, and the city-state has the highest ratio of Augmented to other races. Still, very few Augmented live in Zenith. This upper-class district is host largely to a scant few thousand Pure Humans, most of which work in politics, police, or production.

Aside from Titan Tech's tower and Cyncursion's sprawling grounds, Zenith contains a lush garden - one of the few non-terraformed locations left, preserved carefully by botanists, biologists, and geologists. There are also skyscrapers that play home to the city's most prominent members, a training facility for the Titian Police Force, and a fair number of personal homes and apartment buildings. While the Market District makes up the fringe between Zenith and the Nadirs, there are still a number of Pure-only markets that carry higher-quality goods.

Nadirs

The Nadirs are home to the lower-class citizens of Terminus. Namely the Augmented, Jinxed, and the few AI still standing. Closer to the Market District are the more middle-class citizens, the ones that buy and sell between the Hunters and Ravengers, and the Pures. The Electro District is home to all manner of tinkerers, programmers, and mechanics; this district actually overlaps with part of Zenith and stretches all the way out to the wall. Within its confines you can find all manner of Augmenters, though the 'official' licensed ones are exceedingly expensive and typically only accessible to occupants of Zenith.

The rest of the Nadirs is a mix of housing and enterprising shops. The highest concentration of DarkNet cafes is found here, as well as some of the better Skimboarding grounds due to the structural integrity (or lack thereof) of most buildings. Titian Officials rarely find it necessary (or desirable) to work the Nadirs and so instead they hire and authorize Agents that already make the district their home. Agent and Official listings can be found posted at most DarkNet cafes, as Agents rarely wear any type of Diamondback uniform.

A few careful and clever black market dealers can be found here, though there are only two that have had any measure of grand success. Briggs is the first and only one still standing - his crew forms something of a small Mafia, and they guard the only two (known) secret SubGround entrances. Jack is the second - an apt programmer and a disgraced formerly licensed Augment Engineer, he's recently been taken from his home, leaving the territory the worse for wear.

Outskirts

At the edge of the city are the Outskirts. The wall itself is the biggest feature of the Outskirts (literally), standing at 150m or 492 feet tall at its standard points and 200m or 656 feet tall at its towers. The wall is constructed of fairly standard materials that are enough to keep out your average human, but there are a few specialized components to keep it from damage by Spawn or otherwise Augmented or Jinxed humans. The most notable of these are what are colloquially known as 'Light Walls' - a visible layer that disrupts Augments and Jinxed powers, as well as the 'Frequency Gates'. Frequency Gates are specially tuned both to nullify a Spawn's use of sound to damage and echo locate, as well as emit infra-sound to deter them from approach or entry. A few frequency ranges are known to actively hurt Spawn, though their use has fallen out of favor after the wars.

The towers take two positions - while both are connected to the main encircling structure, the Ivory Tower is surrounded by a Frequency Gate and Light Wall, whereas both Gate and Wall pass behind the Obsidian Tower between that section of wall and the main city. The Ivory Tower is home to ambassadors and travelers and contains a customs department, as well as a direct SubGround tunnel between it and Zenith. The Obsidian Tower is home to Spawn ambassadors and contains facilities to suit their needs, as well as meeting rooms on-site for Human-Spawn relations. While humans can visit, very few see the need or have the desire to do so.

On either side of the wall, a small collection of ramshackle buildings and tents make up the 'living space' of the Outskirts. While there are a few permanent fixtures and resources (notably, several bars), the Outskirts are more a place to pass through rather than make a permanent home, although many career Hunters and Ravengers maintain something of a residence in their major cities of choice. Many of the former old world structures have crumbled or collapsed to leave metal beams and wire paths exposed, making it prime territory for Skimboarders. 

Outlands

The Outlands consist of all locations outside of the immediate vicinity of Terminus, but are still considered part of its territory. All places beyond the last fringes of the Outskirts are considered the Outlands. A few pathways and roads have been worn down by regular travel, but the rest are heavily overgrown and occupied by Spawn and animals of all varieties. There are a few vestiges of humanity tucked away in the Outlands (such as The Sect), but for the most part it's the territory of the Spawn. To travel without weapons would be folly at best.

While most of the Outlands are overgrown, it is worthy to note that there are still the remains of old buildings and structures; valuable supplies can still be found upon exploration. The further one goes, the more likely they are to find something, but it pays to be cautious.

SubGround

The SubGround is an underground network of systems to travel within, consisting mostly of defunct subway lines and maintenance tunnels, although some walkways were added after the wars. For the most part there are hatches, stairways, and maintenance doors for legal use. Almost all of them are within the city.


There are four known external entrances set into the wall itself, guarded and maintained for what little legal Spawn use passes through.


There are a few smaller entrances in manhole covers and hidden back rooms. Black market dealers and undesirables are usually quick to hide them and keep them for personal use, charging for the privilege for others. If one is clever and knows the systems well, even Spawn can take paths to avoid ever seeing a guard or security system. They won’t fit out through the manhole covers, but they can fairly easily rendezvous with those inside the city in the tunnels underneath or at any number of landings where a few paths meet.


For this purpose there are two “hidden” external hatches a little ways into the Outlands that allow entry to Terminus. All other tunnels (that are known of at present) have collapsed, otherwise leaving the Outlands and Terminus as two separate SubGround systems. 

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