Facets and details of the game’s setting.


Arcologies

An arcology is a theoretical city design, intended to be self-sustaining, low impact, and not rely on personal transport.

Growing fuel and resource shortages caused the UE – the United Empire of Grand Britain – to disassemble most of their normal cities and rebuild them as arcologies.

They’re designed like giant snow globes; shelves supporting entire neighbourhoods and districts, supported by a central column, all contained within a massive reinforced glass sphere. Maximising use of the space, while still giving that feel of the open air.

Virtually none of them are still habitable in the post-poc – their internal environments too complex to survive the upheaval of the apocalypse – they’re exceedingly dangerous toxic hell-holes, inhabited only by creatures twisted enough to thrive, and visited only by scavengers too reckless to care.

Notable Arcologies

Gamvor - Home of the mysterious Gamvorites, it’s…presumably habitable, but massively toxic. No creature other than Gamvorites have ever been seen to leave it once entering.

Karcsa - One of the few habitable arcologies around, it was found by early Lutran who have spent generations adapting it to their needs. This mostly involves securing, then flooding, the streets.