>>96407830
>>96408071
>Cont.
A border is usually the first place that players arrive in a new region, sometimes it can be snuck past or bypassed, how a region manages its border should say a lot about their intents and means
A town is anywhere where people are, usually goods, human resources, equipment, and services can be exchanged here, expect a law or etiquette of some sort to be maintained here
Wilds are opposite of towns, one will have to help themselves if they need things done or resources procured here, the opposition here is usually the environment itself, sometimes other travellers or the long tendrils of law
A character should be someone whose face can be attached to a location, it might be an organization, a contact, a favourite store or company, an enemy or rival to avoid etc, Whoever this character is, their goals lead them to actively want to interact with the party, or the party's goals make them want to actively interact with the character
A resource is a good or service that players want, or a place that players can plunder -a reason to visit the place.
This could be a physical good like precious metals, salvage or plunder from old installations or mines, time on a shipyard to perform maintenance or upgrades, or something less tangible: like information, or jobs from a contact,
A quirk should tie the place together, the Locations, the Character(s) the resource(s), its details should be brought up frequently, think of the simple 5 senses, especially smells and feelings, and how they compare and contrast (A clean luxury apartment with a shiny service droid means a lot in a world where folks are working to death in a stuffy decaying space station and the oily streets below are congested with detritus and hollow men)