Infrastructure
Adventuring Infrastructure
Adventurer's District
The operational heart of adventuring activity and the anchor for regional defense. These districts are directly connected to the Underward, often with multiple points of ingress, including direct access to Magtrain stations and the Aquatic…
Adventurer's Hall
Most settlements maintain an Adventurer's Hall: the public-facing center of the Adventurer's Guild and the first stop for contracts, coordination, and crisis response.
Adventurer's Lodge
Adventurer's Lodges are guild-adjacent housing facilities located for adventurers without other accommodations, serving as practical dormitory buildings to house active adventurers cheaply, reliably, and within reach of guild operations.
Adventurer's Shop
Adventurer's Shops are large equipment markets, typically located near Adventurer's Halls within the Adventurer's District. They function as one-stop shops for adventuring needs, often combining several vendors under one roof or along a…
Adventurer's Tavern
Adventurer's Taverns are guild-adjacent establishments where adventurers find party members and temporary specialists before taking work.
Academy
Major-city Adventurer's Districts form around academies and other regional-class adventuring assets.
Clanhalls
A Clanhall is the dedicated headquarters of an established adventuring clan large enough to field multiple teams, squads, or raiding parties. It serves as the clan's dormitory, armory, operations center, training site, and social home.
Fairy Post
Fairy Posts are Guild-maintained ornate coin boxes placed along roads and near settlements. They feature intricately carved patterns of leaves, flowers, and woodland creatures, and enchantments with Nature and Prana magic emit a soft,…
Labyrinth
Labyrinths are vast underground complexes where Adventurers can fight demons in safer, more controlled environments. They function as sophisticated Miasma management systems, exploiting a critical weakness of the demonic lifecycle: demons…
Great Wall
Made of reinforced stone to provide extreme durability. Has star fortifications and angled bastions to allow overlapping fields of fire. Contains strategically placed Sanctuaries to resist the presence of demonic forces in certain zones.
Hunter's Den
Hunter's Dens are exclusive luxury venues for Gold-ranked Adventurers and above. They contain dining halls that serve curated gourmet alchemical meals, enchanted parlors and common rooms for leisure, and warded private rooms to conduct…
Strategic Infrastructure
Archivist Hall
Every major city in Endros houses an Archivist Hall: the local node of Lexica's intelligence network. Here the Archivist's Guild conducts public business, processes regional intelligence, and coordinates operations across the city.
Broadcasting Station
A special-design Comm Tower that relays broadcasts to and from other Comm Towers. Is regularly used to broadcast major events, competitions, news, and entertainment through Endros.
City Walls
City walls are built to suppress demonic incursions. Major settlements, particularly those in Shadowlands, construct thick, reinforced walls of Vulkite.
Comm Tower
Large towers that enable city-wide broadcasting and communication to Mindshards. Theaters and certain major establishments possess tuned Mindshards that receive these broadcasts.
Magtrain
Magtrains are single or multi-carriage Aethertech vehicles that sync up with magtracks, allowing them to rapidly traverse subterranean routes at average speeds of 65 to 95 km/h.
Magtrain Station
Magtrain stations are often positioned at strategic locations within the Underwards of a city, often as grand, cathedral-like stations with vaulted ceilings.
Odyssey Center
Odyssey Centers serve the dual purpose of advanced gaming simulations and military training using specialized Psydive Mindshards that simulate complex challenges.
Palace
Every major city in Endros houses a Palace: the diplomatic heart of the region, operated by the Maidens of Concordia. These grand complexes serve as neutral ground where rivals negotiate, alliances form, and the political machinery of…
Portal Hub
Portal hubs, locations that contain many portals, exist in Rune, Arcanus, Skywood, Meris, Onyx, and Starfell; areas that possess very high Aether concentration due to significant leyline convergences.
Skyport
Skyports are massive towers that support Airship docking in areas of sufficient Air Aether saturation. The platform provides dedicated areas for Sky Knights and other Wingsuit users to launch and land.
Titan Gates
The giant gates in Titania, Northstar, and Southstar, which lead to the eastern warfront. The gates are relics, capable of self-recovery and able to withstand incredible damage.
Undertide District
Undertide Districts are submerged, aquatic environments within the Underwards designed for Merfolk habitation. While the true "district" tends to be a centralized core, the term "The Undertide" colloquially refers to all aquatic areas of…
Underward
Underwards are subterranean complexes constructed beneath major settlements to harness the concentrations of Earth Aether, each tailored to the unique needs of its location.
Cultural Infrastructure
Arena
Major coliseums and arenas have been constructed in the capital cities. These arenas host major sports tournaments and competitions that are only possible with the application of a powerful, specialized Psydive.
