docs(wiki): establish Sova Transit District game world glossary

45 files covering the v0.1 vertical slice content: 17 NPC profiles
across 3 tiers, 5 triangles, 3 social sites, 7 factions, 6 technology
entries, 3 contraband types, knowledge vocabulary (FactIds, entity
attributes, relationship states), and monologue authoring guide.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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2026-02-12 16:18:49 +01:00
co-authored by Claude Opus 4.6
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# Krenn System
**Type:** Star System
**Status:** Canonical
**Classification:** Mid-Reach
**Star Type:** G3V (slightly cooler than Sol)
**Settlement Age:** ~180 years
**Population:** ~2.4 million (system-wide)
---
## Overview
The Krenn System is a mid-Reach G3V system with a working-class, pragmatic culture. It's neither frontier (too established) nor core (not politically significant). Krenn is logistics infrastructure — a place things move through, not toward. People come to Krenn for steady work, not opportunity.
This is the first concrete, named star system in The Settled Reach. Everything about Krenn sets precedent for future systems.
---
## Stellar Profile
- **Primary Star:** G3V, slightly cooler than Sol
- **Natural Light:** Faintly amber quality compared to Earth-standard white
- **Planetary Bodies:** 3 terrestrial, 2 gas giants, 1 asteroid belt (mined out decades ago)
- **Habitable Worlds:** 1 (Krenn Prime, population ~2 million)
- **Stations:** 7 major, including Station Sova
---
## Economy
**Economic Base:** Freight logistics, light manufacturing, gate transit services
Krenn is a supply chain node. The system's prosperity comes from moving things between other places. The gate connections place Krenn at the intersection of three regional trade routes. Manufacturing is mostly component assembly — nothing starts here, nothing finishes here, but many things pass through.
**Wage Profile:** Steady but modest. The cost of living on Krenn stations is slightly too high for comfort on a single logistics salary. This creates permanent mild financial pressure — not poverty, but awareness of what an extra income stream could provide.
This economic reality generates the conditions for grey-market activity: people who are employed, housed, fed, but tight enough that smuggling looks like rational risk-taking rather than desperation.
---
## Governance & Institutional Presence
**Primary Governance:** Concord Assembly (Reach-wide legislature)
**Local Authority:** Krenn System Administrator (appointed, bureaucratic)
**Lattice Commission Presence:** Moderate. Rotating field liaisons, not permanent enforcement.
**Meridian Coverage:** Standard. Comprehensive in populated areas, degraded in older infrastructure.
The Commission's presence in Krenn is intermittent by design: established enough not to be frontier, not important enough for permanent enforcement installations. This gap — the lag between oversight visits — is what makes small-scale smuggling viable.
---
## Culture & Social Norms
**Cultural Profile:** Working-class pragmatic. Values reliability, minding your business, and not asking questions that aren't your concern.
**Naming Conventions:** Compact, consonant-heavy, first-name-primary in social contexts. Surnames used formally or with authority figures. Examples: Kael, Voss, Lera, Torek, Drin, Maret, Hael, Sera, Nils, Kosse, Naia.
**Social Texture:**
- First names signal peer relationships; surname usage signals hierarchy
- Direct speech preferred over elaborate courtesy
- Informal labor solidarity — covering for colleagues is expected
- Institutional authority (Commission, Assembly) viewed as external, not integrated into daily life
**Greeting Customs:**
- Peers: first name + nod or casual gesture
- Authority: title + surname ("Supervisor Voss")
- Strangers: brief eye contact, no greeting (reserved culture)
**Trust Dynamics:** Trust is earned through shared risk or long association. New arrivals are treated with polite distance until they prove reliable. This creates natural resistance to outside investigators.
---
## Gate Network Connections
**Horizon Gates (Interstellar):**
- Connection to [mid-core system, TBD]
- Connection to [frontier system, TBD]
**Span Gates (Intra-System):**
- Station Sova <-> Krenn Prime Surface Depot
- Station Sova <-> Orbital Manufacturing Platform 3
- [Additional connections as defined]
**Transit Volume:** High freight, moderate passenger. Krenn's gates run continuously during standard shifts. Gate hum is the district's ambient soundscape.
