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List of DC Universe locations
List of DC Universe locations
from Wikipedia

This page lists significant locations in the DC Universe, the shared universe setting of DC Comics.

Sites

[edit]

Arrowcave

[edit]

The Arrowcave is the former base of operations of the Green Arrow and Speedy.

Avernus Cemetery

[edit]

Avernus Cemetery is a hidden burial ground in Central City for deceased members of the Rogues.

Batcave

[edit]

The Batcave is the headquarters of Batman. It is located beneath Wayne Manor.

Big Belly Burger

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Big Belly Burger is a fast food chain that was founded in the 1950s and later bought by LexCorp.[1] It started out in the fictional location of Coast City, home of Hal Jordan.[2] The restaurant was inspired by Bob's Big Boy.

Big Belly Burger in other media

[edit]

Burnside

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Burnside is a borough of Gotham City that is connected to Gotham by the Burnside Bridge. It is home to The New 52 version of Batgirl (Barbara Gordon) and appears in Batman '89 as the birthplace of Drake Winston and Harvey Dent.

Casanova Club

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The Casanova Club is a nightclub owned by Alex Logue in Newcastle, England. It was there that a demon was summoned and John Constantine failed to save a young girl named Astra Logue who was taken to Hell.

Crime Alley

[edit]

Crime Alley is the most dangerous area of Gotham City, where Thomas and Martha Wayne were killed by Joe Chill during a mugging. It was previously known as Park Row before gaining its infamous reputation.

Daily Planet Building

[edit]

The Daily Planet Building is the home office of the Daily Planet, Metropolis' main newspaper.

Danny the Street

[edit]

Danny the Street is a sentient street and a member of the Doom Patrol.

Flash Museum

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The Flash Museum is a memorial to the Flash (Barry Allen). It is located in Central City.

Fortress of Solitude

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The Fortress of Solitude is an Arctic fortress used by Superman as a secret base. It is located near the North Pole.

Hall of Doom

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The Hall of Doom is the home base of the Legion of Doom.

Hall of Justice

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The Hall of Justice is the one-time home base of the Justice League. A version of the Hall of Justice serves as the headquarters of the Justice League in the animated series Super Friends.

Hall of Justice in other media

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  • The Hall of Justice appears in Justice League Unlimited.
  • The Hall of Justice appears in Young Justice. This version is a public tourist spot and decoy that hides the existence of the Watchtower.

House of Mystery

[edit]

The House of Mystery is an extradimensional structure presided over by Cain.

House of Secrets

[edit]

The House of Secrets is an extradimensional structure presided over by Abel. A version of this is also the headquarters of the Secret Six.

Reichuss Mansion

[edit]

The Reichuss Mansion is a mobile haunted house that served as the House of Secrets in the 1990s Vertigo series.

Iceberg Lounge

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The Iceberg Lounge is a nightclub and base of operations for the Penguin. It is located in Gotham City.[6]

Iceberg Lounge in other media

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Justice Society Headquarters

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The current version of the Justice Society Headquarters is built on the foundation of the former brownstone headquarters and museum. The former headquarters in Gotham City, the latter in Manhattan. Sometimes called Dodds Mansion.

Justice Society Headquarters in other media

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The Justice Society Headquarters appears in the Smallville episode "Absolute Justice".

LexCorp Towers Complex

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The LexCorp Towers complex is the former headquarters of Lex Luthor. It is located in Metropolis.

Lux

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Lux is the bar/nightclub based in Los Angeles owned by Lucifer Morningstar and his mistress Mazikeen.

Netherworld

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The Netherworld is a fictional area of the city of Chicago.

Oblivion Bar

[edit]

The Oblivion Bar is an extradimensional bar used as a gathering place/hangout for magic users, as well as the headquarters for the Shadowpact.

Project Cadmus

[edit]

Project Cadmus is an experimental genetics lab. It is located in Metropolis.

The Young Justice animated series has it located in Washington, D.C.

Sanctum of Doctor Fate

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The Sanctum of Doctor Fate is Doctor Fate's headquarters. It is located in Salem, Massachusetts.

Secret Sanctuary

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The Secret Sanctuary is the original headquarters of the Justice League of America and briefly headquarters of the Doom Patrol. It is located in Happy Harbor, Rhode Island.

Sherwood Florist

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Sherwood Florist is originally in Seattle and now in Star City, the business operated by Black Canary.

Suicide Slum

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Suicide Slum (officially named "Southside") is a particularly impoverished and crime-ridden neighborhood in Metropolis. Post-Crisis, Lex Luthor was born and raised here prior to building his fortune.

Titans Tower

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Titans Tower is the headquarters of the Teen Titans, originally located in New York City and currently located in San Francisco.

Titans Tower in other media

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Underworld

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The Underworld is a place in Metropolis's sewers which is rejected by society and where the Warworlders took control.

Valhalla Cemetery

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Valhalla Cemetery is a burial ground located in Metropolis for superheroes who have died in the line of duty.

Wayne Manor

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Wayne Manor is the ancestral home of Batman. It is located outside Gotham City.

Wayne Tower

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Wayne Tower is the location of the main offices of Wayne Enterprises, located in downtown Gotham City.

Correctional facilities

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Arkham Asylum

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Arkham Asylum is an asylum in Gotham City that houses criminally insane convicts.

Belle Reve

[edit]

Belle Reve is a high security metahuman prison located in St. Roch, Louisiana and the headquarters of the Suicide Squad.

Belle Reve in other media
[edit]

Blackgate Penitentiary

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Blackgate Penitentiary is a prison in Gotham City that houses non-metahuman criminals, such as Rupert Thorne, Carmine Falcone, the Penguin, Arnold Wesker / Ventriloquist, Arthur Brown / Cluemaster and Victor Zsasz.[8]

Blackgate Penitentiary in other media
[edit]

Gotham State Penitentiary

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Gotham State Penitentiary is a prison located in the Sommerset neighborhood, near Arkham Asylum.[9][10]

Gotham State Penitentiary in other media
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Gotham State Penitentiary appears in Batman (1966).

Iron Heights Penitentiary

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Iron Heights Penitentiary is a high security prison devised for many of the foes of the Flash. It is located near Keystone City.

Iron Heights Penitentiary in other media
[edit]

Peña Duro

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Peña Duro, also called Hard Rock in English, is the former prison of the villain Bane that is located in Santa Prisca. He served a life sentence there as a child because of the actions committed by his elusive father King Snake.[11]

Rock Falls Penitentiary

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Rock Falls Penitentiary is a prison in Rock Falls, Iowa, that originates from the film Shazam!. It is incorporated into subsequent comics as a prison that had a section built to house the magic-based enemies of the Shazam Family.

Ravenscar Secure Facility

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Ravenscar Secure Facility is a mental asylum in Yorkshire where John Constantine was committed after the Newcastle Incident.

Slabside Island

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Slabside Island, also called the Slab and Slabside Penitentiary, is a high security metahuman prison. Originally in New Jersey, it was later transported to Antarctica after the Joker's "Last Laugh" riot. Shilo Norman was the original warden of Slabside Penitentiary.

Slabside Island in other media
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  • A version of Slabside Island called Slabside Maximum Security Prison appears in Arrow.[12]

Stryker's Island

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Stryker's Island is a prominent penitentiary in Metropolis specifically New Troy's West River.[13][14]

Stryker's Island in other media
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Industrial sites

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Ace Chemicals

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Ace Chemicals is a chemical plant in Gotham City where the Joker supposedly originated.[17]

Ace Chemicals in other media
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AmerTek Industries

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AmerTek Industries is a military arms dealer previously in Washington, D.C. that was run by Colonel Thomas Weston. John Henry Irons worked there until he discovered his inventions were being used for evil purposes.

AmerTek Industries in other media
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Daggett Industries

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Daggett Industries is a pharmaceutical company founded and owned by Roland Daggett. Created for Batman: The Animated Series, Daggett Industries later appeared in the main comics continuity.

Daggett Industries in other media
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Daggett Industries later appeared in The Dark Knight Rises where it was run by John Daggett before he was killed by Bane.

Ferris Aircraft

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Ferris Aircraft is Coast City's aerospace company that was originally founded and owned by Carl Ferris and Conrad Bloch[19] and now run by his daughter, Carol Ferris.

Ferris Aircraft in other media
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GothCorp

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GothCorp is a company based in Gotham City, founded and owned by Ferris Boyle, targeted by ex-employee Victor Fries. Created for Batman: The Animated Series, the company later appeared in The Batman and the Arkhamverse as well as appearing in the mainstream comics.

Kord Industries

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Kord Industries is an industrial firm founded and owned by Ted Kord.

Kord Industries in other media
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LexCorp

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LexCorp is an international multi-corporation founded and owned by Lex Luthor.

Lord Technologies

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Lord Technologies is founded and owned by Maxwell Lord in the Arrowverse.

Lord Technologies in other media
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Rathaway Industries

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Rathaway Industries is founded by Osgood Rathaway, father of the Pied Piper.

Queen Industries

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Queen Industries is an international corporation founded and owned by Robert and Moira Queen and later run by their son Oliver Queen.

Queen Industries in other media
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  • Queen Industries appears in Arrow.

Stagg Enterprises

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Stagg Enterprises is a research and development firm in genetics research founded by Simon Stagg.

Stagg Enterprises in other media
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  • Stagg Enterprises appears in the Justice League episode "Metamorphosis".

Steelworks

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Steelworks is located in Metropolis. It is founded and owned by John Henry Irons.

S.T.A.R. Labs

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S.T.A.R. Labs, short for Scientific and Technological Advanced Research Laboratories, a place of scientific research on metahuman studies located in various facilities. It "quickly became a mainstay of the pre-Flashpoint DC universe, acting as a prison for metahuman menaces and a medical resource for injured or mysteriously afflicted Super Heroes."[20] S.T.A.R. Labs has also appeared in various other media, including the DC Animated Universe, Smallville, the Arrowverse, the DC Extended Universe, and the DC Animated Movie Universe.

Wayne Enterprises

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Wayne Enterprises is an international multi-corporation owned by Bruce Wayne.

Extraterrestrial sites

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Hardcore Station

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Hardcore Station is a lawless space-city run by corporations.

Justice League Satellite

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Justice League Satellite is the headquarters of the Justice League of America, located in orbit 22,300 miles above the surface of the Earth. It is destroyed during Crisis on Infinite Earths, but rebuilt in Justice League of America Vol. 2 #7 after Infinite Crisis, later destroyed in Forever Evil.[21] A third one was gifted by LexCorp under the title "Watchtower".[22]

Justice League Watchtower

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Justice League Watchtower, originally a White Martian base located on the Moon, is later used as the headquarters of the JLA during the run of JLA equipping with advanced technology from races like the New Gods and Kryptonians.[23]

Justice League Watchtower in other media
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  • The Watchtower appears in media set in the DC Animated Universe (DCAU). This version was built by Batman.[24]
  • The Watchtower appears in Justice League Action. This version was built on a dormant artificial volcano in the waters around Metropolis.[25]

Portworld

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Portworld is an intergalactic spaceport and home of Green Lanterns Wyxla and Tahr.[26]

Starlag

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Starlag is a prison station used by the Alien Alliance. It first appeared in Invasion! #1 (January 1989).

Ranx the Sentient City

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Ranx the Sentient City is a sentient city and a member of the Sinestro Corps. It is later destroyed by Green Lantern Sodam Yat.[27]

Warworld

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Warworld is an artificial planet used by Mongul and Brainiac.

Warworld in other media
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Schools and universities

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Burnside College

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Burnside College is the private college that Batgirl (Barbara Gordon) attends in the New 52 universe.

Gotham Academy

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Gotham Academy, as of DC Rebirth continuity, is a prestigious private boarding school that many of Gotham City's elite have attended. It is also the setting of Gotham Academy.

Gotham Academy in other media
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  • Gotham Academy appears in The Batman episode "Attack of the Terrible Trio".
  • Gotham Academy appears in Young Justice.

Gotham Military Academy

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Gotham Military Academy is a military academy located in Gotham City. Colonel Sophie Moore, a former classmate and girlfriend of Kate Kane when the two attended West Point, is an instructor there.[28]

Gotham University

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Gotham University, also called Gotham State University, is located in Gotham City. In the Golden Age story "The Man Behind the Red Hood!", Batman and Robin, while teaching a criminology class, discovered that the Joker was the criminal formerly known as the Red Hood. Other staff and students include Jonathan Crane[29] and Stephanie Brown.

Holliday College

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Holliday College is the main university in Gateway City. Wonder Woman met the Beeta Lambda sorority members the Holliday Girls and Etta Candy there.

Hudson University

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Hudson University is a university located in New Carthage, New York.[30] Notable former students and staff include Dick Grayson,[31] Martin Stein,[32] and Duela Dent.[33] It was first mentioned in Batman comics in the late 1940s.[32][34] Hudson University has also appeared in the Law & Order franchise and other TV series.[33][34][35]

Ivy University

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Ivy University is located in Ivy Town. Ray Palmer / Atom used to work in its physics department.

Legion Academy

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The Legion Academy is a training school for the Legion of Super-Heroes. It is located in Metropolis in the 31st century.

Metropolis University

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Metropolis University is the main university in Metropolis. Clark Kent is an alumnus of MU.

Midwestern University

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Midwestern University, located in Keystone City, this university is the alma mater of Jay Garrick. In some stories, the school is called Western State University.[36]

Sanford Military Academy

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Sanford Military Academy is an international boarding school with a reputation as a "dumping ground" for problem children from wealthy families.[37]

Stanhope College

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Stanhope College is a college located outside Metropolis. Linda Lee, the Silver Age Supergirl, was a former student.[38] Post-Crisis, the school, now located in Leesburg, Virginia, is renamed Stanhope University; Linda Danvers is enrolled here.

Université Notre Dame des Ombres

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Université Notre Dame des Ombres (Our Lady of the Shadows University) is a college in France for the training of spies and super-enhanced humans. The headmistress is the former Phantom Lady Sandra Knight. Graduates include the future Phantom Lady Dee Tyler, and Vivian and Constance D'Aramis.

Sites that exist exclusively in other DC media

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Stonegate Prison

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Stonegate Prison is a prison that is analogous to Blackgate Prison in Batman: The Animated Series and the greater DC Animated Universe.

Cities of the DC Universe Earth

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Fictional cities

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Amnesty Bay

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Amnesty Bay is the surface-home of Aquaman and his father Thomas Curry. It is located in Maine, but relocated in Massachusetts during The New 52.[39]

Baralsville

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Baralsville is a small mining town that is visited by Clark Kent. It is located in northern Pennsylvania.[40]

Blüdhaven

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Blüdhaven is the former home of Dick Grayson (Nightwing) of the Post-Zero Hour continuity that was destroyed by the Secret Society of Super Villains during Infinite Crisis.[41] In the New 52 universe, during the DC Rebirth event, the Dick Grayson of that continuity later settled in his reality's version[42] after the pre-Flashpoint Superman told him the story about his alternate universe counterpart.[43] Blüdhaven is located near Gotham City in southern New Jersey.

Blue Valley

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Blue Valley is the birthplace of the third Flash (Wally West) and home of Stargirl. It is located in Nebraska.[44]

Blue Valley in other media
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  • Blue Valley was the main setting of Stargirl.

Calvin City

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Calvin City is the home of the Golden Age Atom. It is located in Pennsylvania.[45]

Central City

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Central City is the former home of the second Flash (Barry Allen). It has been variously stated to be in Ohio, Illinois, Missouri, and Florida.

Central City in other media
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Charlton's Point

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Charlton's Point is the home of Miguel Devante and the Son of Vulcan.

Civic City

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Civic City is the former home of the Justice Society of America. It is located in Pennsylvania.

Civic City in other media
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  • Civic City was featured in Stargirl. The Justice Society has a headquarters and museum there.

Coast City

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Coast City is the home of Green Lantern Hal Jordan. The city is destroyed by Mongul and the Cyborg Superman during the "Reign of the Supermen" storyline. It is later restored by the Spectre and Hal Jordan.[46] Located in California.

Codsville

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Codsville is a small fishing village in Maine for which the original Doom Patrol gave their lives.[47][48][49] Codsville was then renamed "Four Heroes City" in their honor.

Codsville in other media
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Cosmos

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Cosmos is the hometown of the Teen Titan Risk. It is located in Colorado.

