Ground to sky
The map climbs — from the crush of the Dregs to the open dark past the elevator. Altitude tracks reach: the higher a place sits, the more of the world answers to it.

Places · The Sprawl
The Sprawl runs from the crush of the Deep Dregs to collectors strung across solar orbit. Every charted place files under a sector. This is the directory to all of them.

01 — Where to start
The places the Sprawl turns on, ordered roughly by how far you have to climb. The full sectorial index sits below.

A thirty-level vertical maze of salvagers, gangs, and survivors. Roughly two million people live here; most journeys start at the bottom of it.

Beyond the core — the Rust Garden, the Clinic, Signal Station 7, the Deep Warren, Memory Lane. The community that makes survival possible.

The full geography of the margins, from the Industrial Margin of 8A to the underground Depths of 12B — a patchwork of communities living in corporate shadow.

El Money's underground cyber-cafe empire: neutral ground for the shadow economy. Anonymous terminals, safe houses, and traffic that never gets logged.

The gleaming heart of Nexus Dynamics — 2.3km towers, engineered climate, and surveillance that misses nothing. Enemy ground for everyone below.

Ironclad Industries' headquarters — a converted military installation where steel meets stone, and the anchor of the planet's first orbital elevator.

35,786 kilometres of carbon nanotube binding ground to orbit. The single chokepoint through which all space traffic must climb.

An eight-kilometre ring station handling roughly seventy percent of the planet's orbital traffic, with a resident population near 390,000.

The first stellar-scale infrastructure — a spreading network of collectors drawing power straight off the Sun, from Mercury's orbit toward Mars.

What lies between the megacity cores: hundreds of millions living with no corporate rule, where freedom and danger arrive in equal measure.

2.3 million people outside corporate control in the North American Wastes — the largest functional settlement that officially does not exist.

From the Neon Mile's endless entertainment to the Foundry's furnaces — the working districts of the Sprawl.

The last natural mountain in the Sprawl, an anachronism the megacorps never developed. At its summit sits Mystery Court, home to The Keeper.
Recovered visual archive



03 — How the map reads
The map climbs — from the crush of the Dregs to the open dark past the elevator. Altitude tracks reach: the higher a place sits, the more of the world answers to it.
Corporate ground is surveilled, ordered, and safe. The Wastes and the deep dark trade that order away for freedom — and for everything that freedom costs out where no one is watching.
One place is a salvage run and a debt; another is a structure that wraps a star. The scale of what a place worries about is the truest measure of where it stands.
Sectors carve the map into territory; the people and powers fill it. Follow whichever thread pulls.