---
## Key Locations in System
- **Krenn Prime:** Primary world, 2M population, light manufacturing
- **Station Sova:** Logistics hub, 12k population, freight-primary ([see Station Sova profile](station-sova.md))
- **Orbital Manufacturing Platforms:** 3 major, component assembly
- **Belt Facilities:** Depleted mining infrastructure, some repurposed for storage
---
## Worldbuilding Notes
**Why Krenn Works for v0.1:**
- Economically grounded: the smuggling makes rational sense
- Culturally distinct: the naming and social norms feel specific
- Not exotic: this is a place people LIVE, not visit
- Politically neutral: no major Assembly factions competing here
- Institutionally thin: Commission presence leaves operational gaps
**The Krenn Vibe:** "We do our jobs, we go home, we don't make trouble, and we don't ask what the people in the back room are doing as long as it doesn't affect us."
This is the substrate that makes Sova Transit District narratively plausible.
---
## Mechanical Integration
**Knowledge Graph Flags:**
- `world.krenn_system_layout` (KnowsOf: detective knows from briefing, smuggler knows from living here)
- `world.krenn_culture` (KnowsDetails: smuggler understands social norms, detective reads them from case files)
**Perception Differences:**
- **Smuggler:** Sees Krenn as home — knows shortcuts, recognizes faces, navigates by familiarity
- **Detective:** Sees Krenn as assignment — reads briefing data, queries lattice for names, maps institutional touchpoints
---
**Cross-References:**
- [Station Sova](station-sova.md) — Primary v0.1 location
- [Sova Transit District](sova-transit-district.md) — v0.1 playable space
- D-036: Sova Transit District / Krenn System as v0.1 setting
---
**Status:** Canonical — first star system in The Settled Reach
**Created:** 2026-02-11
**Updated:** 2026-02-12
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# Sova Transit District
**Type:** Station District
**Status:** Canonical
**Station:** [Station Sova](station-sova.md)
**System:** [Krenn System](krenn-system.md)
**District Age:** ~40 years (most recent major retrofit)
**Population:** ~800 (workers + residents)
**Construction:** Prefab-modular base with layered retrofits
---
## Overview
Sova Transit District is a freight logistics district on Station Sova — the v0.1 vertical slice setting. This is where the game happens. Everything the player sees, everyone they meet, every routine they observe exists within this 40-year-old retrofitted freight hub and its worker amenities.
**The District's Character:** Quotidian-with-undertow.
Comfortable enough to be complacent. Tight enough that an extra income source is tempting. People work here, drink here, live here. Routines are predictable. Faces are familiar. And beneath that predictability, a smuggling operation runs smoothly because the community has collectively decided not to notice.
---
## Physical Layout
**Size:** ~800 meters circumferential span (Ring 1 section), 3 vertical levels
**Construction History:**
1. **Original (140 years ago):** Freight bay with basic cargo handling
2. **First retrofit (~80 years ago):** Interior partitions created office spaces, break rooms
3. **Second retrofit (~40 years ago):** Worker amenities added (bar, residential pods), logistics hub expanded
4. **Ongoing maintenance:** Continuous patching, creating architectural complexity
**Spatial Structure:**
- **Level 1 (lowest):** Freight bay floor, cargo handling, span gate access, logistics hub ([The Terminal](../locations/krenn-system/the-terminal.md))
- **Level 2 (middle):** Worker amenities (bar, food vendors, small retail), residential pods
- **Level 3 (highest):** Observation gallery (overlooks freight bay), administrative offices, Commission kiosk (unmanned most of the time)
**Between the Levels:** Maintenance corridors, service hatches, spaces between old and new construction. This is where the smuggling infrastructure lives. [Corridor B-7](../locations/krenn-system/maintenance-corridors.md) is the primary off-books route.
---
## Three Social Sites (v0.1 Content Templates)
The district contains three **social sites** — clusters of NPCs who regularly interact within connected physical spaces. These are the atomic units of v0.1 content.