Crucible

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Crucible is a city briefly visited by the Resurrection Man. It is located in Georgia, on Interstate 285.[50]

Dakota City

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Dakota City is the home of Icon, Static, the Shadow Cabinet and the Blood Syndicate.

Dakota City
[edit]

Delta City

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Delta City is the home of the Heckler and Vext. It is established in Vext #1 that it exists within regular DCU continuity.[51]

Dos Rios

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Dos Rios is the home of the second El Diablo. It is located in Texas.

Elmond

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Elmond is the home of Hawk and Dove. It is located in Oregon.[52]

Empire City

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Empire City is the home of the second Manhunter, Paul Kirk. It is located somewhere in the East Coast of the United States.[53]

Evergreen City

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Evergreen City is the former home of Green Lantern Hal Jordan. It is located in Washington.[54]

Fairfax

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Fairfax is a New England town that is home to Chris King and Vicki Grant.

Fairfield

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Fairfield is the former home of Billy Batson (Captain Marvel), Mary Batson (Mary Marvel), and their adopted parents. It is later destroyed by Mister Atom.

Fawcett City

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Fawcett City is the home of Captain Marvel, the Marvel Family, Bulletman and Bulletgirl, Ibis the Invincible, and several other characters formerly associated with Fawcett Comics.

Fawcett City in other media
[edit]

Feithera

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Feithera is a hidden city of bird-people. The home of Northwind. It is located in Greenland (destroyed).

Freeland

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Freeland is a neighborhood in the city of Metropolis.

Freeland in other media
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Gateway City

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Gateway City is the former home of Wonder Woman, the first Mister Terrific, and the Spectre. It is located in California.

Gorilla City

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Gorilla City is a hidden city populated by super-intelligent primates, including Detective Chimp, Solovar, Gorilla Grodd, Monsieur Mallah, and Giganta. It is located in Equatorial Africa.

Gorilla City in other media
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Gotham City

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Gotham City is the home of Batman and Alan Scott, among other characters. It is located in New Jersey along Delaware Bay.

Happy Harbor

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Happy Harbor is the location of the Secret Sanctuary of the JLA, and former home of Snapper Carr and the Red Tornado. It is located in Rhode Island.[55][56]

Happy Harbor in other media
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  • In Young Justice, it is the base of the League and the Team, and known as "Mount Justice".

Hatton Corners

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Hatton Corners is a small town saved from Mister Twister by the Teen Titans in their first appearance.[57]

Hidden City

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The Hidden City is the home of the magically gifted Homo Magi, including Zatara and Zatanna. It is located in Turkey.

Hope Springs

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Hope Springs is a small mining town which was once part of the Mosaic World.[58] It is located in West Virginia.[59]

Hub City

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Hub City is the home of the Question and the Dan Garrett version of Blue Beetle.

Ivy Town

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Ivy Town is the home of the second and current Atom. It is located in Massachusetts.[60]

Ivy Town in other media
[edit]

Keystone City

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Keystone City is the home of both the first and third Flashes: Jay Garrick and Wally West, as well as Jakeem Thunder. In the earlier comics, Keystone City is located on Earth-Two. In the Post-Crisis comics, Keystone City is located across a river from Central City and located in Kansas.[61]

Keystone City in other media
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Liberty Hill

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Liberty Hill is the hometown of the third Tattooed Man. It is located in the Washington metropolitan area.[62]

Littleville

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Littleville is the home of Robby Reed. It is located in Colorado.[63][64][65]

Manchester

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Manchester is the adopted hometown of Bart Allen/Kid Flash. It is located in Alabama.[66]

Mapleton

[edit]

Mapleville is a small town Superman visited in Action Comics #179.

Metropolis

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Metropolis is the home of Superman. Metropolis is speculated to be located in the city of Cleveland, Ohio or in a region of New York/New Jersey, although the vast majority of sources within DC have placed Metropolis in Delaware, on the opposite side of the Delaware Bay from Gotham City in New Jersey. In the Bronze Age continuity, these two cities were considered "twin cities" and were connected by the "Metro-Narrows Bridge", stated to be the longest suspension bridge on Earth-One.[67]

Middleton

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Middleton is the former home of the Martian Manhunter. It is located in Colorado,[68] north of Denver.

Midway City

[edit]

Midway City is the former home of Hawkman and Hawkwoman and the Doom Patrol. It is located in Michigan, previously in Illinois.[69][70]

Midway City in other media
[edit]

Midwest City

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Midwest City is the former home of Captain Comet in pre-Crisis continuity.

Midvale

[edit]

Midvale is the home of the pre-Crisis Supergirl.[71]

Monument Point

[edit]

Monument Point is the home to the Justice Society of America as they try to rebuild the city after they failed to save it from destruction.

Nanda Parbat

[edit]

Nanda Parbat is a mystical city hidden in the mountains of Tibet, primarily associated with the hero Deadman.

National City

[edit]

National City is the home of Supergirl, located in southern California. It was originally created for her eponymous TV series, but was later adapted into the comics,[72] and then used as Supergirl's home starting from DC Rebirth.[73]

New Carthage

[edit]

New Carthage is the location of Hudson University where Dick Grayson (among others) attended college. It is located in New York.

New Venice

[edit]

New Venice is a partially submerged city used as Aquaman's base of operations for a time. It is located in Florida.[74]

Opal City

[edit]

Opal City is the home of Starman.

Park City

[edit]

Park City is the former home of the second Black Canary on Earth-Two.

Platinum Flats

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Platinum Flats is the home of the Birds of Prey beginning in 2008. It is located in California.[75]

Port Oswego

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Port Oswego is the home of Naomi, located in Oregon.[76][77]

Portsmouth

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Portsmouth is the home of the second Doctor Mid-Nite. It is located in Washington.[78]

Radiance

[edit]

Radiance is the home of the 1940s hero Little Boy Blue. It is located in Pennsylvania.[79]

River City

[edit]

River City is the home of the Odd Man.

Santa Marta

[edit]

Santa Marta is a city that served the Flash briefly as a base of operations. It was all but destroyed by Major Disaster. It is located in California.[80]

Science City

[edit]

Science City is the home of the Titan Red Star. It is located in Russia.

Smallville

[edit]

Smallville is the former home of Clark Kent and Conner Kent. It is located in Kansas.

Solar City

[edit]

Solar City is the home of Bruce Gordon/Eclipso. It is located in Florida.

Star City

[edit]

Star City is the home of the Green Arrow. Its location has varied over the years; however, the DC Rebirth Green Arrow series specifically states it was originally Seattle, only later being renamed Star City.

Star City in other media
[edit]
  • In the Arrowverse, it was originally named Starling City before it was rebranded as Star City by Ray Palmer.

Sub Diego

[edit]

Sub Diego is a submerged part of San Diego located off the coast of California. It is the home of Aquagirl and served as a base of operations for Aquaman for a time. Some of its residents were subjected to an underwater-breathing serum created by the scientist Anton Geist. The city is run by Mayor Cal Durham.

Superbia

[edit]

Superbia is the home base of the Ultramarine Corps. Originally based in the radioactive remains of Montevideo, it is later smashed into Kinshasa.

Tinisha

[edit]

Tinasha is located in the Democratic Republic of the Congo. It is the base of operations for David Zavimbe, the first Batwing.

Vanity

[edit]

Vanity is the home of Aztek. It is located in Oregon.

Viceroy

[edit]

Viceroy is the home of the Resurrection Man. It is located in South Carolina.[81]

Violet Valley

[edit]

Violet Valley is the home of the Rachel Pollack version of the Doom Patrol.

Zenith City

[edit]

Zenith City is a city located near Robby Reed's home in Littleville.[82]

Actual cities that also exist on the DC Universe Earth

[edit]

Cities that exist exclusively in other DC media

[edit]

Capitol City

[edit]

Capitol City is a major city near Shusterville, and the location of the office of the Bureau for Extra-Normal Matters, where Clark Kent and Lana Lang are interns. It is located in Florida. (Superboy)

Dairyland

[edit]

Dairyland is a lush farmland located in the Heartland. (Super Friends: Season 1, Episode 7)

Jump City

[edit]

Jump City is the hometown of the Teen Titans and most of their enemies in the animated series Teen Titans and Teen Titans Go!. It is located on the West Coast.

Londinium

[edit]

Londinium is a fictionalized version of London, England. (Batman: Season 3, Episodes 105–107).

Steel City

[edit]

Steel City is the hometown of Titans East in the Teen Titans series. It is located on the East Coast.

Seaboard City

[edit]

Seaboard City is an alternate-universe city appearing in the Justice League episode "Legends" that is home to the Justice Guild of America and Injustice Guild of America. Their exploits are viewed as fiction by the inhabitants of the main universe, who were inspired to create comics based on them.

Shusterville

[edit]

Shusterville is a small college town in Florida where Clark Kent and T.J. White attend the Siegel School of Journalism. The two locations are named for Superman's creators, Joe Shuster and Jerry Siegel. (Superboy)

Tempest Key

[edit]

Tempest Key is the home of Arthur Curry in the unaired CW pilot Aquaman. It is located near the Bermuda Triangle, presumably in Florida.

Fictional geographic locations and countries of the DC Universe Earth

[edit]

Abyysia

[edit]

Abyssia is an underground nation once infested by vampires that was saved by the Outsiders.

Atlantis

[edit]

Atlantis is the legendary sunken continent. It is ruled by Aquaman.

Badhnisia

[edit]

Badhnisia is a small South Seas island nation, in or near present-day Indonesia, where Johnny Thunder was raised.[84][85]

Bana-Mighdall

[edit]

Bana-Mighdall is a fictional Amazon nation located in the Middle East. It is the birthplace of Artemis.

Bialya

[edit]

Bialya is a fictional Middle Eastern country and former refuge of supervillains, once ruled by Queen Bee. It is decimated by Black Adam during 52.

Bialya in other media

[edit]

Bhutran

[edit]

Bhutran is a fictional isolated land in southern Asia surrounded by mountains. First appeared in Superman (vol. 2) #97 (February 1995).

Blackhawk Island

[edit]

Blackhawk Island is the former home base of the Blackhawks.

Boravia

[edit]

Boravia is a European country that faced a civil war. First appeared in Superman #2 (September 1939).

Boravia in other media

[edit]

Bulgravia

[edit]

Bulgravia is a fictional Balkan country.

Corto Maltese

[edit]

Corto Maltese is a war-torn island featured in The Dark Knight Returns.[86] It is named after the comic series of the same name.

Corto Maltese later appeared in the mainstream comics.[87]

Corto Maltese in other media

[edit]
  • Corto Maltese is featured in Batman (1989).
  • Corto Maltese is featured in Smallville.
  • Corto Maltese is featured in the TV series set in the Arrowverse:
    • Corto Maltese is featured in Arrow.
    • Corto Maltese is featured in Supergirl.
  • Corto Maltese appears in The Suicide Squad. This version is ruled by anti-communist dictators who are allied with the United States after they overthrew the Herrera Family and the Jotunheim Project involving Starro was kept there. These actions called a revolutionary army to be formed by Sol Soria who knew the Herrera Family. After Harley Quinn killed the dictator Silvio Luna and Starro was destroyed by Task Force X, Sol Soria took control of Corto Maltese where she liberated it from tyranny and allowed free elections to happen.

Dinosaur Island

[edit]

Dinosaur Island is an uncharted Pacific island inhabited by dinosaurs that survived their species' extinction.

Dinosaur Island is an uncharted Pacific island which seems to have first been discovered by Enemy Ace in 1927 when he flew Bat Lash, Biff Bradley, General Joseph Stilwell, and "Chop-Chop" (presumably the father of the Blackhawks member) to the island on a mission for Chiang Kai-shek. The island had long been a legend to the Chinese people (known as Dragon Island at the time) and was believed to hold the mystical Swords of Fan. During this mission, the adventurers encounter Vandal Savage and Miss Fear, in addition to the dangerous dinosaurs. This tale appeared in the Guns of the Dragon mini-series.[88]

During World War II, several United States submarines seemingly disappear after encountering an area of seismic disturbances. Marines land on a nearby island hoping to find survivors, but instead, find that the earthquakes has awakened the remote island's resident dinosaur population. The prehistoric beasts had been preserved via suspended animation for centuries. With their weapons essentially useless, the squad of Marines barely escapes to tell the tale.

Despite the presence of dinosaurs, the U.S. government consider the island a valuable strategic location in its war against Japan. Several expeditions and operations take place at the island. The island is also used as a proving ground for the automated soldiers designated G.I. Robot, which prove to be no match for the dinosaurs. The Creature Commandos, the Flying Boots, and the original Suicide Squad all take part in missions on the island during World War II.

It is theorized that the island exists in a state of temporal flux. Black Canary lands on the island in modern times, only to find it still inhabited by Japanese soldiers who are keeping Gunner and Sarge of the Losers in a P.O.W. camp.

Dinosaur Island in other media

[edit]
  • Dinosaur Island appears in Batman: The Brave and the Bold. This version is located in the Caribbean.
  • A variation of Dinosaur Island appears in the Justice League Action episode "Booster's Gold". This version is an island located in the Bermuda Triangle that Booster Gold built a theme park on and brought dinosaurs to via time travel. However, Green Arrow inspires Booster Gold to erase the park from existence by stopping his past self from ever creating the island.
  • The Centre, a character inspired by Dinosaur Island, appears in Justice League: The New Frontier, voiced by Keith David.[89] It is a monstrous creature born from the Earth that has the appearance of a floating island, possesses psychic abilities, and can transform its body to extrude tentacles and spawn dinosaur minions. Having observed the evolution of Earth, it came to view humanity as a threat and settled in the Pacific, gaining a reputation as an omnipresent spirit with no beginning or end. The Justice League work together to trap the Centre and hurl it into space, where its body implodes.
  • Dinosaur Island appears in DC Showcase: The Losers.
  • Dinosaur Island appears in Lego DC Super-Villains.

Galonia

[edit]

Galonia is one of several minor European nations controlled by the Earth-Two Lex Luthor.

Gotham Bay

[edit]

Gotham Bay is a river which runs through Gotham City.

Hasaragua

[edit]

Hasaragua is a fictional South American country and the home of Brutale.

Jarhanpur

[edit]

Jarhanpur is an ancient land ruled by Rama Khan, described by its inhabitants as a "living land". First appeared in JLA #62 (March 2002).

Jarhanpur in other media

[edit]

Kahndaq

[edit]

Kahndaq is a fictional Middle Eastern country, home of, and formerly ruled by, Black Adam. It is generally depicted as occupying part of the Sinai Peninsula, the Asian portion of Egypt.

Kahndaq in other media

[edit]
  • Kahndaq appears in Black Adam. In the past, it was oppressed by King Ahk-Ton before he and his followers were slain by Black Adam. In the present, Kahndaq was taken over by a branch of Intergang led by Ahk-Ton's descendant Ishmael Gregor, who is seeking the Crown of Sabbac. The Intergang branch was later decimated by Black Adam who later killed Ishmael's Sabbac form.

Kasnia

[edit]

Kasnia is a fictional war-torn Balkan country, sometimes spelled Kaznia. It was created for the DC Animated Universe and also appears in Justice League Action, the Arrowverse, DC Universe Online, and Deathstroke: Knights & Dragons.[90]

Kor

[edit]

Kor is the fictional African kingdom of Doctor Mist.

Markovia

[edit]

Markovia is the home of Terra (Tara Markov) and Geo-Force (Brion Markov). Originally ruled by Tara and Brion's father, King Viktor Markov, Brion assumes leadership of Markovia after Viktor is killed.[91]

Markovia in other media

[edit]

Molinia

[edit]

Molinia is a fictional Latin American country. First appears in "A Job for Superhombre," Superman #53 (August 1948).

Modora

[edit]

Modora is the home of Sonar.

Pokolistan

[edit]

Pokolistan is a nation which occupies the site of the former Modora. It was previously ruled by General Zod.

Pokolistan in other media

[edit]

Nairomi

[edit]

Nairomi is an African country originally referenced in Batman #79.

Nairomi in other media

[edit]

Nyasir

[edit]

Nyasir is an Eastern-African country with a strong 'Redemption' religious movement.

Oolong Island

[edit]

Oolong Island is the home base of Chang Tzu and occasionally the Doom Patrol.

Qurac

[edit]

Qurac is a Middle Eastern country. It is located on the west side of the Persian Gulf on the Arabian Peninsula.

