"..And lo, they beheld the admin's mastery of paint and they did cower in fear."
Legend:
Blue lines - relatively safe tunnels you can travel through
Red lines - Falcon tunnels, guarded at the Falcon end and occasionally used by their gangers
Black area - outside of the relative safety of the domes and tunnels are the pitch-black wastes. Very few choose to live out there and it is mostly habited by mutants, monsters and outlaws. There are also potential treasures to be found in the wastes, most notably in the form of long-lost domes from eras past that have collapsed or been abandoned. Such ancient places usually hold vast riches and artefacts, but the chances of finding one, let alone surviving to reach and plunder it, are very low.
Blue areas - former territory of Grimm's Reavers, now uncontrolled areas with new gangs vying for dominance over them. These are the habitable domes - major settlements.
Major Settlements - these are where your gangs can make their base of operations and claim their first territories, but you won't know what territories are available until after your gang has moved in and been able to get the lay of the land. Once you've picked, there are no take-backs, even if you are unsatisfied with the territories you get! They are all randomly generated.
Red areas - these settlements are irrefutably under the control of the Falcons, each one typically overseen by a dozen or more of Jaeger Ravion's men. They are prosperous settlements, particularly since the Falcons defeated Grimm's Reavers and looted almost everything of value from their old territories. Jaeger rules with an iron fist, but for many it is preferable to being constantly surrounded by warring gangs.
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F: Stands for Freedom. For gang leaders who aspire to one day escape the underhive, the large service elevators - used for the bulk transportation of raw materials for processing in the upper hive - are the only way out.
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I: Farville
On the edge of the sector, the aptly named Farville is the last stop for treasure hunters and outlaws alike before heading out into the truly perilous areas of the underhive. It is an average-sized settlement and its people are generally self-sufficient, independent of 'the circuit' as much as possible. Of course, it is not the safest place to live. Sometimes things come from the outgoing tunnels in the night, things that aren't human, and come dawn leave a bloody trail in their wake. It does have a direct tunnel to Gelttown, but typically its inhabitants don't venture there except for necessities meaning it isn't patrolled. That makes it a long and dangerous journey, but for gang leaders it is usually worth the risk if they want to avoid confrontation with multiple rivals just to get to the Trader Outpost.
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The Circuit Settlements
These settlements were mostly established at the same time, forming rough districts of a larger whole. They have well-travelled tunnels connecting them, and several smaller hubs have since sprung up in their wake, making this a densely populated and well-known caravan route. Their high accessibility makes them hot-spots for gangs who like to be able to get around and feth up each other's business, however the proximity to Falcon territory in the South Eastern areas make them a perilous area to inhabit indeed.
Still, for those who are willing to risk the attention of the Falcons, they can prosper greatly and also can find the nearby top dogs pose just as much of a danger to other gangs that might trespass on their turf.
These districts, while relying on each other, have infamous rivalries. As the oldest settlements in the sector, they have all manner of hap-hazardous structures both ancient and new built on top of each other. These rivalries often carry over to their gangs, who usually grew up in one of the Circuit towns, and to support a gang from a rival settlement is a street taboo of the very worst order.
The original four Cirsets form the four compass-point districts. They are busy travel hubs and connect to many other settlements.
II: North Cirset
III: East Cirset
V: South Cirset
VII: West Cirset
There is also an old competition known as the Death Races that involves making several laps of the Circuit, typically with a representative from each of the four Cirsets. However, with so many other new settlements having been founded around the original Circuit (which many consider aptly named for the races) there are usually competitors from all over the sector. While there are often regular races scheduled between individual groups, the grand tournaments are a much less regular event, originally an annual event, but now they take place whenever the Guild Emporium decides they do.
Death Race: If you wish to organise a Death Race against another gang, then it would be wise to speak to the Guild. They will gladly oversee the proceedings to ensure all bets and winnings are received correctly, and oh, they will be rather displeased to be cut out of an event that has its basis in the Grand Tournaments they host. For a small cut of the proceedings, you can ensure your race is fairly managed and that the Guild doesn't end up annoyed at your gang.