### 1. The Terminal (Logistics Hub)
**Type:** Workplace
**NPCs:** 5 ([Voss](../npcs/voss.md), [Kael Davan](../npcs/kael-davan.md), [Resha](../npcs/resha.md), [Torek Lintar](../npcs/torek-lintar.md), [Drin](../npcs/drin.md))
**Function:** Cargo sorting, scheduling, inspection, paperwork
**Hours:** 24-hour operation, three 8-hour shifts
**[Full profile ->](../locations/krenn-system/the-terminal.md)**
### 2. The Last Shift (Bar)
**Type:** Social Venue
**NPCs:** 6 ([Lera Sessik](../npcs/lera-sessik.md), [Harek](../npcs/harek.md), [Maret Korr](../npcs/maret-korr.md), [Sera Venn](../npcs/sera-venn.md), [Sess](../npcs/sess.md), [Olin](../npcs/olin.md))
**Function:** After-shift drinks, social hub, information exchange
**Hours:** 14:00 - 02:00 station time
**Informal Name:** "Lera's" (used by regulars)
**[Full profile ->](../locations/krenn-system/the-last-shift.md)**
### 3. Smuggling Spaces (The Ring's Infrastructure)
**Type:** Criminal operation / repurposed infrastructure
**NPCs:** 5 ([Devra](../npcs/devra.md), [Renn](../npcs/renn.md), [Pell](../npcs/pell.md), [Sabel](../npcs/sabel.md), [Tav](../npcs/tav.md))
**Function:** Contraband transfer, off-books meetings, dead drops
**Locations:** [Maintenance Corridor B-7](../locations/krenn-system/maintenance-corridors.md), back room at The Last Shift, storage area in logistics hub
**[Full profile ->](../locations/krenn-system/maintenance-corridors.md)**
---
## Economy & Employment
**Primary Employers:**
- Sova Logistics Consortium (freight handling, scheduling, inspection)
- Station Services (maintenance, hospitality, retail)
- Self-employed (bar owners, food vendors, small operators)
**Wage Reality:** Standard logistics salary: 2,400 credits/month. Station living costs: ~2,200 credits/month (housing pod, food, necessities). This leaves 200 credits margin — enough to survive, not enough to thrive.
**Economic Pressure Mechanisms:**
- Medical expenses (lattice maintenance, injury treatment)
- Family support (children, aging parents)
- Lattice upgrades (professional capability enhancement)
- Emergency reserves (job loss, station emergency)
**The Grey Economy:** Smuggling provides supplemental income that transforms "barely comfortable" into "secure." A ring member might make an extra 400-800 credits/month — enough to cover lattice upgrades, save for family, or simply breathe easier.
This is why the community tolerates the ring: everyone benefits indirectly. The bar profits from smugglers buying drinks. Maintenance workers get tips for "noticing things late." Even flat NPCs who aren't involved benefit from the economic activity.
---
## Daily Rhythms
**Shift Schedule:**
- **Morning (06:00-14:00):** Day shift, highest freight volume, gate cycles every 4-6 minutes
- **Afternoon (14:00-22:00):** Swing shift, moderate volume, bar opens, social activity peaks
- **Night (22:00-06:00):** Night shift, lowest volume, gate cycles every 12-15 minutes, smuggling window
**Shift Transition (13:45-14:15):** The corridor between the logistics hub and bar district becomes a chokepoint. Everyone heading from work to drinks passes through the same 40 meters. This is where the smuggler notices patterns and the detective observes routines.
**The Week Cycle:**
- **5-day work cycle + 2-day rest** (station standard)
- Day 1-4: Normal operations
- Day 5 (end-of-cycle): Higher bar attendance, card games, social peak
- Rest days: Quieter district, skeleton crew at logistics hub, bar closed Day 1 morning
**Seasonal Rhythms:** None. Station life has no seasons. This creates psychological monotony that smuggling occasionally interrupts.
---
## Institutional Presence
**Lattice Commission:**
- **Permanent Presence:** None. Commission kiosk on Level 3 (unmanned, for compliance reporting).
- **Liaison Rotation:** 3-6 month assignments. Most recent liaison rotated out 3 months ago; replacement delayed.