Qurac in other media

[edit]

Rhapastan

[edit]

Rhapastan is a Middle Eastern country said to border Turkey. Plastic Man and Aquaman attempt to broker a ceasefire in Rhapastan during the "Tower of Babel" storyline.[94]

Rheelasia

[edit]

Rheelasia is a fictional Asian country. First appeared in Birds of Prey #1 (January 1999).

San Monté

[edit]

San Monté is a fictional Latin American country. It first appeared in "War in San Monté," Action Comics #2 (July 1938).

San Sebor

[edit]

San Sebor is a country that was overthrown by the corporate-sponsored Conglomerate.

Santa Prisca

[edit]

Santa Prisca is a Caribbean island, homeland of Bane.

Slaughter Swamp

[edit]

Slaughter Swamp is a paranormal wetland region found on the outskirts of Gotham City and birthplace of Solomon Grundy.[95]

Slaughter Swamp in other media

[edit]

Superbia

[edit]

Superbia is a mobile city-state which initially floated above the radioactive ruins of Montevideo, Uruguay.

Starfish Island

[edit]

Starfish Island is the island where billionaire Oliver Queen was stranded before becoming the Green Arrow.

Starfish Island in other media

[edit]

Syraq

[edit]

Syraq is a fictional Middle Eastern country.

Themyscira

[edit]

Themyscira, also known as Paradise Island, is the home of Wonder Woman and the Amazons.

Toran

[edit]

Toran is one of several minor European nations on Earth-Two controlled by Alexei Luthor.

Tropidor

[edit]

Tropidor is a Central American country.[97]

Tundi

[edit]

Tundi is a West African country. After David Zavimbe defeats its ruler Lord Battle, the United Nations seizes control of Tundi to steer it toward democracy.[98]

Umec

[edit]

Umec is a Middle Eastern country. Its name is an acronym created by Greg Rucka and stands for "unnamed Middle Eastern country".[99]

Vlatava

[edit]

Vlatava is the homeland of Count Vertigo. The Spectre later destroys it out of a belief that its inhabitants are doomed to die from wars or poverty.[100]

Zandia

[edit]

Zandia is the homeland of Brother Blood.

Zambesi

[edit]

Zambesi is the home country of Vixen, located in Africa.

Planetary systems

[edit]

-7Pi

[edit]

-7Pi is the homeworld in Green Lantern Sector.

1417.196.E

[edit]

1417.196.E is a planet destroyed by Star 196.

Almerac

[edit]

Almerac is the former homeworld of Maxima, Ultraa, and Mongal.

Angor

[edit]

Angor is the homeworld of the Champions of Angor, or the Justifiers. It was destroyed.

Apiaton

[edit]

Apiaton is the homeworld of the Insectoids.

Appellax

[edit]

Appellax is the homeworld of the Appellaxians, the first foes of the Justice League.

Aoran

[edit]

Aoran is the homeworld of Evil Star, with the entire population killed.

Archos

[edit]

Archos is a primitive planet.

Arden

[edit]

Arden is an agricultural community of Green Lantern Monak.

Astonia

[edit]

Astonia is the homeworld of Saint Walker.

Avalon

[edit]

Avalon is the homeworld of DC Comics' King Arthur.

Bellatrix

[edit]

Bellatrix is the homeworld of Green Lantern Boodikka.

Beltair IV

[edit]

Beltair IV is the homeworld of the Aquoids.

Bizarro World

[edit]

Bizarro World, also known as Htrae, is the homeworld of Bizarro and Bizarro versions of the other characters.

Biot

[edit]

Biot is the Manhunter manufacturing facility and planet.

Bolovax Vik

[edit]

Bolovax Vik is the homeworld of Kilowog, located near the constellation Ursa Major.

Bryak

[edit]

Bryak is a planet ruled by Brainiac.

Calaton

[edit]

Calaton is a homeworld monarchy ravaged 250,000 years ago by Doomsday.

Cairn

[edit]

Cairn is a planet formerly controlled by a family of intergalactic drug dealers. Later freed by, and made the headquarters of, L.E.G.I.O.N.

Colu

[edit]

Colu is the homeworld of Brainiac and the Coluans including Vril Dox and Brainiac 5.

Colu in other media

[edit]

Criq

[edit]

Criq is the homeworld of Green Lantern Driq.

Czarnia

[edit]

Czarnia is the homeworld of Lobo, who killed its population with a scorpion-like creature he created.

Daffath System

[edit]

The Daffath System is the star system of Sinestro Corps member Bedovian.

Daxam

[edit]

Daxam is a planet colonized by Kryptonians, who developed a weakness to lead rather than Kryptonite due to the Eradicator manipulating their genetics. Notable Daxamites include Mon-El, Andromeda, Sodam Yat, Ol-Vir, and Dev-Em.

Daxam in other media

[edit]

Debstam IV

[edit]

Debstam IV is a planet conquered by Mongul.

Dhor

[edit]

Dhor is the homeworld of Kanjar Ro.

Exxor

[edit]

Exxor is the homeworld of Zan and Jayna, the Wonder Twins.

F'py

[edit]

F'py is the homeworld of Green Lantern Gk'd, of Sector 1337.

G'newt

[edit]

G'newt is the homeworld of Green Lantern G'nort.

Gallo

[edit]

Gallo is a small satellite at the edge of the galaxy near Oa. It is the homeworld of the mysterious Tribune.

Gaolus

[edit]

Gaolus is a maximum security prison planet.

Galtea

[edit]

Galtea is the homeworld of Sarkus the Infinite.

Garon

[edit]

Garon is the homeworld of the Headmen.

Glazzon

[edit]

Glazzon is the homeworld of Green Lantern Ahtier.

Graxos IV

[edit]

Graxos IV is the homeworld of Green Lantern Arisia Rrab in the Gemini constellation.

Graxos V

[edit]

Graxos V is a planet with a harsh judicial system and the homeworld of Green Lantern Blish Rrab.[104]

Grenda

[edit]

Grenda is the homeworld of Green Lanterns Stel and Yron.[105]

H'lven

[edit]

H'lven is the homeworld of Green Lanterns Ch'p and B'Dg.

Harmony

[edit]

Harmony is the homeworld of Goldstar.

Hwagaagaa

[edit]

Hwagaagaa is a planet seized by Tebans.

Ith'kaa

[edit]

Ith'kaa is the base of operations for Captain Comet and the location of Comet City.

Inner Tasnia

[edit]

Inner Tasnia is the homeworld of Green Lantern Flodo Span.

J586

[edit]

J586 is the homeworld of Green Lantern Medphyll.

Kalanor

[edit]

Kalanor is the homeworld of Despero.

Kalanor in other media

[edit]

Korugar

[edit]

Korugar is the homeworld of Sinestro, Katma Tui, and Soranik Natu of the Green Lantern Corps.

Khondra

[edit]

Khondra is the location of the secret military laboratory that created the Sinestro Corps member Despotellis.

Khundia

[edit]

Khundia is the homeworld of the Khunds; speculated to be near the Great Bear constellation.

Kreno

[edit]

Kreno is a planet where cyborgs are engineered. The homeworld of the cyborg mercenary B'aad.[106]

Krolotea

[edit]

Krolotea is the homeworld of the Kroloteans.[107]

Krypton

[edit]

Krypton is the homeworld of Superman and Supergirl (destroyed). It was located near Pisces in the Andromeda Galaxy and orbited the red giant Rao.

M'brai

[edit]

M'brai is a planet with a unique evolutionary system.[108]

Maag

[edit]

Maag is the homeworld of the Green Lantern Volk of Maag.

Maltus

[edit]

Maltus is the original homeworld of the Guardians of the Universe, the Zamarons, the Psions, and the Controllers.

Mogo

[edit]

Mogo is a sentient planet and member of the Green Lantern Corps.

Muscaria

[edit]

Muscaria is a planet primarily inhabited by sentient fungi and the homeworld of Green Lantern Amanita.[109]

Myrg

[edit]

Myrg is a planet ruled by Princess Ramia and her human consort Doiby Dickles.

Naftali

[edit]

Naftali is a planet that the Martian Manhunter visited to meet an ancient holy man named K'rkzar. It is located in the galaxy MACS0647-JD.

Oa

[edit]

Oa is the homeworld of the Guardians of the Universe that is speculated to be near the center of the Milky Way Galaxy. It is primarily a desert-like, lifeless planet except for the Guardians' city which contains the central power battery and various buildings.

Mosaic World

[edit]

Mosaic World is a chaotic place on Oa where Appa Ali Apsa transported various cities from different galaxies.

Odym

[edit]

Odym is a paradise-like planet and the location of the Blue Lantern Corps Power Battery.

Obsidian Deeps

[edit]

The Obsidian Deeps are a sector of deep space.

Orlinda

[edit]

Orinda is a secret base of operations for the Manhunters.

Ovacron Six

[edit]

Ovacron Six is the homeworld of Green Lantern Hannu. Its inhabitants disdain the use of weapons and rely on their own strength.[110]

Pandina

[edit]

Pandina is the homeworld of Star Sapphire Remoni-Notra.

Qualar IV

[edit]

Qualar IV is a planet primarily inhabited by humanoid chicken-like aliens. It is the homeworld of Green Lantern Perdoo.

Rann

[edit]

Rann is the adopted homeworld of Adam Strange, located in the Polara star system.

Ramnos

[edit]

Ramnos is a homeworld devastated by the Traitor.

Rexulus System

[edit]

Rexulus System is a star system of Sinestro Corps member Setag Retss.

Rojira

[edit]

Rojira is the homeworld of the Ruulan Green Lanterns.

Ryut

[edit]

Ryut is a dead planet and location of the Black Lantern Corps Power Battery.

Scylla

[edit]

Scylla is a space of the Triarch.

Slyggia

[edit]

Slyggia is the homeworld of Green Lantern Salaak.

Solar System

[edit]

The fictional depiction of the Solar System.

Venus

[edit]

Venus is the former homeworld of Mister Mind.

Earth

[edit]

Earth is the main setting of most DC Comics stories. In the third volume of Shazam, it is also called the Earthlands.

Luna
[edit]

The Moon, also referred to as Luna, is the location of the Justice League Watchtower and the former homeworld of Eclipso.

Mars

[edit]

Mars is the former homeworld of the Martian Manhunter, his fellow Green Martians, and the White Martians.

Saturn

[edit]

Saturn is orbited by the lunar homeworlds of the Faceless Hunter, Jemm, and the Red and White Saturnian races.

Klaramar
[edit]

Klaramar is a subatomic lunar world and the home of the Faceless Hunters.

Sol

[edit]

Sol is the native white-yellow star and the source of Kryptonian superpowers on Earth.

Southern Goldstar

[edit]

Southern Goldstar is the homeworld of Green Lantern Olapet.

Sputa

[edit]

Sputa is the bacterial homeworld of the Green Lantern Larvox.

Talok III

[edit]

Talok III is the homeworld of former Starman Mikaal Tomas.

Talok IV

[edit]

Talok IV is the homeworld of Sinestro Corps member Lyssa Drak.

Talok VIII

[edit]

Talok VIII is the homeworld of Legion of Super-Heroes member Shadow Lass.

Tanjent

[edit]

Tanjent is the homeworld to psionic children.

Tchk-Tchk

[edit]

Tchk-Tchk is the homeworld of the Tchkii Legion.

Thanotopsia

[edit]

Thanotopsia is the homeworld destroyed by Lobo using nuclear weapons.

Thanagar

[edit]

Thanagar is the former homeworld of the Thanagarian race, including Hawkman, Hawkwoman, and their enemy Byth Rok. It has been destroyed on two occasions: by Superboy-Prime in Infinite Crisis and a mind-controlled Mogo in Green Lantern (vol. 7).[111]

Thanagar in other media

[edit]

Thar

[edit]

Thar is a living star once worshipped by aliens.

Zintha

[edit]

Zintha is an icy planet that orbits Thar.

Thordia

[edit]

Thordia is a planet located near Cetus and the homeworld of Darkstar's enemy Pay-Back.

Thoron

[edit]

Thoron is a planet in the same solar system as Krypton. Its inhabitants gain superpowers under a yellow sun, but are not as strong as Kryptonians. It is the homeworld of Halk Kar.[113]

Throneworld

[edit]

Throneworld is the capital of a galactic empire. It is ruled by former Starman Prince Gavyn.

Thronn

[edit]

Thronn is the homeworld of the Thronnians and the Honor Team of Thronn.

Toomey VI

[edit]

Toomey VI is the homeworld of Green Lanterns Arkkis Chummuck and Barreer Wot.

Transilvane

[edit]

Transilvane is an artificial miniature planet created by Dabney Donovan to simulate extraterrestrial environments and was populated with DNAliens resembling classic horror movie monsters like the vampire-like Dragorin and the werewolf-like Lupek. Superman and Jimmy Olsen learned of it when they found Transilvane in an abandoned graveyard and later saved Transilvane from a "Demon Dog" that threatened it.[114]

When a Mandragore sighted near Transilvane's location at the abandoned graveyard attracted Superman's attention and found that Dabney Donovan escaped Project Cadmus' custody in a second attempt to sterilize it, both of them later traveled to Transilvane. By this time, seven houses claimed territory on Transilvane: the Vampires led by Lord Dragorin, the Werewolves led by Lupek and his daughter Hood, the Frankenstein Monsters led by Lord Bludd, the Zombies, the Mummies, the Ghouls, and the Grotesques. Superman was able to destroy the doomsday device and cut a deal with Dragorin, where Donovan will not try to destroy Transilvane and the Mandragore will not be allowed back on Earth. Dragorin accepted the deal as Superman left Transilvane with Donovan and returned Donovan to Project Cadmus.[115]

Transilvane in other media

[edit]

Transilvane appears in Supergirl. This version is an actual planet. One notable inhabitant is the vampire-like Silas White (portrayed by Claude Knowlton) who once briefly opened a portal to the Phantom Zone in an attempt to save his partner Owen.

Trigus VIII

[edit]

Trigus VIII is the homeworld of the Femazons.

Tristram

[edit]

Tristram is the homeworld of Green Lantern M'Dahna of Sector 2751.

Trogk

[edit]

Trogk is the homeworld of Sinestro Corps member Moose.

Tront

[edit]

Tront is the homeworld of Green Lantern Eddore.

Ungara

[edit]

Ungara is the homeworld of Green Lantern Abin Sur.

Vegan star system

[edit]

The Vegan star system is a neighboring star system of 25 planets which are the homeworlds of many races, including the Omega Men.

Citadel Homeworld

[edit]

The Citadel Homeworld is a planet in the Vegan star system.

Karna

[edit]

Karna is the homeworld of the Gordanians.

Hnyxx

[edit]

Hnyxx is a planet in the Vegan star system.

Okaaru

[edit]

Okaara is the homeworld of the Warlords of Okaara and the location of the Orange Lantern power battery.

Ogyptu

[edit]

Ogyptu is the homeworld of an interplanetary giant race.

Tamaran

[edit]

Tamaran is the homeworld of Starfire and her evil sister Blackfire. It was destroyed by the Psions in New Titans.[116]

Tamaran in other media
[edit]

Prison Planet

[edit]

The unidentified Prison Planet is a planet in the Vegan star system.

Slagg

[edit]

Slagg is a planet in the Vegan star system.

Uxor

[edit]

Uxor is a planet in the Vegan star system.

Wombworld

[edit]

Wombworld is a planet in the Vegan star system.

Ventura

[edit]

Ventura is the "gamblers' planet" and the homeworld of the villainous Rokk and Sorban.[117]

Vivarium

[edit]

Vivarium is an artificial planet of the Ayries.

Vulcan

[edit]

Vulcan is the homeworld of Green Lantern Saarek.

Xanshi

[edit]

Xanshi is a planet of bird-like beings and the homeworld of the villain Fatality. Green Lantern John Stewart was blamed for its destruction.

Xudar

[edit]

Xudar is the homeworld of Green Lantern Tomar-Re and his son Tomar-Tu.

Ydoc

[edit]

Ydoc is a gladiatorial planet. The homeworld of Green Lantern Vandor.

Ysmault

[edit]

Ysmault is the homeworld of the Empire of Tears and the location of the Red Lantern Corps Power Battery.

Zakkaria

[edit]

Zakkaria is the homeworld of the Crimson Star Mob.

Zamaron

[edit]

Zamaron is the homeworld of the Zamarons and the Violet Lantern Corps.

