Ducateon Designed Settlements follow templates and typical approaches. Generally speaking, every chamber in a Ducateon settlement had a specific function, with related ones as close and connected as possible. Most of the time there was no “doubling up” of function or purpose. This leads to settlements having a great number of chambers and connecting passages, making it seem like an uncoordinated maze to outsiders.
Each room and tunnel’s entrance is marked with a symbol (usually made from soda-lime glass to fluoresce green-yellow in UV light) that tells the walker what audial effect is in the chamber. In turn, this lets them know how to adjust their voice to avoid the changes to the sound of their voice in the room.
Most Ducateon have an area where they funnel intruders through – opening what amounts to sprinklers and cold air blasts – to extinguish natural lights of their pursuers. This is usually in the main connection between Holt and Out-Holt.
Humanoids not Ducateon (having ultraviolet sight or feet w/gripping nails) or without Blindsight lose 2m of Movement unless the area is brightly lit. Enhanced or amplified vision requires some light to be effective.
CONSISTENCY is paramount.
Levels of Order: Ducateon adhere to consistency over everything else, and have multiple approaches to implementing an “orderly” design. They typically follow one of two patterns, either adhering to Strict Linear or Alien Organic.