- **Inspection Schedule:** Quarterly lattice compliance sweeps (announced 2 weeks in advance).
**This gap — the 3-month window without a Commission presence — is when the smuggling operation escalates. The detective's arrival represents an unscheduled enforcement action, triggered by something flagged at system level.**
**Station Security:**
- **Patrol Presence:** 2 officers on-duty per shift, primarily concerned with accidents and violence
- **Authority Limit:** Security handles safety; Commission handles contraband. Security officers know this distinction and generally look away from grey-market activity that doesn't threaten station safety.
---
## Meridian Coverage & Information Infrastructure
**Coverage Map:**
- **Logistics Hub:** Comprehensive (real-time tracking, manifest systems, surveillance)
- **Bar District:** Strong (standard social monitoring, Meridian feeds)
- **Residential Pods:** Standard (personal lattice connectivity)
- **Maintenance Corridors:** Degraded (older infrastructure, dead spots)
- **Between-Wall Spaces:** Minimal or absent (off-map, no official coverage)
**Dead Spots:** Corridor B-7 and the storage area behind the logistics hub main floor are known Meridian gaps. The ring uses these for off-channel communication. NPCs who need to discuss something sensitive go for a walk to the "quiet spots."
---
## Atmosphere & Sensory Details
**Sound:**
- **Omnipresent:** Span gate hum (bass-frequency vibration, pitch rises with transit volume)
- **Logistics Hub:** Cargo machinery, scanner beeps, conveyor belts, shouted instructions
- **Bar District:** Conversation murmur, glass on surfaces, Meridian music feeds
- **Corridors:** Ventilation hum, footsteps on metal grating, echoes
- **Night:** Gate hum drops to low throb, ventilation dominates, occasional distant voices
**Smell:**
- **Logistics Hub:** Industrial lubricant, recycled air, occasionally cargo scent (organic shipments)
- **Bar District:** Cooking (protein paste, vegetables, synthetic spices), alcohol, crowd scent
- **Corridors:** Recycled air with metallic undertone, faint industrial chemicals
- **Morning:** Ozone scent post-gate-transit (fades quickly)
**Lighting:**
- **Logistics Hub:** Bright industrial white (functional, slightly harsh)
- **Bar District:** Warm amber (cheaper fixtures, comfortable)
- **Corridors:** Dim utilitarian (spaced fixtures, shadows between lights)
- **Maintenance Areas:** Emergency red or no light (bring portable lights)
**Visual Texture:**
- Bilingual signage (Concordat Standard + Krenn vernacular)
- Hand-lettered informal signs ("Lera's," shift schedules, lost-and-found notices)
- Wear patterns (scuffed floors, patched walls, graffiti in maintenance areas)
- Personal touches (locker decorations, shift-end artwork, stickers)
**Local Complaint:** "The ventilation in Sector 3 has been unreliable for months. Station maintenance says it's on the list." — Universal safe topic. If an NPC is complaining about ventilation, they're NOT talking about something else.
---
## NPCs & Social Structure
**Total NPCs in District:** 17 (15 standard + 2 FRIEND-tier)
**Population Distribution (D-029 Entanglement Ratio: 30/50/20):**
- **Flat NPCs (3, ~18%):** [Drin](../npcs/drin.md), [Sess](../npcs/sess.md), [Olin](../npcs/olin.md) — routines, greetings, atmosphere
- **Triangle NPCs, Mundane (7, ~41%):** [Voss](../npcs/voss.md), [Maret Korr](../npcs/maret-korr.md), [Torek Lintar](../npcs/torek-lintar.md), [Lera Sessik](../npcs/lera-sessik.md), [Harek](../npcs/harek.md), [Resha](../npcs/resha.md), [Sera Venn](../npcs/sera-venn.md)
- **Triangle NPCs, Entangled (7, ~41%):** [Kael Davan](../npcs/kael-davan.md), [Devra](../npcs/devra.md), [Renn](../npcs/renn.md), [Pell](../npcs/pell.md), [Sabel](../npcs/sabel.md), [Tav](../npcs/tav.md), [Hael](../npcs/hael.md) (referenced)
**The Five Triangles:** See [NPC Index](../npcs/index.md) for full triangle diagram.
---
## The Smuggling Operation ("The Ring")
**Structure:** Informal network, no official name. NPCs refer to it obliquely ("the arrangement," "the side work," "helping out").