Zebron

[edit]

Zebron is a planet of plant-like people threatened by the Ravagers from Olys.

Planets and moons which exist during the era of the Legion of Super-Heroes

[edit]

Besides the planets listed above, the following planets exist during the era of the Legion of Super-Heroes.

Aarok

[edit]

Aarok is a planet colonized by Earth natives in the future. It is the homeworld of XS.

Aleph

[edit]

Aleph is the homeworld of Kinetix; formerly populated by a magical civilization.

Angtu

[edit]

Angtu is the homeworld of Mano, who destroyed it with his disintegration powers.[118]

Baaldur

[edit]

Baaldur is the homeworld of Glorith.

Bgztl

[edit]

Bgztl is the homeworld of Phantom Girl, whose natives have the power of intangibility. It is located parallel to Earth in another dimension.

Bismoll

[edit]

Bismoll is the homeworld of Tenzil Kem (also known as Matter-Eater Lad). The people of Bismoll have the ability to eat and digest all forms of matter, which they evolved by genetically engineering themselves after a radioactive dust cloud surrounded and isolated their planet and deadly microbes ravaged their food supplies.[119]

Braal

[edit]

Braal is the homeworld of Cosmic Boy and his younger brother Magnetic Kid. Braalians possess the power of magnetism, which they gained via genetic engineering to fend off hostile metallic creatures.[119]

Cargg

[edit]

Cargg is a planet within a unique triple sun system and the homeworld of Luornu Durgo, where the natives have the ability to split into three individuals.[119]

Dryad

[edit]

Dryad is the homeworld of Blok. After the planet is destroyed by its unstable radioactive core, its natives enter hibernation and are sent into space until they land on a planet capable of sustaining them.[119]

Durla

[edit]

Durla is the homeworld of Chameleon Boy and his race of shapeshifters. They evolved this ability after a devastating nuclear war that destroyed most life on the planet; as a result, they took on drastically different forms, and their original form is unknown.[119][120]

Durla in other media
[edit]

Hajor

[edit]

Hajor is the homeworld of the telekinetic mutant Kid Psycho.

Hykraius

[edit]

Hykraius is the homeworld of Tellus.

Imsk

[edit]

Imsk is the homeworld of Shrinking Violet. Imskians are able to shrink to tiny, even microscopic, size at will. Imsk has also been rumored to shrink on occasion, but this have never been proven.[119]

Kathoon

[edit]

Kathoon is a perpetually dark planet with no sun and the homeworld of Night Girl.[119]

Korbal

[edit]

Korbal is an planetoid in the same solar system as Winath. Garth, Ayla, and Mekt Ranzz obtained electrical powers on Korbal after being attacked by Lightning Beasts.[119][124]

Korbal in other media
[edit]

Labyrinth

[edit]

The Labyrinth is a prison planet and the successor of Takron-Galtos.[119]

Lallor

[edit]

Lallor is the homeworld of the Heroes of Lallor, consisting of Duplicate Boy, Evolvo Lad, Gas Girl, Life Lass, and Beast Boy. It was previously a warlike world, which led to most life being destroyed and its remaining inhabitants becoming peaceful to make up for their past.[119]

Lupra

[edit]

Lupra is the homeworld of Color Kid.[126]

Lythyl

[edit]

Lythyl is a volcanic planet containing the Dimensional Nexus, a gateway to any point in the universe.[119] It is the homeworld of the second Karate Kid.

Mardru

[edit]

Mardru is the homeworld of Chlorophyll Kid.[127]

Myar

[edit]

Myar is the "alchemists' planet" and the homeworld of Nemesis Kid.

Naltor

[edit]

Naltor is the homeworld of Dream Girl. The inhabitants of Naltor have a matriarchal society and possess dream-based precognition.[119]

Nullport

[edit]

Nullport is a planetoid famed for the construction of spacecraft.

Orando

[edit]

Orando is the medieval homeworld of Princess Projectra (also known as Sensor Girl). Its inhabitants are largely emigrants from Gemworld and possess a feudal society.[119] In post-Zero Hour continuity, the Orandans are snake-like aliens.[128][129]

Phlon

[edit]

Phlon is the homeworld of Chemical King. It has a large amount of valuable minerals under its surface, making it important to the United Planets.[119]

Puppet Planetoid

[edit]

The Puppet Planetoid is an uninhabited planet where Blok lived before being killed by Roxxas.

Rawl

[edit]

Rawl (also spelled Raal) is a planet originating from the Legion of Super Heroes animated series. It is an uninhabited planet rich in wildlife that Brin Londo lived on during his childhood.[130]

Rimbor

[edit]

Rimbor is the homeworld of Ultra Boy. It is located near a heavily-mined asteroid belt and serves as a base for miners.[119]

Rimbor in other media
[edit]

Shanghalla

[edit]

Shanghalla is an asteroid that serves as a cemetery for the galaxy's greatest superheroes.[119]

Shwar

[edit]

Shwar is the homeworld of Fire Lad. Its atmosphere is low in oxygen, causing its inhabitants to have low metabolism and fire to be nearly absent.[119]

Somahtur

[edit]

Somahtur is the homeworld of Infectious Lass. It is largely unknown due to being only recently discovered and under quarantine from the United Planets.[119]

Starhaven

[edit]

Starhaven is a planet colonized by Native Americans, located near the center of the Milky Way. It is the homeworld of Dawnstar.[119]

Takron-Galtos

[edit]

Takron-Galtos is a planet-sized prison built to house the most dangerous criminals in the galaxy. It exists in the 20th century,[132] but is more prominently featured in the 31st-century setting of Legion of Super-Heroes as a prison for many of the Legion's enemies.

Takron-Galtos is destroyed by a wave of anti-matter during Crisis on Infinite Earths and replaced with the planet Labyrinth.[133] Takron-Galtos later appears in Final Crisis: Legion of 3 Worlds, where it is devastated by Superboy-Prime.[134]

Takron-Galtos in other media
[edit]

Titan

[edit]

Titan is a moon of Saturn and the homeworld of Saturn Girl, Saturn Queen, and Esper Lass. All Titanians possess telepathy.

Tharr

[edit]

Tharr is the homeworld of Polar Boy. It is among the hottest planets in its galaxy, which led some of its inhabitants to undergo genetic engineering to evolve the ability to project intense cold.[119]

Trom

[edit]

Trom is the homeworld of Element Lad, the last survivor of his planet's element-transmuting race. The planet has high levels of radiation, with the Trommites evolving within a valley with lesser levels and gaining their abilities from passive radiation exposure.[119]

Vonn

[edit]

Vonn is a planet invaded by the Tython.

Vengar

[edit]

Vengar is a tropical world and the home of Emerald Empress. After gaining her powers, she takes over the planet before its people overthrow her.[119]

Weber's World

[edit]

Weber's World is an artificial planet and the headquarters of the United Planets.[119]

Winath

[edit]

Winath is an agricultural colony where twin births are the norm. It is the homeworld of siblings Garth Ranzz, Ayla Ranzz, and Mekt Ranzz.[119]

Winath in other media
[edit]

Xanthu

[edit]

Xanthu is the homeworld of Star Boy and Atmos. It is largely inhabited by scientists, who constructed space stations to study the stars.[119]

Zerox

[edit]

Zerox is a planet inhabited by sorcerers that was formerly called Gemworld before moving into the "main" dimension.[119]

Zerox in other media
[edit]

Zuun

[edit]

Zuun (originally spelled Zoon) is the homeworld of Timber Wolf (Brin Londo) and his father Mar Londo. It is a formerly prosperous Zuunium-mining colony within a triple star system that became uninhabitable due to excessive mining, with its remaining inhabitants moving underground.[119]

Zuun in other media
[edit]

Zwen

[edit]

Zwen is the homeworld of Stone Boy. Its inhabitants developed the ability to transform into stone to survive their planet's long periods of darkness and multiple predatory species.[119]

Extradimensional realms

[edit]

Azarath

[edit]

Azarath is the homeworld of Raven.

Azarath in other media

[edit]

Barter's Shop

[edit]

Barter's Shop is a mysterious shop owned by Hawk and Dove's foe Barter. It is a dimensional nexus.

Bleed

[edit]

The Bleed is a void between dimensions of the Multiverse.

Darkworld

[edit]

Darkworld is the birthplace of the Atlantean gods.

Deadlands

[edit]

The Deadlands is the home of demons fought by Fate.

Destiny's Garden of Forking Ways

[edit]

Destiny's Garden of Forking Ways is an endless labyrinth of possible histories.

Dreaming

[edit]

The Dreaming is the realm of the sleeping mind. It is ruled by Dream of the Endless.

Dream Realm

[edit]

Dream Realm is a realm where telepaths such as the Key reside. It is unrelated to the Dreaming.

Earth D

[edit]

Earth D is the home of the Justice Alliance of America.[139]

Emerald Space

[edit]

Emerald Space is a dimensional space that serves as an afterlife for Green Lanterns who died in action.[140]

Faerie

[edit]

Faerie is a mystical realm of the legendary Fair Folk. It is ruled by Auberon and Titania.

Fifth Dimension

[edit]

The Fifth Dimension is an interdimensional reality that exists outside the normal space-time continuum.

Zrrrf

[edit]

Zrrrf is the homeland of fifth-dimensional entities, including Mister Mxyzptlk, Bat-Mite, Qwsp, and Thunderbolt.

Fourth World

[edit]

The Fourth World is a dimension that exists between Hell and the Universe. It is only accessible via Boom Tubes.

Apokolips

[edit]

Apokolips is the homeworld of the New Gods of Apokolips, who are led by Darkseid.

Genesis

[edit]

The God Wave is an interstellar phenomenon from the previous universe.

New Genesis

[edit]

New Genesis is the homeworld of the New Gods of New Genesis, who are led by Highfather. It is a peaceful, largely untouched planet, with the New Gods living in Supertown, a floating city above the planet's surface, and the Bugs living in hives on the surface.

Promethean Galaxy

[edit]

Promethean Galaxy is the location of the Source.

Source Wall
[edit]

The Source Wall is the edge of reality. It is home to the Promethean Giants, statues of various beings who failed to bypass the wall and were fused with it.

Gemworld

[edit]

Gemworld is a mystical realm ruled by gem-based royal houses.

Ghost Zone

[edit]

The Ghost Zone is a dimension which Prometheus uses to teleport interdimensionally. Wizard also possesses a key to the Ghost Zone.

Green Realm

[edit]

The Green Realm is a dimension that houses the victims of Power Ring's weapon, the Ring of Volthoom.

Heaven

[edit]

Heaven is an afterworld of the blessed.

Hell

[edit]

Hell (a.k.a. Gehenna, Hades, Hel, Jahannam, Sheol and Tartarus) is a fictional location, an infernal Underworld utilized in various American comic book stories published by DC Comics. It is the locational antithesis of the Silver City in Heaven. The DC Comics location known as Hell is heavily based on its depiction in Abrahamic mythology. Although several versions of Hell had briefly appeared in other DC Comics publications in the past, the official DC Comics concept of Hell first appeared in Swamp Thing Annual #2 (1985), written by Alan Moore. The Vertigo imprint also has its own version of Hell, ruled by Lucifer Morningstar.

Hell is an alternate plane of reality, traditionally accessible only by those with demonic heritage, beings of a higher order, and damned souls.[141] Throughout its history, Hell has been overtaken by the evil demons Neron and Satanus.[142]

Hell is divided into nine Provinces, each of which have their own rulers and oversee different aspects of culture. The Provinces include Pandemonia, the Odium, the Gull, Praetori, Internecia, Ament, the Labyrinth, Err and Purgatory.[143]

Notable demons include Etrigan, Blaze and Satanus, Neron, Trigon, the Demons Three, Lucifer Morningstar, Merlin, Spot, Abaddon, Asmodel, Astaroth, Belial, Lilith, Baphomet, Echidna, and Scapegoat.[144] Humans who are demon hybrids or wield demonic powers include Black Alice, Blue Devil, Creeper, Felix Faust, Lord Satanis, Raven, Sabbac, and Sebastian Faust. Notable demons in Vertigo Comics include Mazikeen, Agares, Asmodeus, Cerberus, and Charon.

Hell in other media

[edit]

Hypertime

[edit]

Hypertime is the interconnected web of divergent timelines.

Ifé

[edit]

Ifé is the other dimensional homeland of the African gods known as the Orishas, visited by the Spectre when he is searching for God.[146]

Jejune Realm

[edit]

Jejune Realm is a land of comical lesser gods from Vext.

Land of the Nightshades

[edit]

The Land of the Nightshades is a realm of shadow-manipulators and the home of Nightshade.

Land of the Unliving

[edit]

The Land of the Unliving is the home dimension of Nekron.

Limbo

[edit]

Limbo is the void between realities was used as a prison of the Justice Society of America. Limbo first appeared in Ambush Bug #3 (August 1985) and was created by Keith Giffen.[147] In Animal Man #25 (July 1990), Grant Morrison reintroduces Limbo, a dimension inhabited by old characters seemingly abandoned or forgotten by their publishers. The location reappeared decades later in Final Crisis: Superman Beyond, also by Morrison, as the world on the edge of the multiverse past the Graveyard Universe of Earth-51.[148]

This "comic book limbo" is metafictional, based on the notion that any character who has not been published recently can be said to reside in "comic book limbo".[149]

Magiclands

[edit]

The Magiclands are seven different realms where magic reigns supreme. They can only be accessed via the Rock of Eternity.[150]

Darklands

[edit]

The Darklands are a place where the soul goes upon their death. It is also filled with ghosts, vampires, mummies, pumpkin monsters, and other spooky creatures. The ghosts of a past Marvel Family, Jeepers of the Monster Society of Evil, the Ghost Patrol, and a variation of Count Dracula reside here.

Earthlands

[edit]

See Earth

Funlands

[edit]

The Funlands are a place that is made up of one big amusement park and is ruled by King Kid. Due to his hatred for adults, any kid who turns 18 is placed in slavery to help maintain the Funlands. Mister Merry-Go-Round of the Monster Society of Evil is from the Funlands.

Gamelands

[edit]

The Gamelands are a dimension that is based around the video game concept. It requires 1,000,000 points to access the CPU needed to leave the Gamelands. A version of the Atari Force lives here. Mister Atom of the Monster Society of Evil is from the Gamelands.

Monsterlands

[edit]

The Monsterlands are a dimension where the Monster Society of Evil are imprisoned in its Dungeon of Eternity. Each of its inmates are gathered throughout the Magiclands including some from the Earthlands. Mister Mind stated to Doctor Sivana that the Monsterlands used to be called the Gods' Realm until Black Adam's betrayal, which led them to strip the gods of their powers and close the doors to the Magiclands.[151] Evil Eye of the Monster Society of Evil originates from the Monsterlands. Superboy-Prime was briefly imprisoned in the Dungeon of Eternity.

Wildlands

[edit]

The Wildlands are a dimension populated by anthropomorphic animals including Tawky Tawny. Because a tiger helped the humans in a revolution, all tigers are imprisoned in a zoo. Monster Society of Evil members Scapegoat and an unnamed three-headed Crocodile-Man originate from the Wildlands, with Mister Mind rumored to have come from there as well.

Wozenderlands

[edit]

The Wozenderlands is a dimension that is a hybrid of the Land of Oz and Wonderland. It is inhabited by characters from fictional children's novels like the Cheshire Cat, the Scarecrow, the Tin Man, the White Rabbit, the winged monkeys, the talking trees, and the Wicked Witches. According to the Scarecrow, Dorothy Gale and Alice united the Land of Oz and Wonderland to save them from the threat of the Monsterlands.[152] The Monster Society of Evil members Red Queen and the Wicked Witch of the West came from the Wozenderlands.

Meta-Zone

[edit]

The Meta-Zone is the homeworld of Shade the Changing Man.

Mirror World

[edit]

The Mirror World, also known as the Fourth Dimension, is the home of the Duomalians and the Orinocas. Originally discovered by Zatara, it was later rediscovered by the Mirror Master.[153][154]

Mount Olympus

[edit]

Mount Olympus is the home of the Olympian Gods.

Multiverse

[edit]

The Multiverse is formerly infinite and is now a series of 52 alternate Earths.

Myrra

[edit]

Myrra is a realm of sword and sorcery. Former home of Nightmaster.