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IV: Solstar
Solstar is one of the few settlements that it can only be reached via a singe tunnel, which is both risky and useful for any gang taking up residence here. Its location makes it the second most isolated of all the settlements, despite being directly in the middle of the Circuit, something that the Falcons originally used greatly to their advantage when bringing about the downfall of Grimm's Reavers. But if you put your back up against a wall, you best be prepared to hold your ground. Overall, it's a highly strategic location, but something of a gamble to put up shop here. Occasionally, the Falcons like to return to 'the old stomping grounds...'
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VI: Little Gelt, or just Downtown
Quite possibly the single most important settlement in the Circuit, despite only having been founded some centuries ago by long since forgotten settlers, it has access to every corner of the Circuit as well as the shortest, safest route to Gelttown. The Long 88 runs through the heart of the Circuit, with several secure outposts along the way, meaning only Solstar is not directly accessible from this travel hub. It has its weaknesses however, as it also means that the other settlements can just as easily reach it through the same routes and it is also not the largest, functioning as little more than a rest stop for travellers and a slum for those too poor to live in Gelttown.
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IX: Scrapton
This is the most isolated settlement of them all. While from a gang leader's point of view, it has the advantages of being far from the territories of other gangs and is very close to Gelttown, it does have its disadvantages. For one, it leaves the gang boxed in. Secondly, being on the edge of the sector, it is prone to mutant or scav gang raids, much like Farville. It is also relatively small and got its name because, well, everything is made of scrap.
It was founded by people from the Cirsets who were either kicked out or wanted to leave and they dragged every single piece of unwanted material with them to build this new home. While it isn't very prestigious and would seem like a dead end, this small town has potential.
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X: Grim Town
Right in the center of the Cirsets is Grim Town. It used to have a different name, but the leader of the Reavers renamed it in his own honour and even had a great scrap statue of himself constructed in the middle of town. Jaeger Ravion left it standing after he defeated his rival, as a reminder to everyone what happens when someone thinks they can challenge him.
The statue is now heavily defaced, although occasionally a hooded figure or two may visit it in the dead of night to pay respect. Perhaps they are former members of the Reavers who managed to not get absorbed into the Falcons, or perhaps Grimm had secret relatives that the Falcons didn't know about when they executed the rest of them.
Occasionally prospective Gang Leaders make a short pilgrimage of sorts to see it. Some are inspired, knowing that they stand where one of the most powerful gangs of all time started out. Perhaps they think they can do better.
It's not hard to see why the Reavers did so well, either. This settlement is in the middle of everything, with access to four other settlements as well as Gelttown. Furthermore, something that certain leaders might consider even better is that it also doesn't have to deal with the sheer traffic of Downtown, while retaining a similarly high level of accessibility.
It's also very defensible with only two tunnels coming from one direction to worry about, meaning that cunning gang leaders will always have an escape route.
XI and XII: Gammerville & Ulysses Arse
Crudely named after the ice ball Hive Ulysses has its claws embedded in, or perhaps because it's gammy, this good-sized settlement forms something of a symbiosis with the smaller nearby town of Ulysses Arse. The pair have a long history of friendship together, enabling them to prosper amongst the many other superior settlements. However, if rival gangs ever set up shop next to each other, it could bring that to an end. They are also a constant nuisance for East Cirset, who have always seen them as stealing trade off them.
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The Falcon territories:
XIII - Throne City
A large settlement that is often considered an inferior rival of Gelttown, its hard-working people have forever been jealous of the underhive's golden settlement. In fact, over the generations it would appear the denizens of TC have a bitter grudge. It boasts such attractions as the Silver Penny, the Sell-Sword's Union and the defunct sister of Big Black, Large Dark.
XIV - Madley's Mope
A small settlement where not a lot goes on, it is full of dead end bars and people drinking their sorrows away. Why miserable people choose to congregate here is anyone's guess. Local legend has it a man named Madley was so miserable and got so sick of other people that he founded his own settlement just for himself.
When other people began moving there en masse, he bought a shotgun and went on a killing spree. Some say he still stalks the streets in the dark, preying on the vulnerable. Others point out that it's probably just the Falcons.