**What They Move:** [Unlicensed lattice components](../contraband/lattice-components.md) (primary), [medical-grade neural replacements](../contraband/medical-grade-replacements.md), [Severance counter-surveillance tech](../contraband/severance-equipment.md)
**How It Works:**
1. Contraband arrives in legitimate freight shipments (mixed with legal cargo)
2. [Torek Lintar](../npcs/torek-lintar.md) (compromised inspector) looks away during inspection
3. [Kael Davan](../npcs/kael-davan.md) and others route flagged containers to holding area
4. [Renn](../npcs/renn.md) (courier) transfers contraband to [Corridor B-7](../locations/krenn-system/maintenance-corridors.md)
5. [Devra](../npcs/devra.md) coordinates off-station contact ([Sabel](../npcs/sabel.md))
6. Product distributed through informal networks
**Operational Timing:** Night shifts (lowest oversight), shift transitions (confusion/distraction), post-inspection windows (2-3 days after scheduled Commission sweep)
**Community Role:** The ring is the district's economic immune system. People who don't participate directly still benefit: bars profit, families get lattice upgrades they couldn't afford, medical needs get met. This creates collective investment in not noticing.
---
## v0.1 Narrative Stakes
**The Smuggler's Stakes:**
- **Home:** This is their community, their livelihood, their daily life
- **Relationships:** Everyone here is a colleague, friend, or known quantity
- **Risk:** The detective threatens to dismantle the social fabric that keeps them secure
**The Detective's Stakes:**
- **Assignment:** Institutional mandate to investigate manifest discrepancies
- **Authority:** Commission jurisdiction, but local resistance
- **Isolation:** No social network, no institutional backup in-district, operating alone in hostile social terrain
**The Convergence:** Both characters are following the same threads (manifest discrepancies, NPC behavioral changes, Corridor B-7) from opposite sides. The smuggler knows what's happening and must protect it. The detective suspects something and must discover it. They're heading toward the same revelation from opposite directions.
---
## Mechanical Integration
**Knowledge Graph Flags (FactIds):**
- `location.sova_transit_layout` (KnowsOf: detective has map, smuggler knows shortcuts)
- `location.corridor_b7_restricted` (KnowsDetails: smuggler knows access, detective discovers through investigation)
- `contraband.ring_exists` (Smuggler: KnowsDetails from background, Detective: Suspects -> KnowsOf -> KnowsDetails through gameplay)
**Perception Differences:**
- **Smuggler:** Sees home, notices routine deviations as threats, identifies NPCs by first name and relationship
- **Detective:** Sees crime scene, notices patterns as evidence, identifies NPCs by role and case file data
**Monologue Triggers:** 60+ location-specific triggers across three social sites, filtered by character
---
## Worldbuilding Notes
**Why Sova Transit Works:**
- **Economically grounded:** The financial pressure is specific and relatable
- **Socially coherent:** 800 people, everyone knows everyone, patterns are visible
- **Architecturally complex:** Layered construction provides hiding places
- **Institutionally thin:** Enforcement gaps make smuggling viable
- **Morally ambiguous:** The ring serves real needs, not just greed
**The Honest Truth:** If Sova Transit District feels real — if the player can imagine working here, drinking here, living here — then the smuggling operation becomes a moral dilemma instead of a simple crime. That's the game.
---
**Cross-References:**
- [Krenn System](krenn-system.md) — Star system profile
- [Station Sova](station-sova.md) — Station profile
- [NPC Index](../npcs/index.md) — Full character roster
- D-036: Sova Transit District as v0.1 setting
- D-027: Vertical slice definition
---
**Status:** Canonical — v0.1 playable setting
**Created:** 2026-02-11
**Updated:** 2026-02-12
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# Station Sova
**Type:** Space Station
**Status:** Canonical
**System:** [Krenn System](krenn-system.md)
**Classification:** Logistics Hub
**Population:** ~12,000
**Construction Era:** Mid-settlement (~140 years ago)
**Operational Age:** ~140 years, with continuous retrofitting
---
## Overview
Station Sova is a freight logistics hub in the Krenn System, positioned gate-adjacent for optimal cargo transfer. It's not a destination — it's infrastructure. People live on Sova because the work is here, not because they chose the station.
