locations
Please refer to the general settings page for information regarding weather/skies/technology. Also housing. Character businesses/buildings can be applies in a comment below.
MAYBE DIVIDE LOCATION FAQS onto different page/FAQ/settings in general.
Daisy Dover:
Overall Game Setting
Daisy Dover is meant to reflect a large, self-sustaining city similar to New York City. As such you can imagine it has all of the usual bells and whistles of any ordinary city such as gas stations, laundromats, restaurants.
The city itself is divided into "sections" which are largely dominated by gang presence, but there are a few neutral locations throughout. We have only outlined the locations relevant to gang activity. These settings will be the main points of interest for most character employment and game events.
The city is separated by gang territories with a few neutral locations throughout. Each gang territory has a single "base" location where most important gang meetings are held by influential members. Bases may be subject to change in the future. Each territory spans across multiple blocks of city real estate.
Daisy Dover is meant to replicate major cities such as New York City, Chicago, Los Angeles, Paris etc. The apparent setting is reminiscent of the 1920s although advanced technology is found throughout the city such as hovercars and the various bioengineering seen in androids and cyborgs.
The majority of the city is heavily impoverished, but there are high-end areas as well as middle grounds for people to work and live in.

Game Map Index:
Cardinal Directions: Daisy Dover uses traditional NS-EW directions.
Petals: The city is divided into colored sections on the map. These are referred to as "petals" by the citizens. All of the petals except for the Jungle are dominated by specific gangs.
Pistil: This is the "core" of the city which consists of the Sprawl and Wintermute. "Core" and "pistil" are used interchangeably by citizens.
Territories: Although gangs dominate certain territories there still may be locations within those territories created by other gangs or neutral parties - though it is uncommon.
White Font: All locations with white font indicate neutral territory.
Black Font: All locations with black font indicate gang territory.
Stars: Key locations within territories. In gang locations, these represent the respective bases.
Black Ring: This shows the Monorail's route throughout the petals. The black dots on the line represent the different stations.
Getting Around the City
The Monorail (OR SKYTRAN?) is solar-powered and has enough energy reserves to keep running even during power outages...Usually. It is a completely smooth ride and affordable by all who live in Daisy Dover. However, the Monorail is divided into three cars with different price gauges. The one closest to the nose of the Monorail is for the wealthiest, the middle for the middle class, and the tail for the poorest.
The Monorail runs on a strict schedule so you will want to plan your travel accordingly:
1:00 AM: Neon Genesis
2:00 AM: Dog Town
3:00 AM: Burning Chrome
4:00 AM: The Jungle
5:00 AM: San Junipero
6:00 AM: Siren City
7:00 AM: Nine Lives
...etc...It takes 7 hours for a full trip around the Monorail with 50 minutes travel time between each station. The train stops at each station for approximately 10 minutes to drop off and pick up.
It does not go into the Sprawl, Wintermute, or locations out in the Dunes. Every 1st of the month the Monorail is shut down for 24 hours to run through maintenance check.
Taxis provide transportation options beyond the Monorail's singular route.
Taxis operate 24.7 hours a day and can either be summoned on street corners or requested through the taxi app (invent name?). Taxis are a more flexible option. Maybe you can choose luxury cars/more taxi type situations. DRIVERS...
Teleports Teleportation tubes or something. These are still glitchy and can send people to the wrong location/forget to send the full body/mind and cause a bit of lag. There is a reported 20 deaths per year because of this system.
Self-Transport Personal cars/bikes/walking.
Wintermute:
Neutral Territory
Elite
Brief descriptor of typical area functions. Then locations.
The Sprawl:
Neutral Territory
Elite
Brief descriptor of typical area functions. Then locations.
Neon Genesis:
Dead Flowers Territory
Upper Class
Brief descriptor of typical area functions. Then locations.
Dog Town:
Dogma Territory
Upper Middle Class
Brief descriptor of typical area functions. Then locations.
Burning Chrome:
Howlers Territory
Middle Class
The Jungle:
Neutral Territory
Working Class
Brief descriptor of typical area functions. Then locations.
San Junipero:
Pistoleers Territory
Middle Class
Brief descriptor of typical area functions. Then locations.
Siren City:
Sterling Sisters Territory
Working Class
Brief descriptor of typical area functions. Then locations.
Rooster Valley:
Brooker Brothers Territory
Working Class
Brief descriptor of typical area functions. Then locations.
Nine Lives:
Cat's Club Territory
Lower Class
A lot of catnip planted throughout this section of Daisy Dover. Attracts an enormous amount of feral cats.
Then locations.
The Dunes:
Neutral Territory
The city is surrounded by dark red sands that stretch out for miles upon miles. The lands beyond Daisy Dover are known collectively as "the Dunes." One can explore these deserts for days upon days in any direction from the city. Some may perish before ever discovering anything, while others may discover relics of worlds scraped together by Chiaroscuro. You may stumble across the disembodied head of the Statue of Liberty, worn down by sands and time. You may discover the shell of the Death Star, abandoned and carved out. It is said these relics continually shift about in the Dunes. Some Daisy Dover residents speculate that the sands themselves move them around.
Intense sand storms are known to sweep through the Dunes. They are deadly if you are unprotected during them for the sand can suffocate and cut those in its wake. They can last anywhere between an hour to a couple of hours.
Then locations.