Bathhouses
Bathhouses are common facilities found in Endros's settlements. They use Aethertech to warm, sanitize, self-clean, circulate, and otherwise maintain their water, making them extremely economical for the public.
Church
Churches are multi-faith community centers where religious services take place. Churches have several venues available to host gatherings.
Coliseum
Major coliseums and arenas have been constructed in the capital cities. These arenas host major sports tournaments and competitions that are only possible with the application of a powerful, specialized Psydive.
Fairground
Fairgrounds host festivals, holidays, sporting competitions, and other major public gatherings.
Fey Conservatory
Fey Conservatories are lush grounds dedicated to protecting, nurturing, and housing Fey creatures. Depending on the city or region these may be large nature reserves, protected botanical gardens, enchanted stables or wards, or lush…
Gambling Den
The major Gambling Dens, such as those in the capital cities, typically have custom-designed Liminal Mindshards that are built into tables so that multiple participants can easily join a Mindscape game together.
Geo Arena
Used for sports, games, and training grounds associated with that Aether type. Arenas that are associated with a particular type of Aether.
Gaming Hub
Gaming Hubs are local shops with a customized Mindshard for group games and simulations. They offer affordable group experiences to citizens that can't afford a Mindshard of their own.
Nim Arena
Used for sports, games, and training grounds associated with that Aether type. Arenas that are associated with a particular type of Aether.
Sanctuary
Sanctuaries are large religious centers that serve as hubs of guidance and magical healing. Special venues are available to host the most important religious gatherings, including major ceremonies and rituals.
Shrine Garden
Shrine Gardens are serene, communal gardens that feature statues, altars, shrines, and natural elements like water features and sacred trees dedicated to various deities.
Slave Market
The Slave Market involves highly organized and profitable enterprises that deal in the trade and exploitation of slaves; fueled by greed and a disregard of marginalized races.
Sol Arena
Used for sports, games, and training grounds associated with that Aether type. Arenas that are associated with a particular type of Aether.
Theater
Theaters are one of the most common forms of Mindscape used by citizens. Modern Theaters include a Psydive Mindshard designed for large groups to observe a scheduled playback feed of events recorded in a Mindscape.
Traveling Circus
The Moonlit Revelry, commonly known as the Traveling Circus, is operated by Gypsies who have maintained its caravan for centuries. It is renowned for Beastmaster sports, acrobatics, music, plays, magical and psychic performances, and…
Vitae Arena
Used for sports, games, and training grounds associated with that Aether type. Arenas that are associated with a particular type of Aether.
Merfolk Infrastructure
Tidewalk
Tidewalks are waterfront districts of plazas and piers that connect a surface city and its adjacent Merfolk city. Merfolk and land-dwellers can socialize and trade, making Tidewalks one of the city's most important public spaces for both…
Cerulean Consulate
The Cerulean Consulate is a diplomatic office used for dealings between Merfolk ambassadors and surface officials. It is frequently attended by Sirens and Cerulean Maidens to coordinate diplomacy on behalf of Ursula and the Merfolk colonies…
Courier's Guild
Courier's Guild Offices are the logistical operation centers for coordinating land-sea courier affairs. They manage delivery routes, courier contracts, parcel handling, and message transfers.
Divehall
The Divehall is a public outfitting hall where land-dwellers rent Aquamasks, Finsuits, and guided instruction before entering Merfolk territory.
Reefline
The Reefline is a public submarine route that carries visitors through the adjoining Merfolk city. Most vessels are flooded for Merfolk crews, so land-dwelling passengers use Aquamasks unless the vessel includes Seahold cabins.
Merfolk Pavilion
The Merfolk Pavilion is the Tidewalk's primary social area, reserved for open mingling, music, meals, dances, festivals, and informal meetings between Merfolk and land-dwellers.
Aquatic Tunnel Network
The Aquatic Tunnel Network connects Tidewalk venues to the Undertide, bathhouses, guild sites, civic buildings, and protected sea access.
Post Office
The Post Office is the public-facing Courier's Guild site for sending letters and parcels between land and sea. It commonly includes dry counters, aquatic exchange windows, and dolphin-accessible water routes.
Aqua Arena
The Water Arena is a public venue for mixed aquatic sports, races, and demonstrations where games are designed around having both land and aquatic participants.
Floodhall
The Floodhall is a water-integrated church where Merfolk and land-dwellers share worship without separating the congregation. Aquatic seating, raised pews, and channel-side altars are common, especially for Ursula and Nautilus services.