There are six macro-regions in the cluster, as proposed by academics, that organize humanity based on socioeconomic and political structures.
The Temple Sphere, named for its spherical shape on 3D maps, is administered by the Temple. The inhabitants of this region generally enjoy a high standard of living, with most worlds boasting highly developed infrastructures and economies. It is the least populous region in the cluster, due to the Temple's cautious approach to colonization and resource development. Travel within the Temple Sphere is highly regulated, and movement between the aligned worlds requires prior approval from the administration. Unaligned worlds within the Temple Sphere are often isolated, less affluent, and underdeveloped. Piracy and insurgency in these worlds are typically confined to their local systems and are swiftly quelled. The Temple is content to leave many of these worlds alone, instead siphoning their professional and academic class. Investing in their best and brightest spirting them away into their universities and then their administration where the most accomplished of them advance research into simulated realities. Those not tasked with ushering in the great work of the eternal digital afterlife are tasked with perpetuating improving the temple sphere. Many unaligned worlds in the Temple Sphere struggle to meet Aquilmendi’s alignment criteria and, as a result, fail to qualify for economic development.
Venti Space is a loose coalition of families, colonies, and corporations aligned with the 20 Wards and the Senate of the Republic on Adria. The Venti language, which pervades the region, offers significant opportunities for those who learn it. Every form of government is present in Venti Space, though their influence rarely extends beyond their own atmospheres or docking rings. Conflicts in Venti Space are common but brief, as belligerents understand that if the Senate Guard arrives, the fighting will end in harsh punishment especially for colonies not sworn to the Republic. Though not founded, venti space is often thought to have the highest orbital population of any region. Every system teems with, shipyards, mining colonies and ports that buzz with traders and transients. Cycler stations are the arteries of commerce bustingling hubs that move in carefully aligned orbital processions to tend too as many ports and worlds as possible. Venti Space lacks a unified infrastructure, meaning travel often involves navigating a complex web of private providers. If not carefully chosen, these providers can lead to delays, debt, or damages. Venti Space attracts many for its commercial potential and tourism.
The Lunar Union Territories are perhaps the most centralized and standardized region in the cluster. Currency, transit, law, language, education, healthcare, housing, enforcement, and employment opportunities are all planned by the Plenum. Every world in the Territories is directly administered by the Plenum system. Although small independent planetary nations exist, hostility in the Territories is largely confined to these nations. The Union Navy’s primary task is to quell conflicts within these nations. Particularly hostile nations often find themselves occupied by more compliant neighbors, with the Plenum’s approval. For this reason the Union territories are the fastest growing, additionally their expansion into the Jambles far outstrips the pace of the other superpowers. The union prefers to offer the carrot than the stick, developing industrial and infrastructure capacities to entice the wary into the plenum system. Later advisors on policy embed themselves offering to help make the necessary reforms to make it more profitable and efficient. Developments grants, hospitals, schools, housing construction can all be offered. Taken away just as quickly should the population fail to be lead to the plenum system. While this contributes to a great deal of tension and enmity it has allowed the union to acquire almost 400 colonies since the activation of the 3rd pillar. By comparison the venti republic has confederated 120 whilst the temple since that time has aligned just 33.
The Core is the most developed, nominally independent region in the cluster, bordering both the Temple Sphere and Venti Space. Prior to the activation of the Third Pillar, these interplanetary nations were engaged in constant warfare, encouraged by the Venti and the Temple. Today, however, the region has largely stabilized, with less internal conflict and more fighting directed toward the small planetary nations in the Core or the Jambles Worlds. Despite this, the Core remains highly polarized, political movements clash whilst corporate agents compete to any domain to cement the influence of their masters. Collectively, the Core holds the largest and most powerful economy in the cluster, rivalling those of the superpowers. If it were ever to unify, it could challenge the superpowers directly, and as such, movements are underway to achieve unification, though these efforts are strongly stifled by the superpowers.
The Jambles, once known as the Periphery, were regarded as distant, outlying areas that had already been colonized but held little strategic importance. Back then, the nations of the Jambles were more peaceful, as they had little reason to quarrel. However, since the activation of the Third and Fourth Pillars, the Jambles now border every other region. They are a mix of many cultures, peoples, and priorities. The superpowers engage in proxy wars, espionage, and political campaigning, each vying to influence the populations of the Jambles in a never-ending three-way tug-of-war. This has resulted in countless conflicts, with regimes toppled and cycles of vengeance that seem doomed to repeat endlessly. The Core worlds are also seeking to expand into the Jambles, with every interplanetary nation in the cluster eager to establish bases, trade routes, and profitable ports in this frontier.
The Frontier is the most uncharted region of the cluster. While its population is growing rapidly and many colonies with millions of people exist, settlements in the Frontier are distant and self-sufficient by necessity. Travel in the Frontier is largely chartered, with many worlds lacking consistent transit options. Opportunistic piracy, raiding, and privateering are rampant, and many frontier colonies maintain sizable militias or contract large groups of Armournuats for protection. The Frontier draws attention for various reasons, but many nations in the cluster view its vast, bountiful worlds as the key to the cluster's prominence.