Sova is the kind of place that looks the same every day: predictable shifts, predictable routines, predictable problems. The extraordinary thing about Sova is how much can happen beneath that predictability.
---
## Physical Structure
**Construction Type:** Modular prefab base (original core ~140 years old) + layered retrofits (most recent ~40 years ago)
The station shows its age. The original core is solid but utilitarian — industrial prefab modules designed for function, not comfort. Successive generations added capacity through retrofitting: new sections bolted onto old, interior partitions creating rooms within older bays, maintenance corridors that don't quite align between construction eras.
This layered construction creates architectural secrets: spaces between wall layers, service corridors no longer on official schematics, dead zones where old and new construction meet imperfectly. These gaps are where smuggling infrastructure lives.
**Layout:**
- **Core Spindle:** Original construction, central spine with radial arms
- **Freight Bays:** Ring 1 (outermost), gate-adjacent, high-traffic
- **Residential/Commercial:** Ring 2 (middle), mixed-use districts
- **Operations/Services:** Ring 3 (innermost), administration and maintenance
[Sova Transit District](sova-transit-district.md) occupies a section of Ring 1 — freight bay retrofitted for logistics operations + worker amenities.
---
## Population & Demographics
**Total Population:** ~12,000
**Breakdown:**
- Logistics workers (freight handlers, dock inspectors, schedulers): ~4,000
- Service sector (bars, food, maintenance, retail): ~3,000
- Station operations (administration, security, technical): ~2,000
- Residential (families, retired workers, dependents): ~2,500
- Transient (short-term contractors, travelers): ~500
**Cultural Composition:** Predominantly Krenn System culture (working-class pragmatic, first-name-primary, reserved). Small populations from connected systems, identifiable by naming patterns and accent.
**Turnover:** Low. People come to Sova for steady work and stay because moving costs money. Multi-generational families are common.
---
## Economy
**Primary Function:** Freight logistics — cargo transferred between span gates, sorted, repackaged, forwarded
**Economic Model:** The station is profitable but not prosperous. Wages are steady, cost of living is slightly above wage level, creating permanent mild squeeze. Most households are one unexpected expense away from financial stress.
This economic reality drives three social patterns:
1. **Informal labor solidarity** — workers cover for each other because everyone knows the squeeze
2. **Grey-market tolerance** — small-scale smuggling is community immune system, not crime
3. **Risk-averse pragmatism** — people make calculated risks (like smuggling) but avoid reckless ones (like violence)
**Economic Drivers:**
- Gate transit fees (Concord Assembly revenue, station sees fraction)
- Freight handling contracts (Syndic supply chains)
- Service sector (bars, food, entertainment for workers)
- Station maintenance contracts (ongoing retrofitting)
---
## Governance & Security
**Station Administrator:** Appointed by Krenn System Authority (Concord Assembly jurisdiction)
**Security:** Sova Station Security (local force, ~150 officers, primarily concerned with safety/accidents, not criminal investigation)
**Commission Presence:** Rotating liaisons (3-6 month assignments), no permanent office. Most recent liaison rotated out 3 months ago; replacement delayed.
**Law Enforcement Gaps:**
This is critical for v0.1 narrative: Sova has *security* (prevent accidents, respond to violence) but minimal *law enforcement* (investigate contraband). The Commission sends liaisons for lattice compliance inspections, but those visits are scheduled and infrequent.
The detective's arrival in [Sova Transit District](sova-transit-district.md) represents an unusual enforcement presence — something has flagged the district for investigation, and institutional attention is now focused where it usually isn't.
---
## Districts
Station Sova has 7 named districts. Only **Sova Transit District** is developed for v0.1.
