Places
| Complex | Education | No | Yes | No | Premises for sustained institutional education, training, and professional preparation. | |
| District | Adventuring | Yes | Yes | Yes | A settlement district organized around Guild facilities, rapid defense, supplies, housing, and transit. | |
| Complex | Adventuring | Yes | No | Yes | The public and operational headquarters of a local Adventurer Guild branch. | |
| Building | Adventuring | Yes | Yes | Yes | Practical Guild-adjacent dormitory housing for active and visiting adventurers. | |
| Building | Trade | Yes | No | Yes | A Guild-adjacent equipment market serving adventurers. | |
| Building | Adventuring | Yes | No | Yes | A tavern venue structured for finding party members and specialists. | |
| Building | Trade | Yes | No | Yes | A licensed dealer’s private viewing and demonstration premises for regulated Aethertech. | |
| Complex | Logistics | Yes | No | Yes | A fortified Underward storage installation for valuable and regulated goods. | |
| Site | Agriculture | Yes | Yes | Yes | Controlled land or aquatic cultivation grounds for valuable magical reagents. | |
| Structure | Transport | Yes | No | No | A fixed water-air threshold that prevents unwanted water passage while allowing aquatic access. | |
| Network | Transport | Yes | No | No | City water routes joining Merfolk access, Underwards, public facilities, and protected sea entry. | |
| Complex | Communication | Yes | No | No | The city-scale home of an Archivist Guild institutional node. | |
| Complex | Entertainment | Yes | No | Yes | A venue for organized competitions supported by specialized Psydive or Aethertech systems. | |
| Complex | Adventuring | Yes | No | No | A demonic challenge environment organized around Astralei trials. | |
| Structure | Transport | Yes | No | No | An enduring stone gateway activated for permitted passage through the Astralei network. | |
| Building | Civic | Yes | No | Yes | A communal bathing facility maintained by Water and Fire Aethertech. | |
| Structure | Defense | Yes | No | No | A clock and emergency-bell installation whose sound is extended by Air enchantments. | |
| Complex | Communication | Yes | No | No | The specialized relay infrastructure exemplified by Stormcrest Broadcasting Station. | |
| Building | Civic | Yes | No | No | The diplomatic office for Merfolk and surface authorities. | |
| Building | Religion | Yes | No | No | A multi-faith public center hosting reserved worship venues and shrines. | |
| Site | Entertainment | No | Yes | Yes | A temporary caravan venue for a traveling circus’s performances and support. | |
| Structure | Defense | Yes | No | No | A fortified settlement perimeter resisting demonic incursions and Blood Hunts. | |
| Complex | Adventuring | Yes | Yes | Yes | An established adventuring clan’s headquarters, residence, and shared operational premises. | |
| Complex | Logistics | Yes | No | Yes | A cold-storage facility near land-sea trade routes. | |
| Structure | Communication | Yes | No | No | An Archivist-operated tower supporting local Mindshard calls and three broadcast streams. | |
| Site | Waterfront | Yes | No | No | A public pool for recreation and guided encounters with trained sea creatures. | |
| Building | Communication | Yes | No | No | Premises for coordinating land-sea Courier Guild operations. | |
| Structure | Defense | Yes | No | No | A fixed structure drawing ambient Miasma into controlled spawning and encounter routes. | |
| Building | Transport | Yes | No | No | A public aquatic outfitting and orientation hall for Merfolk visitors. | |
| Complex | Defense | Yes | Yes | No | A heavily fortified Underward refuge intended to protect citizens through siege or demonic invasion. | |
| Building | Residential | Yes | Yes | No | A Fairy-scale communal dwelling, usually elevated near sanctuaries or shrine grounds. | |
| Structure | Adventuring | Yes | No | No | An enchanted Guild-maintained coin box used to signal nearby Fairies for assistance. | |
| Site | Adventuring | Yes | No | No | Protected greenspace or wards housing and nurturing Fey. | |
| Building | Religion | Yes | No | No | A water-integrated multi-faith church that joins aquatic and land congregations. | |
| Complex | Defense | No | Yes | No | A fortified military or Guild position supporting regional and frontier defense. | |
| Complex | Logistics | Yes | No | Yes | A communal refrigeration hall with anti-spoiling and thermal-control systems. | |
| Building | Entertainment | Yes | No | Yes | A gaming venue with Sprite-managed Liminal Mindshard tables and verified wagers. | |
| Building | Entertainment | Yes | No | Yes | A local shared-Mindshard shop for group games and simulations. | |
| Structure | Transport | Yes | No | No | A glass-enclosed land-dweller route into a Merfolk Seahold district. | |
| District | Civic | Yes | Yes | No | Skywood’s district dedicated to upbringing and care of Endros’s orphans. | |
| Structure | Defense | Yes | No | No | Titania’s reinforced, enchanted defensive wall and star-fortification system. | |
| Building | Adventuring | Yes | No | Yes | An exclusive luxury venue for Gold-ranked adventurers and above. | |
| Network | Transport | Yes | No | No | An underwater highway of directional currents generated by runic seabed marker installations. | |
| Network | Transport | Yes | No | No | A high-speed directional-current route within a Merfolk colony. | |
| Complex | Defense | Yes | No | Yes | A vast underground Miasma-management complex supporting controlled demonic spawning and culling. | |
| Building | Education | Yes | No | No | An enchanted Mindscape collection and reading facility with Sprite-governed access. | |
| Site | Agriculture | No | Yes | Yes | Managed timber-harvest and staging grounds linked to maintained forests. | |