XV - Grimfall
This small settlement is where Grimm met his grisly end. It suffered a lot of damage in the final reckoning and is becoming a ghost town.
XVI - Atro City
The seat of power of The Falcons, this is where Jaeger Ravion had his 'palace' built. While it is a hilarious mockery of the luxurious hive spires, it is the equal of the imposing Guild Emporium so lovingly maintained by Lady Thebe in Gelttown. However, the leader of the toughest gang in the underhive doesn't succumb to comfort easily - Falcon headquarters is a veritable fortress built over the bodies of the slave gangs that died from exhaustion constructing it. While those who live here are subject to every whim and fancy of the Falcons, they also gain a high level of security. Those of value find themselves well-protected and their purses full of Thrones.
XVII - Scumtown
This nasty little settlement sits in the figurative shadow of Atro City like a leech, preying on the weak and profiting from the scraps leftover from the Falcon's endeavours. It is considered bad luck in Scumtown if at least one of your friends isn't murdered every couple of months and superstitious scummers fear that they may be the ones who are next. These paranoid junkies then tend to go out and murder someone to make themselves feel better. Somehow, this parasitic self-destructive town manages to survive, if not prosper.
XVIII - Sludge Harbour
This settlement is on the edge of a vast septic tank system of behemoth proportions. Many believe it was originally a farming settlement - the effluent from the tanks ensured a relatively fertile farming environment and fairly bountiful fungus harvests. Even today tiny holdings make limited use of this 'natural' resource. As the farming communities grew larger, Guilder Caravans began to take detours from established routes to trade.
The settlement then grew more centralised for mutual defence. It truly became an established trade hub when a local came up with the idea of providing safe transport for the caravans by ferrying them across the sludge, safe from outlaws.
Extensive rebuilding of the 'seafront' area of town yielded workable dockyards and ferry-barges were constructed fairly easily. Similar construction projects were commenced at other coastal communities in the area, amongst them Port Stink, Slurry Docks and Slim Cove, creating a long ferry-route. As a result, those travelling through Sludge Harbour can do so relatively safely until they get off at the other side of the Sludge Sea. That is, of course, unless they fall into the toxic water (if it can even be called that).
XIX - Martyr Town
During the Guilder Tax riots over three centuries ago, it is said a man migrated downhive with his family to find a more peaceful life. He happened upon a rich ore vein and made a huge profit, causing hivers to flock their in scores to get in on the spoils. The details of the story differ with every retelling, but the one constant is that this local hero who brought riches to the labouring masses had a bounty put on his head by the Guild. Hired guns rolled into town one day and took his head.
In response, the people of Martyr Town rose up and murdered the hired guns. Although the town was later restored to order and begrudgingly accepted Guild control after they blockaded them for three weeks, even to this day the masses resent the Guilders.
XX - Reliance
This remote yet large settlement is renowned for the large semi-circle metal construct that rises nearly as high as the dome roof. It is also full of notably self-reliant people who shun outside help. In fact, some say Farville was founded by settlers who originally lived in Reliance.
XXI - Plosper
Folk tales say this settlement was a great trade hub thousands of years ago when the hive was first established, until it was overshadowed by Gelttown and its prosperity was lost. Now it is a black hole - very little happens in Plosper and most people there are just passing through, to and from Gelttown.
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VIII: Gelttown
Gelttown, or the big TT of the underhive as some like to joke, is the largest hub in the sector. Amongst its important landmarks are the Guild Emporium, where the richest in the underhive do business, the Enginseer's Worskhop where the only serviceable vehicles can be bought, and the Trader Outpost where just about anything can be bartered on the Black Market, for the right price.
This is the closest place to sacred ground for the gangs that can be found. It is both out of respect for tradition, fear of the Guilders and by necessity, violence is forbidden here. Anyone who starts trouble is likely to have Guild Enforcers - mostly consisting of former soldiers and hive police - on their case. Other sanctions exist, such as bounties being put out or worst of all: being declared outlaws by the powers that be and either killed or chased out of the settlements for good. Most gangers consider it better to be dead than to be an outlaw.