The Cities of Haven's Garden
Harvest
Haven’s capital, Harvest, is the most secure city on the planet and features an impressive SpacePort. The Guard has secured and is defending the city as well as providing the Navy with a viable space port from which to operate atmospheric craft.
The city of Harvest also boasts several key landmarks; however, the Guardsmen are based right in the heart of the city. The outermost city walls are now marked with heavy bolter and mortar positions. Snipers and scouts roam the farmlands radioing in to patrols or artillery when needed. Further outside the cities are companies stationed at towns and manning checkpoints to help deter any large scale attacks. This has also allowed at least some farmers to keep working. They pray the war does not come to their homes.
The city features three rings of walls, which were built in intervals as it grew. The heart of the city features what were once many noble manors, decadent meeting places, and more. Now, however, the Guard has turned manor homes into officers quarters, armories, company barracks, and storage. Restaurants, bars, and public buildings were also converted, many serving as mess halls, training halls, gun ranges, and even a few of the biggest nobles' estates now act as regimental barracks for the larger units.
At the center of the city is the Governor’s Palace, where the ruling council and highest ranking members of all factions meet. Not too far away is the Imperial Spaceport, the largest and most capable dockyard on the planet currently boasting a modest fleet due to needing to save room for supply ships to dock. Finally, having stripped dozens of warehouses and the secondary repair yard, the Adeptus Mechanicus have created a motor pool and repair yard to base their work in supporting the Guard.
This entire section of the city is off limits to civilians and acts as the headquarters for operations across the planet. Its walls also boast the most impressive defenses and its most dependable defenders. The middle section of the city hosts all the former residents and many of its shops. Guard patrols are frequent and only fully checked civilians can even enter it. The former nobles, merchants, and other persons who lived in the city are crammed in trying to act as though nothing is wrong. The outer part of the city is where much of the trading and bargaining is done with those who bring in supplies from outside the city. Outside the city are shanty towns and farms that help sustain the people. These outer villages are often full of people too scared to risk trying to enter the city or those who are afraid they could be mistaken for a traitor.
Gilt EdgeNot quite a shantytown, but not quite a city. Gilt Edge walks the line with a duality common amongst mining towns on Haven’s Garden. Built swiftly and with just a dash of haphazardness, the town is placed within an artificial hollow carved out of the side of Mountain Alpha-001 (though the locals have taken to calling it the Big Spike), the largest mountain in the Irondeep Range.
When the town was first planned, Mechanicus earthmovers were dispatched to clear out a section of the mountain, allowing for easier access to the mineral and metal deposits within and below the sizable range. In typical Mechanicus fashion, they overdid it by a large margin. The Mountain now looks somewhat peculiar, as though a large cube of space was simply removed from its flank. Now the town sits square in the middle of this empty, eerily flat space.
Cargo containers were converted to worker housing, and several blocky prefabricated structures dropped from orbit to serve as the administration buildings. From there, the town was largely left to scavenge for itself. And scavenge it did.
In present day, decades after the original construction, Gilt Edge is a mishmash of designs and pre-planned expansions that never really took off. The original cargo containers are still there, laid out in neat rows with little but dirt in between them. But the administration buildings have been almost entirely remodeled after severe abuse and more than a few fallen boulder incidents from the peak of the mountain.
New buildings cropped up, some ramshackle, some slightly more pristine, but almost all of them now coated in the ever-present reddish dust from the mountainside and the mines that delve deeper every day. Most of note is the sprawling building roughly in the center of the town. One part pub, one part government building, built from the bones of the original administration buildings with new wings tacked on every few years as the need arose.
Surrounding the town on all but the mountain side are several dozen new constructions, quick-build homes and single-pod containers repurposed to take in refugees. On the fourth side, butting up against the now flat cliffside of the mountain, several massive hangers and garages sit next to mining tunnels. From these gargantuan buildings the sounds of machinery and repairs can be heard ringing out at all hours.
PlentyAs the agricultural industry on Haven’s Garden grew in size, it was quickly determined that centralized distribution hubs were the most logical ways of arranging food shipments prior to their movement off world. As such, by order of the Governor and with the aid of the Adeptus Mechanicus, several hub cities were raised across the planet. Their intended purpose to act as both housing for agricultural workers as well as to store vast quantities of foodstuffs before their eventual movement to the spaceports. One of these cities is Plenty.
Due to the aid of the Mechanicus, the city of Plenty is laid out in a gargantuan grid pattern. Massive hab blocks form both the outermost parts of the city, as well as a smaller and more dense central plaza focused around an administrative quarter. Everything in between these two locations is crammed full of rows upon rows of warehouses for either foodstuffs or farming and mining equipment.
In current times, under the governing influence of the T'au, the city of Plenty has almost split in two. A curtain wall has been erected around the central hab blocks and administration buildings, signifying the extent of the T'au control. The Warehouses and outer hab blocks are damaged and battered from constant fighting, with several sections have completely toppled over.
It is said the T'au intend to retake the city and end the fighting within, offering protection to the citizens who in large part welcomed them. But for now, outside of the wall, Plenty is a warzone in microcosm.
Progress
Progress is the second largest city on Haven’s Garden and one of its main industry hubs. It would take in raw material from other cities like Gilt Edge to be manufactured into goods that are sent either throughout the planet or to be exported through the capital. However, recent events has turned the city into one of the seats of power for Chaos on Haven’s Garden.
While the city was mainly dominated by factories and facilities to support them, there were a few notable landmarks in it. There is the mayor’s manor in the center of the city where the leader of the city would reside for their 4 year term until a new one was elected. In front of the manor would be what was formerly known as the Emperor’s Square. This was a forum where people can gather for whatever reason, be it debates, protests, executions, parades, or PDF operations. In Chaos hands it’s known as the Master’s Square but it largely serves the same purpose as before. The last major building is the church, which also sits near the Square. What once was a spacious yet humble building has been defaced by its new occupants to be a temple dedicated to the Dark Gods. Priests and acolytes of various types conduct meetings and rituals to appease their patrons.
The city is circled by large walls lined with heavy weapons and traitor PDF to guard it not only from the loyal Imperial forces but other marauding Chaos factions. However, the gates are rarely closed due to the stream of raiders loyal to the city and to entice new converts to the Primordial Truth. Inside they would find battered but intact factories, apartments, and other supporting facilities churning out material to keep the city afloat. Cults, families, and gangs battle for territory and manpower within the city, but all pay tribute to the mayor. Known as the Voice of the Reclaimers, he rules from afar, but his presence and authority is always felt through the presence of the PDF loyal to him and the regular purges to root out spies and conspirators. Power can always be gained in Progress, if you have the strength and will to take it.