The 100 Codexery

The 13 Colonies' Settlements

Thirteen scars on the land, stitched into one fragile nation.

The 13 Colonies' Settlements represent the political and territorial framework of the unified human society that emerged in North America after the long wars between the Sky People and the Grounders came to an end. Rather than a single capital, the colonies are a network of distinct settlements—each rooted in the culture, geography, and history of the faction that originally claimed it—bound together under a shared governing council.

This structure is the living proof that the old enmities between the Ark's survivors and the surface-dwelling clans could be transcended. It is where Clarke Griffin, Bellamy Blake, and their generation shaped a fragile peace into something resembling a nation, before ultimately deciding that Earth itself was no longer a safe home for their children.

Type
Unified settlement network / political body
Location
North American continent
Governance
Elected council (Assembly of the 13)
Key figures
Clarke Griffin, Bellamy Blake, Octavia Blake-Santos
Population composition
Sky People and Grounders (unified)
Status
Active through the series' final arc; abandoned as humanity departs Earth

Lore & Background

After the devastating conflicts that pitted the Mountain Men, the Grounder clans, and the Sky People against one another, a fragile ceasefire held. The 13 Colonies were not founded in a single triumphant moment but negotiated slowly, settlement by settlement, as former enemies learned to share water rights, trade routes, and children. Each colony retained its local customs—the Mountain Men still hunted in the high passes, the Grounder clans still tended their agricultural terraces, the Sky People still maintained their radio towers and small workshops—but all answered to a common Assembly.

Clarke Griffin, who had spent the series' middle years as a warrior, healer, and reluctant leader, became the face of this new political order. She argued in the Assembly hall not with a sword but with a voice hoarse from years of shouting orders in battle. Bellamy Blake, who had carried the weight of the Sky People's survival since the Ark's fall, served as a military and logistical anchor, ensuring the colonies' defenses held. Octavia, shaped by her time among the Mountain Men, bridged the cultural gap between the two peoples and became a voice for those who had lost everything in the wars.

The colonies' greatest test came not from an external enemy but from the knowledge that Earth's atmosphere and resources were degrading beyond recovery. The Assembly's final deliberations—whether to stay and fight for a dying world or to build a ship and seek a new one—defined the end of the 13 Colonies' story. They chose the sky again, carrying the memory of the land with them.

In Their Own Story

The morning the Assembly voted to build the ship, the rain came sideways off the ridge. Clarke stood in the colonnade of the central hall, watching the mist swallow the terraced fields below. A Mountain Man elder pressed a rough clay cup of tea into her hand—his fingers still stained with the red pigment he used to mark hunting grounds. She drank it in one swallow, the way her mother used to, and set the cup back on the stone ledge. Behind her, the murmur of two hundred voices arguing in three dialects filled the rafters. No one was shouting anymore. That, she thought, was the real victory. Not the walls, not the treaties pinned to the walls with iron nails. The quiet. The fact that a Grounder farmer and a Sky People engineer could stand in the same doorway and argue about seed stock without reaching for a knife. She wiped her mouth, turned back to the crowd, and said, "We build it. We leave. And we remember what this place felt like." The rain kept falling. The tea cup sat empty on the ledge, and no one moved it.

Reader's Guide

You arrive at the central settlement on foot, following the old radio-tower path that the Sky People first cut through the forest. The air smells of woodsmoke and wet stone. The Assembly hall is a long, low structure of packed earth and timber, its walls thick enough to muffle the thunder that rolls in from the eastern passes. Inside, the seats are arranged in a rough circle—no head of the table, no throne. A carved wooden token marks each colony's delegate.

To the north, the Mountain territory rises in jagged grey spires. The clans there still paint their shields with the old war-sigils, though the designs now incorporate Sky People geometric patterns alongside the traditional mountain motifs. The passes are narrow, defensible, and cold even in summer. You'll see hunters tracking ibex along the scree, their movements silent and practiced.

South of the central hall, the Grounder agricultural terraces cascade down the valley in green steps. The clans here grow grain, root vegetables, and medicinal herbs. Their longhouses are low, round, and warm, with hearths that never go out. Children chase each other between the drying racks, and the smell of fermenting grain hangs in the air.

The Sky People quarter sits on a slight rise to the west, identifiable by its rectangular buildings, the hum of generators, and the radio mast that still catches the wind. It's smaller than it once was—many of the original Ark structures have been repurposed or dismantled for the colonies' shared infrastructure. A workshop at the edge of the settlement is where the ship's components are being fabricated, the clanging of metal echoing at odd hours.

Over the course of the series, the settlements shift: walls are reinforced, then torn down; trade routes open and close; the Assembly hall is expanded as new delegates arrive. By the final days, the whole network is in a state of controlled urgency—fields are harvested early, stores are packed, and the radio mast is being dismantled piece by piece. The land is being left behind, and everyone knows it.

Did You Know?

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