Oblivion Bar

[edit]

The Oblivion Bar is an extra-dimensional bar that only magically talented persons can access. Headquarters of the Shadowpact.

Omega Realm

[edit]

The Omega Realm is an extra-dimensional realm from which Darkseid accesses the Omega Effect.

Paradise Dimension

[edit]

The Paradise Dimension is a dimension where Superboy-Prime gains his powers.

Pax Dimension

[edit]

The Pax Dimension is a dimension where the Bloodline Parasites come from.

Phantom Zone

[edit]

The Phantom Zone is a prison realm created by the Kryptonians to send Kryptonian criminals.

Pocket Universe

[edit]

The unnamed pocket universe was created by the Time Trapper.

Purgatory

[edit]

Purgatory is an afterlife location where souls atone for their crimes.

Pytharia

[edit]

Pytharia is an Earth-like realm resembling prehistoric history.

Qward

[edit]

Qward is an antimatter universe and counterpart to Oa that was created by Krona alongside the multiverse. It is home to the Anti-Monitor, one incarnation of the Crime Syndicate of America, and the Weaponers of Qward, the last of whom created the yellow power rings.

In other media

[edit]

Rock of Eternity

[edit]

The Rock of Eternity is the home of the Wizard Shazam, which is located at the center of space and time and enables travel across it. It is where the Seven Deadly Enemies of Man are imprisoned.

Rock of Eternity in other media

[edit]

Savoth

[edit]

Savoth is a planet that is the homeworld of the Savothians, camel-like aliens and longtime friends of the Flash. It is located in another dimension that can only be accessed by the Speed Force.

Shadowlands

[edit]

The Shadowlands is a place of primordial darkness. It is the power source for Obsidian and the Shade, among others.

In post-Flashpoint continuity, the Shadowlands was created by Eclipso following his fall from Heaven, acting as an embodiment of his darkness and hatred.[158][159]

Shadowlands in other media

[edit]
  • The Shadowlands appear in the second season of Stargirl.

Silver City

[edit]

Silver City is the abode of the Presence and His angels.

Sixth Dimension

[edit]

The Sixth Dimension is the "Multiverse Control Room" which exists outside of space and time and is largely only accessible to cosmic entities. It is the home of Monitor, the Anti-Monitor, and the World Forger, all of whom regenerate within the dimension if killed.

Skartaris

[edit]

Skartaris is a magic dimension located "within" the Earth. It is the home of Travis Morgan, the Warlord.

Skartaris in other media

[edit]

Speed Force Dimension

[edit]

The Speed Force Dimension is a dimension whose energy empowers all speedsters.

Speed Force Dimension in other media

[edit]
  • The Speed Force Dimension appears in The Flash.

Tantu Totem

[edit]

The Tantu Totem worn by Vixen contains the extradimensional home of the African god Anansi.

Teall

[edit]

Teall is an alternate dimension home to microscopic energy beings. Quislet of the Legion of Super-Heroes is a Teallian.

Timestream

[edit]

The Timestream is a dimension where time is expressed spatially. Home of the Timepoint; also called Vanishing Point, headquarters of the Linear Men.

Timepoint

[edit]

Timepoint is a prison outside of time.

Wintersgate Manor

[edit]

Wintersgate Manor is a dimensional nexus and the home of Baron Winters, leader of the Night Force.

Xarapion

[edit]

Xarapion is the homeworld of Thar Dan, the inventor of the Dimensiometer belt given to the Shadow Thief.

See also

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The DC Universe encompasses a vast and intricate array of fictional locations that serve as essential backdrops for the adventures of its superheroes, villains, and supporting characters, spanning Earth-based urban centers, alien planets, underwater civilizations, mystical islands, and alternate dimensions. These settings, developed across decades of DC Comics publications since the 1930s, reflect diverse themes from gritty crime-ridden streets to cosmic conflicts and magical realms, enabling storytelling flexibility while grounding the narratives in recognizable yet imaginative geographies. Key terrestrial locations include Gotham City, a dark, corruption-plagued metropolis in New Jersey inspired by New York and Chicago, serving as Batman's primary base of operations, and Metropolis, Superman's vibrant, optimistic city often placed along the Delaware Bay or in New York, symbolizing hope and modernity. Other notable Earth sites encompass Central City in Missouri, home to Barry Allen (the Flash), and its twin city Keystone City in Kansas across the Missouri River, home to Jay Garrick (the original Flash), Themyscira, the hidden paradise island of the Amazons and origin of Wonder Woman, located in the Aegean Sea. Oceanic realms like Atlantis (specifically Poseidonis), Aquaman's underwater kingdom in the North Atlantic, further expand the planet's fictional geography. Beyond Earth, the DC Universe features extraterrestrial worlds such as Krypton, the advanced but doomed planet that was Superman's birthplace, destroyed by internal pressures or cosmic events shortly before his infancy, leaving behind irradiated fragments known as Kryptonite. Apokolips, a hellish industrial planet ruled by the despot Darkseid, represents tyranny and serves as a hub for interstellar conquests by the forces of evil. Dimensional locales include the Phantom Zone, an intangible prison realm for Kryptonian criminals like General Zod, created as a merciful alternative to execution and accessible via scientific or magical means. These locations, often interconnected through the multiverse structure, highlight the expansive scope of the DC Universe and its evolution through various comic eras and reboots.

Earth-Based Locations

Fictional Cities and Towns

The fictional cities and towns of the DC Universe form the backbone of many narratives, providing diverse backdrops that mirror real-world urban challenges while amplifying themes of heroism, corruption, and redemption. These locales, often situated on an alternate version of Earth, are crafted to enhance character development and plot dynamics, with each settlement tied to specific superheroes, villains, or supernatural elements. Unlike real-world cities adapted for DC stories, these are entirely invented, allowing creators to explore exaggerated societal issues without direct geographic constraints. Their architectural styles, from gothic spires to gleaming art deco towers, visually underscore the moral contrasts central to the universe's lore. Amnesty Bay is a quiet coastal town in Maine, serving as the early hometown of Arthur Curry (Aquaman) and evoking a sense of isolation amid oceanic mysteries. It first appeared in Aquaman vol. 7 #1 (September 2011), created by writer Geoff Johns and artist Ivan Reis, where it highlights Aquaman's human roots before his Atlantean heritage dominates the narrative. The town's foggy shores and small-town vibe contrast with larger urban centers, emphasizing themes of hidden identities. Blüdhaven stands as a decaying port city north of Gotham, plagued by rampant crime and corruption, which makes it a natural extension for vigilante tales. It debuted in Nightwing #1 (1996), introduced by writer Chuck Dixon and artist Scott McDaniel as a grittier alternative to Gotham, becoming Dick Grayson's (Nightwing) primary base after leaving Batman. Geographically positioned along the East Coast, its industrial decay and high crime rates reflect failed urban renewal, often clashing with Gotham's shadow. Central City, an industrial hub in Missouri (often analogous to Kansas City, Missouri) with its twin city Keystone across the river, is renowned as the home of Barry Allen (The Flash), where speedster adventures unfold amid scientific innovation and everyday Americana. It first appeared in Flash Comics #1 (1940), created by writer Gardner Fox and artist Harry Lampert (for the original Flash, Jay Garrick), evolving into a key setting for multigenerational speed force stories. The city's Keystone Bridge symbolizes connectivity, and its labs foster metahuman origins, positioning it as a Midwestern rival to coastal metropolises. Gotham City, a brooding gothic metropolis on the northeastern U.S. seaboard (often depicted near New Jersey), embodies decay and vigilantism as Bruce Wayne's (Batman) eternal battleground, marked by the pivotal murder in Crime Alley that forged his origin. It was introduced in Batman #4 (Winter 1940), though its essence traces to earlier Detective Comics issues, created by Bob Kane and Bill Finger to contrast brighter hero cities. Rivaling Metropolis as an East Coast powerhouse, Gotham's perpetual rain-slicked streets, corrupt institutions, and architectural influences from Victorian and Art Deco eras amplify its noir atmosphere. Metropolis, Superman's adoptive home and a symbol of hope on the East Coast (frequently placed in Delaware or New York orbit), features towering art deco skyscrapers and a "city of tomorrow" ethos that inspires Kal-El's (Superman) protective role. It premiered in Action Comics #1 (June 1938), the creation of Jerry Siegel and Joe Shuster, where it debuted the Man of Steel amid urban optimism. As Gotham's gleaming counterpart, Metropolis hosts Daily Planet headquarters and showcases technological progress, though not without lurking threats like Lex Luthor's schemes. Star City, a progressive urban center on the West Coast emphasizing social justice and inequality, serves as Oliver Queen's (Green Arrow) archery-patrolled domain, focusing on street-level activism over cosmic threats. It first surfaced in More Fun Comics #73 (1941) as a rename for earlier settings, developed by Mort Weisinger and George Papp for Green Arrow's debut. Its Emerald Archer-inspired vigilantism highlights corporate greed and community divides, distinguishing it from industrial powerhouses like Central City. Blue Valley, a serene Midwestern town in Nebraska, acts as a suburban refuge intertwined with legacy heroics, notably as the base for the Star-Spangled Kid and later Stargirl's youthful crusades. It was introduced in Star Spangled Comics #1 (1941), created by Jerry Siegel and Hal Sherman, evolving in modern tales to explore generational heroism amid everyday normalcy. The town's unassuming fields and schools provide a counterpoint to urban chaos, fostering stories of emerging young heroes. Coast City, a sun-drenched California aerospace hub, is Hal Jordan's (Green Lantern) launchpad for interstellar duties, blending military tech with Pacific coastal vibes. Debuting in Showcase #22 (1959), it was crafted by writer John Broome and artist Gil Kane, where Jordan's test pilot life at Ferris Aircraft grounds his ring-wielding exploits. Its innovative spirit and recurring destructions underscore themes of resilience in the Green Lantern mythos. Dakota City, a gritty Midwestern urban sprawl in Illinois, centers on gang violence and metahuman empowerment, home to Virgil Hawkins (Static) and the Blood Syndicate from the Milestone imprint. It first appeared in Blood Syndicate #1 (1993), created by Dwayne McDuffie, Ivan Velez Jr., and Denys Cowan, portraying a city fractured by racial tensions and Big Bang radiation effects. Dakota's street-level focus on youth and community differentiates it from caped crusader metropolises. Fawcett City, a whimsical Midwestern locale inspired by 1940s Americana, is the origin ground for Billy Batson (Shazam/Captain Marvel), filled with magical undercurrents and family-oriented charm. It originated in Whiz Comics #2 (1940) under Fawcett Comics (later integrated into DC), created by Bill Parker and C.C. Beck, serving as a brighter, adventure-filled contrast to Gotham's gloom. The city's festivals and ancient wizard ties amplify Shazam Family tales. (Note: References integrated DC history) Gateway City, a Mediterranean-influenced port on the U.S. West Coast, represents empowered femininity as Diana Prince's (Wonder Woman) adopted urban haven, blending ancient myths with modern architecture. Introduced in Wonder Woman vol. 2 #119 (1997), though rooted in earlier tales, by writer William Messner-Loebs and artist Mike Deodato Jr., it emphasizes themes of paradise lost and heroic exile. Its Themysciran echoes set it apart from industrial East Coast cities. Hub City, a festering nexus of vice in the Midwest (Connecticut area), embodies existential dread as the stalking ground for Vic Sage (The Question), with its faceless detective probing conspiracies. It debuted in Blue Beetle #1 (1967), created by writer Steve Ditko, portraying a city of moral ambiguity and underground networks. Hub's decaying core and anonymous alleys highlight philosophical vigilantism. Ivy Town, a quaint East Coast college town in Connecticut, fosters intellectual pursuits and atomic-scale adventures as Ray Palmer's (The Atom) shrinking-domain. First shown in Showcase #34 (1961), by writer Gardner Fox and artist Gil Kane, it underscores scientific curiosity amid pastoral settings. The town's ivy-covered academia provides a cerebral foil to action-heavy locales like Metropolis. Keystone City, Central City's industrial twin across the Missouri River in Kansas/Missouri borderlands (analogous to Kansas City, Kansas), shares Flash lore while emphasizing blue-collar resilience and metahuman speed trials. It appeared alongside Central in Flash Comics #1 (1940), co-created by Gardner Fox and Harry Lampert, often hosting Wally West's (Flash) family dynamics. The river divide symbolizes dual identities in speedster narratives. Midway City, an architectural marvel on the Great Lakes (Michigan), is Carter Hall's (Hawkman) aerial perch, known for its winged heroes and reincarnated romances amid art deco ziggurats. Debuting in Flash Comics #1 (1940), created by Gardner Fox and Dennis Neville (as for Hawkman), it blends ancient Egyptian motifs with modern urbanity. Midway's sky-focused tales distinguish it from ground-bound Gotham. Opal City, a historic East Coast port in Maryland/Virginia, weaves cosmic and legacy vigilante stories as Ted Knight's (Starman) observatory-lit domain, rich in mystic artifacts and family sagas. Introduced in Starman #0 (1994), by writer James Robinson and artist Tony Harris, it revives Golden Age elements with a noir twist. Opal's antique shops and starry nights evoke timeless heroism. Smallville, the idyllic Kansas farming town that nurtured Clark Kent's (Superman) youth, symbolizes rural innocence and Kryptonian secrecy amid cornfields and high school dramas. It first appeared in Superboy #2 (1949), created by Jerry Siegel and Joe Shuster, grounding Superman's alien origins in heartland values. As Metropolis's pastoral antecedent, Smallville highlights the hero's human upbringing. Port Oswego, a foggy Pacific Northwest coastal town in Oregon, emerges as a supernatural convergence point for teen hero Naomi McDuffie, blending everyday life with multiversal anomalies. It debuted in Naomi #1 (2019), written by Brian Michael Bendis, David Walker, and Sara Duffy, with art by Jamal Campbell, portraying a hub for interdimensional rifts. The town's rainy isolation amplifies coming-of-age powers discovery. Gorilla City, a technologically advanced hidden society deep in Africa's jungles, represents intelligent primate evolution under Solovar's leadership, occasionally allying with the Flash against external threats. It first appeared in The Flash #106 (1959), created by writer John Broome and artist Carmine Infantino, showcasing a utopian yet isolationist contrast to human urban sprawl. The city's vine-draped labs and telepathic governance explore xenophobia themes. Tinasha, a city in the Democratic Republic of Congo, serves as the home base for David Zavimbe (Batwing), highlighting themes of vigilantism in post-colonial Africa amid urban challenges and Batman Incorporated operations. It first appeared in Batwing #1 (November 2011), created by writer Judd Winick and artist Ben Oliver. Viceroy, a town in South Carolina known for its Soder Cola bottling plant, is the hometown of Mitch Shelley (Resurrection Man), where his resurrection powers and conflicts with The Lab unfold in tales of immortality and corporate intrigue. It first appeared in Resurrection Man #1 (May 1997), created by writers Dan Abnett and Andy Lanning, and artist Jackson Guice.

Real-World Cities Adapted to the DC Universe

In the DC Universe, real-world cities are frequently adapted to integrate superhuman elements, altered historical events, and fictional crises, providing a grounded backdrop for global narratives while distinguishing them from entirely invented locales. These adaptations allow for authentic ties to contemporary issues, such as media influence or government intrigue, often serving as neutral stages for crossovers or individual hero arcs. Unlike purely fictional cities, these versions emphasize proximity to DC's core settings, enabling spillover effects from major events. New York City functions as the media capital of the DC Universe, hosting events influenced by nearby Gotham, including echoes of crises like No Man's Land. It has appeared in early DC titles dating back to the 1930s, establishing it as a hub for diverse superhero activities, including those of the Justice Society of America. Los Angeles is reimagined as a center for Hollywood parodies and fame-seeking heroes, with storylines exploring the entertainment industry's intersection with superhuman antics. Booster Gold's arcs often play on this, as the time-traveling hero pursues celebrity status amid LA's glitzy backdrop, including post-Crisis integrations where he navigates corporate and media plots. The city also features in Batman narratives, such as Clayface's Hollywood-inspired breakdowns in MacArthur Park. London stands out for its occult underbelly in the DC Universe, diverging from real history through layers of magic, demons, and MI6-linked espionage. John Constantine's debut solo series, Hellblazer #1 (January 1988), sets his gritty, supernatural investigations firmly in the city, portraying it as a nexus for infernal threats and personal hauntings that ripple into broader Justice League Dark plots. Chicago serves as a Midwestern stand-in for neutral, urban stories, avoiding the coastal drama of Metropolis or Gotham while hosting key hero relocations. Nightwing's 2013 arc shifts him to the Windy City for a fresh start, tackling street-level crime and personal growth away from Blüdhaven. Similarly, Blue Beetle (Ted Kord) operated from Chicago in the 1980s, using it as a base for tech-driven adventures before later reboots altered his ties. Recent DC Universe media expansions further adapt Washington, D.C., emphasizing government conspiracies and black ops. In the 2024 animated series Creature Commandos, the city underpins Amanda Waller's Task Force M operations, where incarcerated monsters handle missions too risky for humans, tying into broader ARGUS-led plots involving Project M's WWII origins and modern ethical dilemmas.