| Network | Transport | Yes | No | No | Geomantically prepared magnetic routes for Magtrains, maglifts, and other compatible vehicles. | |
| Complex | Transport | Yes | No | Yes | A subterranean passenger station and supply depot on the Magtrain network. | |
| Complex | Industry | No | No | Yes | Workshop premises for controlled production and fabrication. | |
| Site | Transport | No | No | Yes | Mooring and transfer facilities for boats, launches, visitors, and small cargo craft. | |
| Building | Waterfront | Yes | No | No | A communal aquatic dining and performance venue serving pods and civic gatherings. | |
| Site | Waterfront | Yes | No | No | A pier-style plaza for mixed land-sea public gatherings. | |
| Structure | Industry | Yes | No | Yes | An Aether-regulated industrial waterway supplying adjacent mills. | |
| Building | Education | Yes | No | Yes | An establishment for modifying Mindscape programs, constructs, Sprites, and environments. | |
| Complex | Industry | No | Yes | Yes | An extraction and underground logistics complex for mineral resources. | |
| Building | Adventuring | Yes | No | Yes | A Psydive facility for mission simulations, gaming, and military preparation. | |
| Complex | Industry | Yes | No | No | The documented coin-production Wonder supplying Endros’s currency. | |
| Complex | Civic | Yes | Yes | No | The vast enchanted premises of the Maidens’ regional diplomatic institution. | |
| Complex | Transport | Yes | No | No | A high-Aether location holding several active-use Astralei Portals. | |
| Building | Communication | Yes | No | No | A local public-facing Guild site for sending messages and parcels. | |
| Site | Waterfront | No | No | No | A supervised swimming, play, or aquatic training facility. | |
| Site | Industry | No | No | Yes | A stone-extraction site with loading, pretreatment, and storage areas. | |
| Network | Transport | Yes | No | No | A public submarine visitor route through the adjoining Merfolk city. | |
| Complex | Industry | No | No | Yes | Material-processing premises for grading, refinement, treatment, and stabilization. | |
| Complex | Industry | No | No | Yes | Technical research premises with workshops, testing bays, archives, and protected stores. | |
| Complex | Religion | Yes | Yes | No | A Saint-led religious and healing complex with continuous Prana support. | |
| Building | Utilities | No | No | No | A public waste-disposal station connected to urban sanitation systems. | |
| Site | Waterfront | Yes | No | Yes | A curated aquatic garden of coral, seagrass, shellwork, and reef sculpture. | |
| Complex | Residential | Yes | Yes | Yes | A sealed underwater habitat providing breathable air and safe living conditions for land-dwellers. | |
| Structure | Defense | Yes | No | No | Harbor walls and elevated walks around a Tidebasin. | |
| Site | Trade | Yes | No | No | A communal barter market with Aquagate counters and raised-water kiosks. | |
| Site | Religion | No | No | No | Communal landscaped prayer grounds with shrines, statues, altars, and natural features. | |
| Structure | Defense | No | No | No | An elevated brazier installation for visible demonic alerts. | |
| Complex | Transport | Yes | No | Yes | An elevated airship dock and Wingsuit launch facility in sufficiently strong Air Aether. | |
| Complex | Agriculture | No | Yes | Yes | A coercive estate combining captive labor, production, residence, custody, and private logistics. | |
| Building | Waterfront | Yes | No | Yes | A bathhouse arranged around shared pools, flooded lounges, and aquatic access. | |
| Structure | Industry | Yes | No | No | A fixed Fire-Aether forge capable of sustained extreme temperatures. | |
| Complex | Logistics | No | No | Yes | A storage and transfer facility near docks, transit, or Underward entry. | |
| Building | Entertainment | Yes | No | Yes | A venue for shared Mindscape playback, broadcasts, and performances. | |
| Structure | Waterfront | Yes | No | No | A protected Tidewalk harbor basin kept usable through tides by Aquagates and sluices. | |
| District | Waterfront | Yes | Yes | Yes | A waterfront district connecting surface and Merfolk cities through trade, social life, and civic facilities. | |
| Site | Waterfront | Yes | No | Yes | A waterfront terrace and pier network for land-sea public activity. | |
| Structure | Defense | Yes | No | No | Relic gates detecting demons and delivering directed Prana attacks. | |
| Structure | Transport | Yes | No | No | A Tidewalk entrance into the city’s aquatic Underward routes. | |
| District | Waterfront | Yes | Yes | Yes | The submerged Merfolk core and aquatic areas within an Underward. | |
| Complex | Utilities | Yes | Yes | Yes | An Earth-Aether-powered subterranean settlement complex integrating industry, residence, utilities, and transit. | |
| Structure | Transport | Yes | No | No | A public or restricted route between the surface and subterranean infrastructure. | |
| Building | Transport | Yes | No | Yes | A surface-to-Underward access station with a Magtrain bay and public sanitation. | |
| Structure | Defense | Yes | No | No | A wooden palisade primarily resisting nightly incursions of lesser demons. | |
| Complex | Defense | Yes | No | No | Titania’s heavily fortified tower complex built into the Great Wall. | |
| Structure | Defense | No | No | No | An observation post with warning beacons in sight of a settlement. | |
| Complex | Entertainment | Yes | No | Yes | A mixed aquatic sports and demonstration venue. | |
| Complex | Utilities | Yes | No | No | A connected Aethertech water and sewage facility for sanitation and resource recovery. | |
| Structure | Industry | Yes | No | No | A Water-Aether-enhanced fixed power installation for milling and machinery. | |
| Structure | Industry | No | No | Yes | A fixed wind-powered installation driving milling machinery. |
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