1. **Sova Transit District** — Freight logistics, worker amenities, bar district ([full profile](sova-transit-district.md))
2. **Central Spindle District** — Administration, station operations
3. **Residential Radial A** — Long-term housing, schools, medical
4. **Residential Radial B** — Short-term housing, transient workers
5. **Commercial Ring** — Retail, entertainment, higher-end services
6. **Industrial Annex** — Repair bays, fabrication, heavy maintenance
7. **Docking Approach** — Gate-adjacent, short-term berths, passenger processing
**Transit Connections:** Internal tram system connects all districts. Transit District <-> Central Spindle is 8 minutes. District <-> Residential A/B is 5 minutes.
---
## Infrastructure
**Meridian Coverage:**
- **High-traffic areas (freight bays, commercial, admin):** Comprehensive, real-time
- **Residential areas:** Standard, slight lag
- **Older sections (maintenance corridors, between-wall spaces):** Degraded or absent
This coverage gradient is load-bearing for smuggling: off-Meridian coordination happens in the gaps.
**Span Gate Access:**
- Sova Station <-> Krenn Prime Surface Depot (primary freight route)
- Sova Station <-> Orbital Manufacturing Platform 3 (component transfer)
- Gate cycles every 4-6 minutes during peak shifts, every 12-15 minutes off-peak
**Power & Life Support:**
- Fusion reactors (original core), reliable but aging
- Atmosphere recycling (continuous, noticeable ventilation hum)
- Gravity (spin gravity in rings, microgravity in core — most social life happens in Ring 2 at 0.7g)
---
## Atmosphere & Sensory Details
**Sound:**
- Span gate hum (omnipresent, pitch varies with transit volume)
- Ventilation systems (white noise, occasional rattle)
- Cargo machinery in freight districts (clanking, scanner beeps, conveyor hum)
- Foot traffic (metal grating, echoes in corridors)
**Smell:**
- Recycled air (faint metallic undertone)
- Industrial lubricant (near freight bays)
- Cooking (residential and bar districts)
- Ozone (post-gate-transit, fades quickly)
**Lighting:**
- Functional industrial fixtures (bright in work areas, dim in corridors)
- Mixed color temperatures (newer sections: cool white, older sections: warm amber from aging fixtures)
- Emergency lighting in maintenance corridors (low red)
**Temperature:** Climate-controlled, comfortable. Older sections run slightly cooler (aging environmental systems). Workers dress in layers.
---
## Key Locations (v0.1 Scope)
See [Sova Transit District](sova-transit-district.md) for full v0.1 location details:
- [The Terminal](../locations/krenn-system/the-terminal.md) (logistics hub)
- [The Last Shift](../locations/krenn-system/the-last-shift.md) (bar)
- [Maintenance Corridor B-7](../locations/krenn-system/maintenance-corridors.md) (smuggling space)
---
## Worldbuilding Notes
**Why Sova Works:**
- **Scale:** 12k population is large enough to feel like a community, small enough that patterns are noticeable
- **Economic pressure:** Generates rational motivation for smuggling without desperation
- **Institutional thinness:** Security exists, enforcement is intermittent — creates operational space
- **Architectural complexity:** Layered construction provides physical infrastructure for hidden activity
- **Cultural cohesion:** Turnover is low, social networks are established, outsiders are visible
**The Sova Feeling:** "We all know each other. We all know what goes on. We all benefit just enough not to make trouble."
---
## Mechanical Integration
**Knowledge Graph Flags:**
- `location.sova_station` (KnowsOf: both characters know they're on Sova)
- `location.sova_layout` (KnowsDetails: smuggler knows routes, detective has station map)
- `system.security_presence` (KnowsDetails: smuggler knows security patterns, detective knows enforcement gaps)
**v0.1 Scope Limitation:** The player never leaves Sova Transit District. Other districts are referenced in dialogue/monologue but not traversable.
---
**Cross-References:**
- [Krenn System](krenn-system.md) — Star system profile
- [Sova Transit District](sova-transit-district.md) — v0.1 playable district
- D-036: Sova as v0.1 setting
---
**Status:** Canonical
**Created:** 2026-02-11
**Updated:** 2026-02-12