Fictional Countries, Islands, and Geographic Features

The fictional countries, islands, and geographic features of the DC Universe provide essential settings for stories involving ancient myths, geopolitical conflicts, superhuman origins, and supernatural phenomena, often drawing inspiration from real-world tensions while amplifying them through heroic or villainous lenses. These locations expand the scope of Earth-based narratives beyond urban centers, enabling tales of isolation, hidden societies, and international intrigue that test the limits of DC's heroes. From submerged kingdoms to mist-shrouded swamps, they embody the blend of wonder and peril central to the publisher's lore, frequently serving as homelands for key characters or catalysts for global threats. Atlantis stands as one of the most iconic undersea realms in DC Comics, depicted as an advanced ancient civilization sunk beneath the ocean waves, home to Aquaman and various aquatic tribes. Its lore includes catastrophic sinking events tied to mystical or technological hubris, with the kingdom's survival preserved through magical barriers and evolutionary adaptations among its inhabitants. Atlantis first appeared as a fully realized DC domain in Adventure Comics #260 in 1959, evolving from earlier vague references to lost cities in Aquaman's adventures. Themyscira, the paradise island of the Amazons, functions as a matriarchal utopia hidden from the outside world by divine protections, including invisible barriers and relocation spells to evade patriarchal threats. It serves as Wonder Woman's birthplace and training ground, emphasizing themes of female empowerment and isolation from modern society. Originally introduced as Paradise Island in All Star Comics #8 in 1941, it was later retconned to Themyscira to align with mythological roots. Kahndaq represents an ancient Middle Eastern nation ruled by the anti-hero Black Adam, marked by a history of conquest, resurrection, and tyrannical protection against invaders. Its capital, Kahndaqi City, features monumental architecture reflecting pharaonic influences, and the country has endured devastations like the villain Ahk-Ton's attack in 1600 B.C. Kahndaq's first detailed depiction occurred in JSA #43-44 in 2003, though Black Adam's ties to it emerged earlier in the series starting with JSA #1 in 1999. Markovia, a fictional Eastern European monarchy, is the homeland of metahuman siblings Geo-Force and Terra, involving royal intrigue, earth-manipulating powers, and external threats like invasions. Established around 1776 with a history of instability, it has been a backdrop for Outsiders team missions against totalitarian forces. Markovia debuted in Batman and the Outsiders #1 in 1983. Santa Prisca, a corrupt Caribbean island nation, is notorious for its Peña Duro prison, where Bane was born and raised amid revolutionary violence and experimental enhancements. The island's political turmoil and tropical isolation make it a hub for smuggling and super-villain origins, with Bane's escape symbolizing unbreakable will. It first appeared in Batman: Vengeance of Bane #1 in 1994. Qurac, a rogue Middle Eastern state along the Persian Gulf, is characterized by terrorism sponsorship, oil wealth, and superhuman experiments, often clashing with Western heroes over arms deals and invasions. It includes facilities like Jotunheim for villainous projects and has been a stand-in for real-world rogue regimes. Qurac debuted in Tales of the Teen Titans #51 in 1985. Bialya, a North African dictatorship in the Middle East, is ruled by figures like Queen Bee and features metahuman armies, ancient artifacts, and proxy wars, including the discovery of the Blue Beetle scarab. Its barren deserts and fortified cities host international incidents involving Justice League interventions. Bialya first appeared in Justice League #2 in 1987. Corto Maltese, a turbulent South American island republic, embodies Latin American dictatorships with civil unrest, military coups, and covert U.S. operations, serving as a site for Suicide Squad missions against experimental threats like Starro. Inspired by political parodies of the 1980s, it highlights themes of imperialism and rebellion. Corto Maltese debuted in Batman: The Dark Knight Returns #3 in 1986. Dinosaur Island, a mysterious Pacific atoll teeming with prehistoric creatures and time anomalies, traps soldiers and heroes in eternal wars, blending World War II-era tales with Jurassic survival horror. It has housed Nazi experiments and giant beasts, influencing trophies like the Batcave's T-Rex. The island first appeared in Star Spangled War Stories #90 in 1960. Nanda Parbat, a hidden Himalayan city of monks and assassins, grants immortality through Lazarus Pits and trains warriors like the Deadman and Batman, Inc. members, shrouded in mists and eternal snows. It ties into Ra's al Ghul's League of Assassins, emphasizing spiritual and martial discipline. Nanda Parbat debuted in Strange Adventures #205 in 1967. Pokolistan, a war-torn Eastern European nation, features authoritarian regimes, metahuman conflicts, and covert operations, recently central to Task Force M's interventions against apocalyptic threats. Its rugged terrain and political volatility make it a powder keg for global crises. Pokolistan has appeared in modern DCU stories, including Creature Commandos in 2024. Slaughter Swamp, a fog-laden wetland near Gotham City, is a nexus of undead resurrections and dark magic, birthplace of Solomon Grundy through corrupted Lazarus energies. Its decaying bogs and haunted waters spawn horror elements, linking to broader mystical threats. Slaughter Swamp has been featured since the 1940s, with key ties in All-American Comics #61 in 1944. Vlatava, a small Eastern European principality bordering Hungary, is steeped in nobility, vertigo-inducing tech, and vampiric curses, home to Count Vertigo and I, Vampire's Andrew Bennett amid royal exiles and spectral hauntings. Devastated by supernatural purges, it explores aristocracy's decay. Vlatava first appeared in World's Finest Comics #251 in 1978. Syraq, a war-ravaged Middle Eastern analog, emerges in post-apocalyptic scenarios with insurgencies, metahuman refugees, and Justice League aid efforts, reflecting contemporary conflicts through fictional lenses. It hosts survival tales amid ruins and factional strife. Syraq debuted in the 52 series in 2006. Jarhanpur, a fictional impoverished Eastern European country, becomes a flashpoint for international invasion and superhero intervention, portraying themes of aggression and humanitarian crisis as Boravia's neighbor. In the 2025 Superman film, it underscores Superman's role in halting unjust wars. Jarhanpur appears in Superman (2025).

Headquarters, Sanctuaries, and Iconic Landmarks

The Batcave serves as Batman's primary headquarters, an expansive underground lair located beneath Wayne Manor outside Gotham City, equipped with advanced technology including a massive supercomputer, trophy room displaying mementos from past victories, and vehicle storage for the Batmobile and Batwing. It first appeared in comic books in Detective Comics #83 in January 1944, though the concept drew from earlier serial depictions. The cave symbolizes Batman's isolation and ingenuity, often featuring gothic architecture blended with high-tech elements, and has been the site of key training sessions and strategic planning for Batman and his allies like Robin. Superman's Fortress of Solitude functions as a personal sanctuary and technological archive in the Arctic, constructed from Kryptonian crystals that house advanced alien artifacts, a zoo of endangered species, and holographic records of Krypton's history. The structure debuted in Superman #58 in 1949 as a secret retreat, with its crystalline design and the name "Fortress of Solitude" formalized in Action Comics #241 in 1958. It represents Superman's connection to his lost heritage, serving as a place for reflection, scientific research, and occasional alliances with other heroes during global crises. The Hall of Justice stands as the Justice League's public headquarters in Washington, D.C., a towering marble edifice with statues of the team's founding members, functioning as both a symbolic landmark and operational base for monitoring threats. It was introduced in the Super Friends animated series in 1973, with its first comics appearance in Justice League of America vol. 2 #7 (2007), emphasizing the League's role in international heroism. The building includes meeting chambers, trophy displays from major victories, and teleportation access to the team's orbital Watchtower, underscoring themes of unity and justice. Titans Tower acts as the Teen Titans' headquarters on an island in San Francisco Bay, featuring a distinctive T-shaped design with living quarters, training facilities, and defensive systems tailored for young heroes. It first appeared in DC Comics Presents #26 (1980, prophetic vision) and fully realized in The New Teen Titans #7 (1981), created by Marv Wolfman and George Pérez, evolving from a simple lighthouse base to a high-tech fortress reflecting the team's growth and independence. The tower has been destroyed and rebuilt multiple times, symbolizing resilience, and serves as a sanctuary for sidekicks transitioning to full heroism. The Daily Planet Building, the iconic headquarters of the Metropolis newspaper, is a towering skyscraper topped with a massive golden globe, where reporters Lois Lane and Clark Kent work while concealing their superhero identities. It debuted in Action Comics #1 in 1938 alongside Superman's first appearance, though its globe landmark status solidified in subsequent issues. As a narrative hub, the building frequently hosts journalistic investigations that intersect with superhero events, embodying the press's role in truth-seeking. Crime Alley, located on Park Row in Gotham City, is an infamous urban landmark tied to Batman's origin, the site where Thomas and Martha Wayne were murdered, transforming a mundane alley into a symbol of tragedy and motivation. Detailed in Batman: Year One in 1987, it recurs in stories as a place Batman patrols to honor his parents' memory and deter crime. The alley's grim atmosphere highlights Gotham's underbelly, often revisited in tales of redemption and loss. The Arrowcave operates as Green Arrow's hidden base beneath Star City, stocked with archery equipment, vehicles like the Arrowplane, and surveillance tech, mirroring the Batcave but with an emphasis on urban vigilantism. It first appeared in More Fun Comics #89 in 1943 as Oliver Queen's secret workshop, later formalized in modern continuities. Serving as a lair for Green Arrow and allies like Black Canary, it underscores themes of social justice through grassroots heroism. The Flash Museum in Central City preserves the legacy of the Flash family, housing exhibits on speedster history, artifacts from speed force adventures, and interactive displays on scientific anomalies. Established in The Flash #174 in 1961, it acts as both a tourist attraction and sanctuary for Barry Allen and Wally West during crises. The museum symbolizes the heroism of speed, often targeted by villains seeking to exploit its relics. The Iceberg Lounge functions as the Penguin's upscale nightclub in Gotham, a neutral ground for criminals featuring penguin-themed decor, high-stakes gambling, and hidden smuggling operations. Introduced in Batman: The Long Halloween in 1996, it draws from earlier Penguin depictions and serves as a hub for underworld dealings. The lounge's opulent yet treacherous vibe reflects the Penguin's blend of sophistication and villainy. Lux, Zatanna's mystical nightclub in New York City, blends entertainment with magic, offering performances infused with illusions and serving as a safe haven for the magical community. Debuting in Justice League Dark #1 in 2011, it features enchanted architecture that shifts to accommodate spells and patrons. As a sanctuary, Lux facilitates alliances among sorcerers while masking supernatural activities from the mundane world. The Oblivion Bar is a neutral interdimensional pub in New York City, accessible only to magic users, where drinks and conversations flow without judgment or interference from outside forces. First shown in Books of Magic #1 in 1990, it enforces a code of non-aggression, making it a key meeting spot for figures like John Constantine and Doctor Fate. Its foggy, otherworldly ambiance reinforces its role as a liminal space in the DC Universe's magical landscape. The Tower of Fate, or Sanctum of Doctor Fate, is an ancient mystical tower in New York City that exists in multiple dimensions, housing the Helmet of Fate and serving as a fortress against chaos magic. It originated in More Fun Comics #55 in 1940 with the debut of Doctor Fate. The structure's shifting, impossible geometry protects the Nabu entity and hosts pivotal battles involving the Lords of Order. The House of Mystery is an enigmatic, infinite-dimensional building that relocates across the world, acting as a repository of horror tales and a trap for the unwary, guided by its enigmatic caretaker Cain. First appearing in House of Mystery #1 in 1951, its labyrinthine, ever-changing interiors embody supernatural unpredictability. Often intersecting with other heroes' stories, it symbolizes the unknown horrors lurking in the DC Universe. The Hall of Doom, the Legion of Doom's swamp-based headquarters near Gotham, features a massive dome housing villainous tech, trophy rooms of stolen hero relics, and a round table for plotting conquests. Introduced in the 1978 Challenge of the Super Friends animated series and adapted to comics in Justice League of America #195 in 1982, it contrasts the Hall of Justice as a den of infamy. The lair's foreboding, high-tech design facilitates schemes by leaders like Lex Luthor and Grodd. Danny the Street is a sentient, teleporting roadway that provides sanctuary for society's outcasts, reshaping itself into shops and homes while communicating through signs and architecture. Created by Grant Morrison, it first appeared in Doom Patrol #35 in 1990, allying with the Doom Patrol team against threats. Recent adaptations, including the 2019-2023 HBO Max Doom Patrol series, have expanded its role as a queer, nomadic haven in modern narratives.

Prisons and Detention Facilities

Prisons and detention facilities in the DC Universe represent critical infrastructure for containing superhuman threats, often incorporating cutting-edge technology and psychological measures to manage inmates with extraordinary abilities. These sites, primarily located on Earth, serve as both punitive institutions and narrative hubs for stories involving redemption, rebellion, and high-stakes containment breaches. Unlike standard correctional systems, they grapple with the unique challenges posed by metahumans, leading to innovations like specialized cells and explosive implants, though frequent escapes underscore their vulnerabilities. Arkham Asylum, situated in Gotham City, functions as a psychiatric hospital dedicated to the criminally insane, housing villains whose mental states render them unfit for conventional prisons. It made its debut as Arkham Hospital in Batman #258 in 1974. The facility is notorious for its Gothic architecture and inadequate security, resulting in multiple riots and escapes orchestrated by inmates like the Joker, who has repeatedly exploited staff corruption and structural weaknesses to break free. Key events include large-scale takeovers, such as the one depicted in Batman: Arkham Asylum - A Serious House on Serious Earth, where Batman negotiates with escaped patients to restore order. Belle Reve Penitentiary, located in rural Louisiana, is a maximum-security facility specializing in metahuman incarceration and serves as the operational headquarters for Task Force X, the Suicide Squad. It first appeared in Suicide Squad #1 in 1987. Overseen by Amanda Waller, the prison employs nanite-based explosive implants—commonly referred to as LaBelle bombs—implanted in inmates' necks to deter disobedience and enable remote detonation during missions. Notable inmates include Deadshot and Captain Boomerang, with the facility's history marked by Suicide Squad deployments and internal rebellions; in 2025, Peacemaker Season 2 portrays enhanced security protocols implemented after recent mass breakouts, including quantum-based containment upgrades. Blackgate Penitentiary, Gotham's primary maximum-security prison for legally sane criminals, contrasts Arkham by focusing on conventional incarceration with reinforced wings for high-profile threats. It was introduced in Batman: The Man Who Falls in 1987. Designed for long-term containment, Blackgate has held figures like Penguin and Two-Face during periods of relative stability, though it has experienced breaches tied to Gotham's organized crime networks. Its security emphasizes physical barriers and surveillance over psychiatric intervention. Iron Heights Penitentiary, positioned three miles outside Central City (also known as Keystone City), is a super-prison tailored for speedsters and metahumans, featuring cells with vibrational dampeners and energy-nullifying fields. The facility debuted in The Flash #69 in 1992. These metahuman-specific cells prevent power usage by isolating inmates in anti-vibration chambers, housing villains like Captain Cold and Weather Wizard; escapes often involve external aids, such as those facilitated by the Rogues gallery. Stryker's Island, a fortified prison complex in Metropolis, represents one of the earliest such facilities in DC lore, serving as a high-security internment center for Superman's adversaries. It first appeared in Superman vol. 2 #9 in September 1987. The site gained prominence as the origin point for Metallo, where criminal John Corben underwent cybernetic transformation into a Kryptonite-powered cyborg while incarcerated, leading to his breakout and ongoing vendetta against Superman. Security includes electrified barriers and isolation units, though it has hosted riots involving Parasite and other energy-based threats. Additional notable facilities include Gotham State Penitentiary, the predecessor to Blackgate that once handled Gotham's general prison population before being phased out for specialized sites. Peña Duro, a brutal island prison in the fictional nation of Santa Prisca, is infamous for its role in Bane's origin, where he endured Venom experiments during his imprisonment; it debuted in Batman: Vengeance of Bane #1 in 1993. Slabside Island Penitentiary (also known as The Slab), originally in New Jersey and later relocated to Antarctica, is a metahuman facility with cryogenic and power-suppression tech, first shown in Green Lantern vol. 3 #51 in 1994. Finally, Ravenscar Secure Facility, a mental institution in England, briefly held a young Bruce Wayne and later John Constantine following traumatic events; it appeared in Hellblazer #8 in 1988. These institutions collectively highlight the DC Universe's ongoing struggle to balance justice with the containment of superhuman dangers.

