Civilized Areas
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The Civilized Areas (capitalization optional; sometimes shortened to CA or CAs) is the collective name given to all settlements in the Mazes, as they are permanently occupied by a significant population of sapient creatures. Anything that is not part of the Civilized Areas is instead part of the Uncivilized Area (the UA).
Zones
The world is subdivided into 8 Zones, in which every town, intersection, and connecting roads can be found. They are simply named after their geographic location on the overall world map.
A ninth Zone, simply known as the X-Zone or Secret Zone, is believed to be located deep underneath the Central Zone, and the area where the Proving Grounds (the true home of the Scientific Community and the Engineering Corps) can be found.
Legend:
- Bolded town name: Faction headquarters
- Italicized town name: Abandoned/Ghost town
A complete map can be found here.
Towns
A town is a large settlement in the Mazes, with a relatively large permanent population.
All towns are modeled on the same basic layout and are distinguished from intersections by the presence of a town gate; a room that separates the town proper from the access points into the UA. All towns are guaranteed to have certain "basic" facilities, considered necessary for servicing a permanent population; these include a power generator, a water processing facility, some form of food production, a hospital, residential areas, a shop hub, a central social square, and some type of special facility. The exact quantity and types of facilities available may vary by town.
A town may also be considered to be either neutral / non-aligned or faction-aligned. Non-aligned towns usually have a certain degree of independence, as well as a diverse population. Faction-aligned towns are under the total control of one of the Mazes' major factions, and their special facility, local laws, and population will generally reflect that.
Town local laws may also fall under one of two broad categories; Standard Law or Independent. Towns that follow Standard Law benefit from the ability to call the Maze Police for protection from criminals and processing of prisoners, whereas Independent towns generally manage their own safety and process their prisoners however they see fit, either in accordance to the mayors, or the faction governing them, if faction-aligned.
Certain towns may also be ghost towns; they have no permanent population and their facilities are usually nonfunctional, but certain specific circumstances have prevented the town from falling to the UA, keeping their layout coherent.
In total, there are 61 towns in the Mazes.
Town name | Zone | Size | Faction |
---|---|---|---|
Abakash | Southern | Small | Hell |
Alba Radium | Northeastern | Small | Heaven |
Aosaidan | Northern | Small | Youkai Nation |
Arnett | Eastern | Medium | Neutral |
Baden Town | Southeastern | Large | Syndicate |
Beadsor | Southern | Medium | Police |
Beatus | Western | Small | Heaven |
Calfair Sector | Central | Medium | Neutral |
Caminus | Northern | Large | Heaven |
Camp Baxter | Southern | Medium | Military |
Camp Charger | Western | Medium | Military |
Camp Huntsman | Southern | Very small | Military |
Citadel Lambeth | Central | Very large | Police |
Cloud Ten | Northern | Very large | Heaven |
Divus Nitor | Eastern | Small | Heaven |
Echizen | Northeastern | Medium | Youkai Nation |
Elkins | Eastern | Very small | Neutral |
Ellen Sector | Central | Large | Neutral |
Elusec | Southeastern | Medium | Police |
Ferland Sector | Southern | Large | Neutral |
Ferron City | Southeastern | Medium | Neutral |
Flaxton | Southern | Medium | Hell |
Fort Cobalt | Western | Large | Military |
Fort Phantom | Northwestern | Large | Military |
Fort Scarlet | Southern | Very small | Military |
Fort Silver | Eastern | Abandoned | Ghost town |
Fort Wight | Western | Very large | Military |
Garica Block | Eastern | Medium | Syndicate |
Gehen | Southern | Very large | Hell |
Gimrun | Northern | Medium | Neutral |
Greening | Southeastern | Very large | Syndicate |
Heshbar | Central | Medium | Neutral |
Joliet Sector | Eastern | Large | Police |
Lenox Corner | Western | Medium | Syndicate |
Littleton | Central | Small | Neutral |
Kazama | Northeastern | Medium | Youkai Nation |
Kijirou | Northeastern | Medium | Youkai Nation |
Masatomo | Eastern | Small | Youkai Nation |
Mippei Yosai | Northeastern | Large | Youkai Nation |
Murberry | Central | Small | Police |
Nanton | Central | Small | Neutral |
Neo Khazrun | Central | Very large | Neutral |
Novysera | Southeastern | Small | Hell |
Outpost Trion | Northern | Small | Military |
Ovis City | Northern | Medium | Neutral |
Raven City | Northwestern | Very small | Neutral |
Roazon | Northwestern | Abandoned | Ghost town |
Rog | Eastern | Medium | Hell |
Saker | Western | Small | Neutral |
Semitas | Eastern | Small | Heaven |
Sirvarris | Southeastern | Large | Neutral |
Station Delta | Northwestern | Medium | Military |
Station Lasker | Southern | Very small | Military |
Station Sigma | Southern | Medium | Military |
Temno | Southeastern | Small | Hell |
Twinleaf City | Central | Large | Neutral |
Utroba | Eastern | Very small | Hell |
Ventis | Central | Small | Heaven |
Viris Area | Northern | Medium | Syndicate |
Wayward | Eastern | Medium | Police |
Yurai | Northeastern | Very large | Youkai Nation |
Town facilities
A town is subdivided into a variety of sections and facilities.
Facilities that are considered essential (guaranteed to be found in every town) are bolded. Groups of facilities are italicized. If something is bolded and italicized, that means one facility in the group is guaranteed, but the particular type varies by town.
- Food production facility:
- Generator facility
- Hospital
- Residential hub
- Shop hub
- Social Square
- Special facilities:
- Town Entrance
- Water facility
Intersections
An intersection is a small settlement in the Mazes.
Intersections are small and possess few facilities, with a generally low permanent population count. They do not possess a town gate or any means to produce their own food, water, power, or supplies. However, as their name implies, they are usually located at strategic points in the Mazes, usually at a crossroads between four (sometimes three) other towns or intersections.
An intersection is guaranteed to have a rest stop, a bar, a hiring bureau, a convenience store, and some form of security. The primary function of an intersection is to provide a reliable, relatively safe area for travelers so that they can stop, rest, and restock on essentials such as food and ammunition before continuing on their journey. They can also serve as semi-permanent shop hubs, where traders sometimes install themselves to sell their wares to passing travelers until their stocks are depleted; at which point they leave, and the shops are closed until they return (or a new trader replaces them).
Intersections are officially neutral and not controlled by any particular faction. Intersection inhabitants are typically humans, halflings and youkai, with small numbers of other civilized and sapient creatures.
The Maze Police considers all intersections to be legal grounds for enforcement of Standard Law, but actual enforcement may not be guaranteed everywhere, particularly in regions with strong faction influence, or in exceptionally remote locations.
In total, there are 29 intersections in the Mazes.
Intersection facilities
Below is the list of intersection facilities, as well as their opening days and hours.
- Bar: Open 24/7
- Cleaning facility: Open 24/7
- Convenience store (Individual shop): Night shifts only, closed for inventory on Breakday
- Hiring Bureau: Open 24/7
- InterSec office: Open 24/7
- Library: Open 24/7
- Individual shops
- Delicatessen: Day shifts only, closed for inventory on Watersday
- Engineering workshop: Night shifts only, closed for inventory on Breakday
- Forge: Night shifts only, closed for inventory on Firesday
- Gun shop: Day shifts only, closed for inventory on Firesday
- Weapon shop: Night shifts only, closed for inventory on Firesday
- Rest stop: Open 24/7