The Settlements of Zorhros
Zorhros is no world of grand empires or towers that scrape the moons. It is a hard planet, an old planet, where life clings to dust, stone, hidden water, and the stubborn will of those who refuse to disappear.
Its settlements are as different as the people who built them: Hope Bay rough and cavern-born, Bel Hallow polished and opulent, Valecourt proud with law and politics, and the Sinklands clever enough to live above collapse. None are alike, yet each is an act of survival — shaped by secrets, necessity, ambition, and the fierce belief that even on Zorhros, a place can still become home.
Hope Bay
Hope Bay is the rough, beating heart of Zorhros — a cavern-built settlement of salvage yards, repair bays, trade stalls, dust roads, miners, riders, mechanics, and families doing whatever they must to survive.
It is not elegant, but it is alive.
This is where Kailum, Auren, and Tarak grow up — and where ordinary children learn extraordinary instincts.
Bel Hallow
Bel Hallow is the polished face of Zorhros — cleaner, wealthier, and far more controlled than Hope Bay.
It is a settlement of bright homes, better water access, organized sports, guarded streets, and families whose names carry weight. Here, industry titans like the Torvak family live behind polished walls and quiet expectations, far from the dust and noise of the repair bays.
To Hope Bay kids, Bel Hallow can feel like another world — close enough to visit, but distant in all the ways that matter.
Valecourt is the capital city of Zorhros, where law, politics, courts, ministries, records, and old civic power shape the future of the planet. Proud, competitive, and sharp-edged, Valecourt treats both politics and sport as proving grounds — a place where winning is not just victory, but proof.
Valecourt
The Sinklands
The Sinklands is a working-class settlement built on anchored platforms and suspended walkways above unstable ground, where underground rivers have carved dangerous hollows beneath the crust. Its people are practical, stubborn, and clever — surviving above collapse in a place most others would never dare to build.
Section Seven
Section Seven is a restricted, half-forgotten industrial zone of abandoned mining shafts, sealed vaults, old pirate hideouts, and strange patrol activity. Scavengers, ravers, and desperate mechanics still slip inside hoping to find buried treasure or strip parts from derelict craft — though in Section Seven, the best discoveries are usually the ones that should have stayed hidden.
Section Fifteen
Section Fifteen is a place of old maps, sealed routes, and whispered warnings — a forgotten zone many claim was abandoned after a collapse, though no one agrees what truly happened there. Some say it is empty; others say “abandoned” is just what people call a place they are too afraid to enter..