Industrial, Corporate, and Scientific Sites

Industrial, corporate, and scientific sites in the DC Universe represent pivotal locations where technological innovation, corporate intrigue, and scientific experimentation drive major plotlines, often serving as backdrops for villainous schemes or heroic interventions. These facilities, ranging from sprawling conglomerates to specialized laboratories, are integral to the operations of key characters and frequently highlight themes of power, ethics, and advancement in the fictional world. Many such sites are headquartered in major cities like Gotham, Metropolis, and Star City, contributing to the economic and technological landscape of Earth-based stories. Wayne Enterprises, a vast multinational conglomerate based in Gotham City, encompasses divisions in technology, chemicals, defense, and manufacturing, providing resources that indirectly support Batman's vigilante activities through its R&D advancements. The company was first introduced in The Brave and the Bold #113 (July 1974), where it was depicted as a target for criminal extortion involving its corporate headquarters. Owned and nominally led by Bruce Wayne as CEO, day-to-day operations are handled by Lucius Fox, who oversees innovations in applied sciences and has been a key ally since his debut in Batman #307 (January 1979). Wayne Enterprises has been central to Gotham's economy, funding urban development while facing rivalries and ethical dilemmas in its pursuit of cutting-edge tech. In Metropolis, LexCorp stands as the flagship enterprise of Lex Luthor, a diversified corporation specializing in weapons development, advanced research, and industrial manufacturing, often advancing Luthor's personal vendettas against Superman through covert anti-metahuman technologies. LexCorp made its debut in Superman #416 (February 1986), establishing Luthor as its ruthless CEO who leverages the company's resources for global influence and scientific superiority. Under Luthor's direction, LexCorp has pioneered breakthroughs in robotics and energy systems, though its operations are frequently marred by scandals involving illegal experimentation and corporate espionage aimed at superhuman threats. S.T.A.R. Labs (Scientific and Technological Advanced Research Laboratories), a network of cutting-edge research facilities located in cities including Metropolis, Gotham, and Central City, focuses on metahuman studies, particle physics, and experimental technologies, collaborating with heroes on crisis responses while occasionally unleashing unintended dangers. The organization first appeared in Superman #246 (December 1971), founded by scientist Garrison Slate to create a chain of independent labs free from corporate or government control. S.T.A.R. Labs has been instrumental in analyzing alien artifacts and developing containment protocols for superhuman phenomena, with branches like the Metropolis facility serving as hubs for innovations in quantum mechanics and bio-engineering. Queen Industries, headquartered in Star City, is a defense and manufacturing firm renowned for its archery-related technologies and aerospace divisions, owned by Oliver Queen and playing a key role in funding Green Arrow's operations. The company debuted in More Fun Comics #73 (November 1941), portrayed as a family legacy that Oliver uses to prototype non-lethal weaponry and precision engineering tools. Under Queen's leadership, it has emphasized ethical production, contrasting with competitors through its focus on sustainable tech and humanitarian applications. Kord Industries, based in Pittsburgh but with operations in Gotham, specializes in electronics, robotics, and gadgetry, founded by Ted Kord (the second Blue Beetle) as a hub for inventive tech that aids superhero endeavors. It first emerged in Captain Atom #78 (November 1965), where Kord's entrepreneurial spirit was highlighted through his development of compact devices and surveillance systems. The company has innovated in micro-technology, providing prototypes for heroes while navigating industrial espionage. Other notable sites include Ace Chemicals, a Gotham-based chemical processing plant infamous for its role in the Joker's origin during a catastrophic accident in 1951, as depicted in Detective Comics #168 (February 1951), where toxic waste exposure transformed a criminal into the Clown Prince of Crime. AmerTek, a Metropolis industrial giant involved in energy research, supplied the kryptonite power core for Metallo's cybernetic enhancements, first referenced in Superman #310 (May 1977). Ferris Aircraft, located in Coast City, employs test pilots like Hal Jordan and develops aviation tech, debuting in Showcase #22 (September-October 1959) as a center for experimental flight systems. GothCorp, a Gotham rival to Wayne Enterprises, engages in heavy industry and has been implicated in unethical practices, first appearing in Batman #400 (October 1986). Project Cadmus, a clandestine genetic engineering facility in Nevada, specializes in cloning and human enhancement, originating the cloned Superboy (Kon-El) through its controversial experiments, with its first comic depiction in Superman's Pal Jimmy Olsen #134 (December 1970). Steelworks, a Metropolis foundry and tech workshop run by John Henry Irons (Steel), focuses on armor and weaponry production, introduced in Adventures of Superman #500 (June 1993) as a site for heroic engineering. Scandals plague entities like Daggett Industries in Gotham, known for animal testing abuses exposed in corporate rivalries during the 1980s. LordTech, Maxwell Lord's technology firm with global operations, specializes in advanced tech and has ties to hero sponsorship. These sites underscore the dual nature of progress in the DC Universe, where corporate and scientific hubs fuel both innovation and conflict, often intersecting with universities for collaborative research.

Educational Institutions

Educational institutions in the DC Universe serve as settings for character backstories, intellectual pursuits, and occasional superhuman incidents, ranging from elite academies to public universities that ground heroes in everyday life while occasionally intersecting with their adventures. Gotham Academy, a prestigious preparatory school in Gotham City, is known for its gothic architecture and student-led mysteries, serving as a hub for young heroes like Maps Mizoguchi in tales blending teen drama with supernatural elements. It first appeared in Batman and Robin Eternal #1 (2015), created by writer Becky Cloonan and artist Karl Kerschl. Metropolis University, a leading institution in Metropolis, focuses on journalism, sciences, and liberal arts, where Clark Kent and Lois Lane studied, fostering stories of ambition and ethical dilemmas amid urban heroism. It debuted in Superman's Pal Jimmy Olsen #1 (1954), with roots in early Superman lore emphasizing higher education's role in hero origins. Hudson University, located in Hudson City, New York, is a research-oriented campus home to Ronnie Raymond and Professor Martin Stein, site of the Firestorm matrix creation and nuclear physics experiments gone awry. It first appeared in Firestorm #1 (1978), created by Gerry Conway and Pat Broderick. Yale University (adapted), attended by Bruce Wayne, represents Ivy League prestige and intellectual rigor, occasionally featuring in Batman stories involving alumni networks and academic pursuits. Its DC adaptation traces to early Batman tales in the 1940s. Other sites include St. Elias School in Gotham, a Catholic institution tied to Batman Family allies, and Central City University, a hub for scientific anomalies linked to the Flash.

Other Notable Earth Sites

Avernus Cemetery serves as a secluded burial ground outside Central City, designated for fallen heroes and notably the resting place for members of the Flash's Rogues Gallery who perished in the line of duty or conflict. Introduced in DC Comics publications, it underscores the sacrificial nature of vigilantism in the DC Universe. Valhalla Cemetery, located in Metropolis, functions as a private memorial site for superheroes and justice advocates who died serving the greater good, including members of the Superman family and other allies. Established in lore as a sacred honor ground dating back to 1788, it symbolizes reverence for heroic legacies in the city. Suicide Slum represents one of Metropolis's most notorious impoverished districts, characterized by elevated crime rates and socioeconomic decay that contrast sharply with the city's gleaming skyline. First depicted in DC Comics as a hub for urban hardship, it often features in stories involving Superman's interventions against street-level threats. Burnside emerges as a trendy, youthful enclave within Gotham City, known for its hipster culture, vibrant street art, and tech-savvy residents, serving as a primary setting for Batgirl's adventures. Introduced during Barbara Gordon's relocation to the neighborhood, it highlights themes of community and modern urban identity amid Gotham's darker undertones. Sherwood Florist operates as a seemingly innocuous flower shop in Metropolis, covertly used by Poison Ivy as a disguise for her botanical schemes and eco-terrorist activities. Debuting alongside the villain's origin, it blends everyday commerce with sinister undertones tied to her manipulative use of plant life. The Casanova Club stands as a gritty nightclub in Newcastle, England, infamous for its association with occult rituals, punk rock performances, and criminal underbelly, including early exploits of John Constantine. Owned by Alex Logue, its basement—known as the "Chapel"—hosted demonic summonings that scarred participants, marking it as a nexus for supernatural intrigue accessible from Earth. Big Belly Burger functions as a ubiquitous fast-food chain across multiple DC cities, including Metropolis, Gotham, and Central City, parodying real-world diners while serving as a neutral gathering spot for heroes and civilians alike. Originating in Superman stories as a cultural staple for everyday meals and chance encounters, its mascot draws from DC editorial inspiration, embedding it deeply in the universe's social fabric. The Netherworld, situated in Chicago's abandoned Stockyards district, acts as a hidden enclave for metahumans, paranormals, and psionics seeking isolation from mainstream society, featuring makeshift portals and barriers that connect to otherworldly energies. In broader DC lore, Earth-accessible portals to the Underworld—such as Doom's Doorway on Paradise Island—serve as gateways to afterlife realms like Hades, facilitating supernatural crossovers and demonic incursions. In the 2024 Creature Commandos series, unspecified European villages within the fictional nation of Pokolistan provide tense backdrops for monstrous operations and covert missions, emphasizing war-torn, isolated hamlets amid the country's infernal landscapes.

Extraterrestrial Locations

Bodies in the DC Solar System

In the DC Universe, the Solar System diverges significantly from astronomical reality, featuring habitable planets and moons that serve as origins for superheroes, villains, and interstellar conflicts close to Earth. These bodies often host advanced civilizations, prehistoric anomalies, or bizarre phenomena, enabling stories of exploration and exile for characters like Superman and the Martian Manhunter. Unlike the real Solar System's barren outer worlds, DC's versions emphasize dramatic adaptations, such as telepathic societies on Mars or cubic planets orbiting in opposition to Earth, first introduced in mid-20th-century science fiction comics to ground superhero tales in near-space adventures. Sol, the Sun, is the central star and primary power source for Kryptonian physiology, granting Superman his abilities through yellow solar radiation absorption, a concept evolving from early depictions in Superman #1 (1939) where solar exposure implicitly sustains his feats, to explicit explanations in later stories. Intense solar flares can amplify or disrupt these powers; for instance, Superman's "Super Flare" ability, first unleashed in Superman #38 (2012), expels stored solar energy in a massive burst capable of leveling city blocks but temporarily depowers him for up to 24 hours. Exploration events include Superman's flights into the Sun's corona to recharge or investigate anomalies, tying directly to his heroic exploits against threats like solar-powered entities. In the 2025 Superman film, concentrated solar radiation from Kryptonian technology heals the hero in his Fortress of Solitude, reinforcing the Sun's role in his vulnerability and strength. Venus appears as a swampy, habitable world in early DC science fiction tales, predating Adam Strange's adventures and featuring lush, perilous environments that foreshadow interstellar heroics. These precursors, seen in anthology stories like those in Strange Adventures #46 (1954), depict Venusian landscapes with dense vegetation and alien threats, contrasting the planet's real volcanic hellscape and serving as a testing ground for human explorers in proto-space operas. Mars, the red planet, is home to the Martian race, including green-skinned telepathic natives like J'onn J'onzz, the Martian Manhunter, who was exiled to Earth after a catastrophic rocket accident in Detective Comics #225 (1955). The planet hosts advanced societies with shape-shifting and mind-based technologies, but also hostile white Martians, leading to conflicts that spill into Earth's orbit; J'onzz's ties to Mars drive his Justice League role, marked by themes of isolation and cultural clash. Unlike reality's thin atmosphere, DC's Mars supports thriving civilizations until events like the White Martian invasion render it uninhabitable, forcing migrations. Superman has explored Martian ruins, uncovering artifacts that influence global security. Saturn, the ringed gas giant, features outposts and colonies in 1950s sci-fi narratives, portraying its moons and rings as bases for interstellar travelers amid turbulent storms and resource-rich environments. Stories from this era, such as those in Mystery in Space, depict Saturn as a hub for human expansion with defensive installations against cosmic raiders, differing from its uninhabitable real counterpart by including breathable atmospheres on select satellites. Bizarro World (Htrae), a cubical planet orbiting in retrograde opposition to Earth, embodies imperfection and reversal, home to Bizarro duplicates who thrive in a backward society where ugliness is beauty and fire is cold. First appearing in backup stories in Adventure Comics #285 (1961), it was created by a duplicator ray mishap and serves as a satirical mirror to Earth, with Bizarro-Superman as its flawed ruler; ties to Superman involve containment efforts to prevent cross-planetary chaos.

Alien Planets and Star Systems

The alien planets and star systems of the DC Universe encompass a diverse array of extraterrestrial worlds beyond the Solar System, serving as origins for iconic heroes and villains, hubs for interstellar organizations like the Green Lantern Corps, and arenas for galactic wars and explorations. These locations often feature advanced civilizations, unique environmental hazards, and pivotal events such as planetary destructions that shape character backstories and cosmic narratives. From the utopian societies of Krypton to the militaristic empires of Thanagar, they underscore themes of cultural clash, heroism, and the fragility of interstellar peace. Krypton, Superman's ancestral homeworld, debuted in Action Comics #1 (1938) as an advanced, crystalline planet orbiting a red sun, whose explosion due to internal instability propelled the infant Kal-El to Earth. Its society emphasized scientific rigor and isolationism, with cities like Kandor preserved as a bottled microcosm after Brainiac's theft, symbolizing lost potential and Kryptonian resilience. Post-destruction remnants, including survivors and clones, continue to influence Superman's legacy through tales of redemption and revenge. Oa, the Guardians of the Universe's seat and central hub of the Green Lantern Corps, first appeared in Green Lantern vol. 2 #1 (1960) as a barren world at the universe's center, powered by the emotional spectrum's Central Power Battery. This mosaic planet integrates diverse alien cultures under the Guardians' oversight, fostering a corps of 7,200 ring-wielders who patrol 3,600 sectors. Oa has endured invasions and reconstructions, including the integration of the Blue Lanterns' hope energy, reinforcing its role in maintaining universal order. Thanagar, a stratified avian society dominated by winged Thanagarians, was introduced as Hawkman and Hawkwoman's origin in The Brave and the Bold #34 (1961), evolving from a warrior culture reliant on Nth metal to an expansionist empire involved in conflicts like the Rann-Thanagar War. Its hierarchical structure, with police enforcers like Katar Hol, drives themes of imperialism and reincarnation cycles tied to Earth heroes. Recent events depict Thanagar allying with Earth against greater threats, highlighting shifting interstellar diplomacy. Rann, a technologically superior world in the Polaris system, debuted in Showcase #17 (1958) as adventurer Adam Strange's adopted home, accessible via zeta-beam teleportation that binds him to its defense against invaders. Inhabited by blue-skinned Rannians with advanced weaponry, it fosters alliances with Earth heroes amid resource wars, exemplified by its role in the United Planets' precursor coalitions. Rann's isolationist policies have led to espionage and invasions, underscoring vulnerabilities in high-tech societies. Tamaran, the vibrant, emotion-driven home of the Tamaraneans, first appeared in The New Teen Titans #3 (1981), originating Starfire (Koriand'r) as a royal exile fleeing a Citadel conquest. This sun-bathed planet, orbiting Vega with its two moons, empowers inhabitants through solar absorption for flight and energy blasts, but its warrior traditions and psionic empathy bonds have fueled sibling rivalries and liberation struggles. Tamaranean culture emphasizes joy and combat honor, influencing Teen Titans dynamics in ongoing resistance against imperial foes. Czarnia, the eradicated paradise of the peaceful Czarnians, first appeared in Omega Men #3 (1983) as Lobo's birthplace, destroyed during the Citadel War by the Psions, leaving him the "Last Czarnian." A 1990 retcon in Lobo: The Last Czarnian miniseries revealed Lobo destroyed it himself as a biology term paper project gone awry. Once a harmonious world of telepathic pacifists, its annihilation birthed Lobo's bounty-hunting rampages across the stars, with rare resurrections hinting at hidden survivors. Czarnia's legacy explores themes of genocide and ironic immortality in DC's interstellar underbelly. Colu, the cybernetic stronghold of logic-bound Coluans, gained its name in Adventure Comics #378 (1968), though Brainiac's depredations trace to Action Comics #242 (1958). This machine-organic hybrid planet produces intellects like Brainiac 5, whose 12th-level intelligence aids the Legion of Super-Heroes, but its collectivist hives and anti-emotion protocols spark rebellions against organic life. Colu's bottle cities and AI overlords epitomize the perils of unchecked technological evolution. Daxam, a Kryptonian offshoot world weakened by lead toxicity under a yellow sun, first surfaced in Adventure Comics #312 (1963) as Mon-El's (Lar Gand) origin, where exposure mimics Kryptonian powers but fatal vulnerabilities. Its noble, exploratory society, part of the United Planets, breeds heroes like Sodam Yat, the "Ultimate" Green Lantern, yet internal purges and xenophobia have isolated it from galactic alliances. Daxam's dual-edged physiology drives narratives of exile and hidden strengths. The Vegan Star System, encompassing fiery Tamaran and meditative Okaara, debuted in Green Lantern #151 (1982) as a contested region outside the Green Lantern oath due to its warlord history under the Psions and Citadel. This cluster hosts diverse ecosystems, from volcanic forges to training worlds for the Orange Lanterns, fueling proxy wars and power ring recruitments that test Corps neutrality. Almerac, warrior queen Maxima's matriarchal realm, emerged in Action Comics #645 (1989) as a eugenics-driven empire seeking genetic superiors like Superman for conquest. Its advanced armadas and psychic enhancements promote survival-of-the-fittest doctrines, leading to uneasy truces with Earth amid broader cosmic threats. Almerac's focus on hybrid vigor reflects DC's exploration of alien imperialism. Khundia, cradle of the brutish Khunds, appeared in Adventure Comics #346 (1966) as a warlike planet exporting conquerors who invaded Earth in the 20th century. Its clan-based hordes, enhanced by cybernetics, embody relentless aggression, clashing with heroes in interstellar skirmishes that highlight cultural incompatibilities. Ungara, home to the reptilian Sinestro Corps member Arkillo, was spotlighted in Green Lantern Corps vol. 2 #14 (2007) as a harsh world forging fearless enforcers through brutal trials. Ungarans' predatory instincts make them ideal for fear-based constructs, contributing to Sinestro's yellow-ring legions in battles against the Green Lanterns. Xanshi, a verdant world obliterated in Green Lantern #184 (1985) by Hal Jordan's catastrophic rage during a Parallax-influenced crisis, serves as a cautionary tale of Lantern fallibility. Once a peaceful society under green protection, its destruction by a nuclear construct scattered refugees and fueled Jordan's redemption arc, symbolizing the spectrum's destructive potential. Mogo, a sentient planet and unique Green Lantern, first manifested in Green Lantern #188 (1985) as a massive, jungle-covered world patrolling Sector 2261 with willpower-fueled ecosystems. This living entity, born from a ring-bonded spore, hosts diverse species while projecting constructs on a planetary scale, embodying the Corps' expansive guardianship. In the post-Infinite Frontier era (2021 onward), worlds like Hwagaagaa, a insectoid planet in Sector 3319 invaded by Teban forces, were detailed in Green Lantern Corps Quarterly #3 (1992) for themes of cultural adaptation and heroism. Apokolips, while tied to dimensional realms, exerts influence as Darkseid's industrial hellscape first seen in New Gods #1 (1971), launching fire pits and boom tubes into alien systems for conquest. Its toxic forges and slave economies drive New Gods conflicts, blending planetary tyranny with multiversal ambition.

Orbital and Space-Based Structures

The Justice League Watchtower serves as the primary orbital headquarters for the Justice League, located in lunar orbit to provide strategic oversight of Earth and facilitate rapid response to global threats. Introduced in JLA #4 (April 1997) by writer Grant Morrison and artist Howard Porter, the Watchtower features advanced teleporters, including boom tube access for instantaneous travel, and serves as a fortified base equipped with monitoring arrays and defensive systems. It has been the site of numerous conflicts, such as invasions by extraterrestrial forces seeking to exploit its position near Earth. Preceding the Watchtower, the Justice League Satellite functioned as an earlier orbital base for the team, orbiting Earth to maintain secrecy after the exposure of their ground-based Secret Sanctuary. Debuting in Justice League of America #78 (February 1970) by writer Dennis O'Neil and artist Dick Dillin, this structure was funded by Bruce Wayne and included meeting chambers, laboratories, and teleportation technology for member coordination. It played a key role in interstellar defenses, hosting battles against villains like the Key who attempted to seize control during its operational years in the 1970s and 1980s. A variant orbital facility, the Justice League Satellite, operates as a space-based counterpart to the terrestrial Hall of Justice, emphasizing public-facing diplomacy while concealing operational assets. Established in later Justice League iterations as a companion structure, it incorporates secret teleporters linking to the Hall on Earth and supports expanded team activities with modular docking bays. Controlled by the Justice League, it has facilitated joint operations during cosmic crises, including defenses against multiversal incursions. Starlag stands as a massive interstellar prison constructed by the United Planets, designed to contain high-risk cosmic criminals across multiple sectors. First appearing in Green Lantern #104 (April 1978), it features energy barriers and automated security run by Green Lantern overseers like Salakk, preventing escapes through layered containment fields. Notable events include large-scale breakouts orchestrated by inmates such as the Fatal Five, which drew interventions from the Green Lantern Corps and Legion of Super-Heroes. The facility's neutral administration under United Planets authority has made it a flashpoint for interstellar law enforcement disputes. Warworld, a colossal mobile planetoid ruled by the tyrant Mongul, functions as a self-propelled war machine with vast armaments and slave labor populations. Debuting in DC Comics Presents #27 (November 1980) by writer Len Wein and artist Jim Starlin, it is powered by enormous engines enabling travel between star systems, serving as Mongul's base for conquests. Key battles, such as Superman and Martian Manhunter's assault to free captives, highlight its role in aggressive expansion, with Mongul's forces using it to challenge galactic heroes. Hardcore Station operates as a neutral spaceport and trading outpost in the Vega System, accommodating diverse alien species amid ongoing interstellar conflicts. Introduced in Rann/Thanagar War #1 (October 2005) by writer Dave Gibbons and artist Ivan Reis, it features docking facilities for warships and neutral zones enforced by local security to prevent factional violence. During the Rann-Thanagar hostilities, it became a refuge for displaced civilians and a staging ground for heroes like Adam Strange, who evaded pursuers there. Portworld acts as a bustling interstellar trading hub, a constructed asteroid base facilitating commerce across the DC cosmos. First featured in 52 #17 (September 2006) as part of the weekly series by writers Geoff Johns, Grant Morrison, Greg Rucka, and Mark Waid, it hosts markets for exotic goods and serves as a neutral ground for negotiations between rival empires. Its role in post-Infinite Crisis narratives included dealings with Space Cabal members, underscoring its importance in economic and diplomatic exchanges. Ranx the Sentient City, a living entity resembling a demonic urban sprawl, drifts through space as a mobile bastion infused with malevolent Tapas energy and hostility toward the Green Lantern Corps. Revived in Green Lantern Corps #14 (February 2007) by writer Peter Tomasi and artist Patrick Gleason, it possesses organic architecture that adapts during assaults, once serving as a Sinestro Corps stronghold. Conflicts, including its destruction by Sodam Yat during the Sinestro Corps War, demonstrate its tactical use in ambushing Lantern patrols. The J586 outpost represents a covert Krolotean engineering base, a prefabricated orbital platform used for illicit technological experiments and cloning operations. Tied to comic arcs in the 2010s New 52 era, particularly in Threshold #1 (January 2012), it orbits a remote sector and features automated defenses against intruders like the Justice League. Discoveries there revealed Krolotean plots involving Earth-based incursions, leading to raids that dismantled the facility's cloning vats.

31st-Century Planets and Locations (Legion of Super-Heroes Era)

In the 31st century, the DC Universe features an expansive interstellar society governed by the United Planets, a federation of worlds united against cosmic threats and internal strife, serving as the primary backdrop for the adventures of the Legion of Super-Heroes. This era, spanning the late 30th and early 31st centuries, emphasizes advanced technology, diverse alien cultures, and the Legion's role as a youth-led peacekeeping force headquartered on Earth. The United Planets' capital is Earth, where Metropolis hosts the Legion's iconic headquarters, a towering structure equipped with flight rings, training facilities, and time-travel capabilities for recruiting members like Superboy from the past. Earth in this future timeline reflects a highly urbanized, interconnected society recovering from historical conflicts such as echoes of the Earth-Mars War, a devastating interstellar clash that shaped United Planets diplomacy and Legion formation. The planet serves as a cultural and political hub, with Metropolis symbolizing progress through its sprawling skyline and integration of alien immigrants. Legionnaires often return here for missions, trials, and assemblies, underscoring Earth's central role in maintaining galactic order. Winath, a verdant agricultural world renowned for its unusually high rate of twin births—nearly 95% of inhabitants are twins—serves as the home planet of Legionnaire Garth Ranzz, aka Lightning Lad (later Lightning Lord). This cultural emphasis on duality influences Winathian social structures, including paired education and labor systems, and first appeared as the origin site for Ranzz's electrical powers after a lightning storm accident. Shanghalla, a somber cemetery planetoid orbiting an isolated star, functions as a necropolis dedicated to honoring fallen heroes from across the galaxy, including deceased Legionnaires like Invisible Kid and Ferro Lad. It features vast mausoleums and memorial fields patrolled by ghostly guardians, symbolizing the era's reverence for sacrifice amid ongoing wars. Rimbor, a rugged frontier world plagued by organized crime syndicates and black-market operations, is notorious as a haven for smugglers and fugitives evading United Planets law. Its lawless cities and asteroid belts make it a frequent site for Legion interventions against interstellar gangs. Takron-Galtos, a fortified rehabilitation prison orbiting a barren world, specializes in reforming super-powered criminals through advanced psychological and containment tech, housing villains like Lightning Lord during his redemption arcs. Unlike punitive facilities, it emphasizes reintegration into United Planets society. Zerox, known as the Sorcerers' World, is a mystical planet where magic thrives alongside science, home to wizards and artifacts that Legionnaires like Princess Projectra consult for arcane threats. Its academies train sorcerers in spells that counter technological foes. Other notable 31st-century worlds include Bismoll, inhabited by Bismollians capable of digesting and manipulating any matter through acidic secretions, origin of Matter-Eater Lad; Braal, a metallic planet fostering natural magnetism in its people, home to Cosmic Boy; Durla, populated by shapeshifting Durlans with regenerative abilities, birthplace of Chameleon Boy; Imsk, where natives master molecular shrinking for espionage, hailing Shrinking Violet; Naltor, a world of precognitive dreamers who foresee events, origin of Dream Girl; Trom, featuring unstable matter that grants atomic manipulation to its invisible residents, home to Invisible Kid; Xanthu, rich in cosmic energies that amplify probability control, native to Star Boy; and Bgztl, whose intangible, invisible natives phase through solids, as with Phantom Girl. These planets highlight the United Planets' biodiversity, with each contributing unique Legionnaires to combat threats like the Khunds or Dominators. Nullport, a massive asteroid-based customs and drydock facility at the United Planets' border, enforces interstellar trade regulations and repairs Legion cruisers, often serving as a neutral ground for diplomatic standoffs or ambushes by pirates. Its perpetual daylight from artificial suns prevents shadow-based crimes. Recent Legion reboots in the 2020s incorporate expanded United Planets membership, including Vonn—a terraformed colony world resettled by Martian refugees after their exodus from Earth, featuring red-sun environments that suppress Kryptonian powers—and Zwen, a slow-rotating planet with extreme day-night cycles requiring inhabitants to enter stone-like stasis, home to Stone Boy and known for its durable, petrified architecture. These additions reflect ongoing evolutions in the Legion's lore, tying into broader galactic alliances against existential threats.

Extradimensional Realms

Mystical and Magical Dimensions

The Mystical and Magical Dimensions of the DC Universe encompass extradimensional realms infused with arcane energies, serving as origins for spells, homes to supernatural entities, and arenas for magical conflicts involving heroes like Doctor Fate, Zatanna, and the Spectre. These planes operate under unique metaphysical laws, often defying conventional physics, and are accessed through rituals, artifacts, or portals, providing power sources or exiles for DC's sorcerers and deities. Unlike scientific or multiversal constructs, these dimensions emphasize enchantment, prophecy, and elemental forces drawn from ancient lore. The Rock of Eternity stands as a pivotal mystical nexus, depicted as an otherworldly throne room for the wizard Shazam, where he empowers Captain Marvel (now Shazam) by channeling the wisdom of Solomon and other virtues. Introduced in Whiz Comics #2 (1940), it houses the Seven Deadly Enemies of Man—statues representing sins that guard against evil—and serves as a timeless library of magical knowledge, with the wizard residing there to oversee mortal champions. Inhabitants include ethereal spirits and the Seven Soldiers of Victory in stasis, and key events involve battles against threats like Black Adam, who once sought to corrupt its energies. Gemworld is a crystalline realm divided into twelve zodiac-themed houses, each governed by elemental magic and noble families wielding gem-based powers. First appearing in Amethyst, Princess of Gemworld #1 (1983), it functions as a feudal kingdom threatened by the monstrous Dark Opal, with young Amy Winston serving as its prophesied ruler. Access occurs via magical gems or portals from Earth, and its inhabitants—such as the sapphire-wielding House of Amethyst—engage in courtly intrigues and sorcerous wars, emphasizing themes of destiny and inherited arcane might. In contrast, Skartaris represents a savage, eternal twilight realm resembling a hollow Earth domain, filled with prehistoric beasts, warring tribes, and ancient sorceries unbound by time. Originating in The Warlord #1 (1976), it is the adopted home of Air Force pilot Travis Morgan, who becomes a sword-wielding champion after crashing through a polar entrance. Ruled by figures like the sorceress Tara and plagued by wizards like the demon Deimos, Skartaris features magical artifacts like the Iron Sword and hosts adventures blending barbarism with spells, accessible via subterranean gateways. The Faerie realm, often called the Fair Lands or Otherworld, is a whimsical yet perilous dimension of eternal forests, enchanted courts, and pixie-like fey beings who manipulate illusions and nature magic. First appearing in The Books of Magic #3 (1990), drawing from Celtic mythology, it features inhabitants like the puckish Oberon and Queen Titania, who aid or hinder heroes like Swamp Thing. Key events include incursions into the mortal world during solstices, with access through fairy rings or spells, underscoring the capricious rules where iron repels its denizens. Mount Olympus serves as the celestial abode of the Greek pantheon, a towering, cloud-shrouded peak in a divine dimension where gods like Zeus wield thunderbolts and oracles dispense fates. Debuting in Wonder Woman #1 (1942), it is the domain from which Zeus empowers Diana with her Lasso of Truth and bracelets, hosting divine councils and trials amid marble halls and eternal flames. Inhabitants include Athena, Ares, and Hermes, with pivotal events like the gods' exile during Crisis on Infinite Earths (1985), accessed by prayer or the Invisible Jet's mystical ascent. Azarath, a serene, meditative plane of peace and psychic harmony, was created by the pacifist priestess Azar as a refuge from demonic influences, featuring floating temples and tranquil gardens sustained by contemplative magic. Introduced in New Teen Titans #3 (1981) as Raven's birthplace, it trains empaths to suppress emotions, but its destruction by Trigon forces survivors to Earth. Azarath's rules prohibit violence, with inhabitants like the monk-like Azarathians using soul-self projection; access involves astral travel or Raven's portals, and its key event is the 1980s Titans arc where remnants reform as a protective barrier. The Magiclands comprise whimsical subsets like the candy-filled Funlands and shadowy Darklands, enchanted realms warped by chaotic magic for playful or malevolent adventures. Stemming from Captain Marvel arcs in The Power of Shazam! #1 (1994), they are accessed via magical mishaps or the Rock of Eternity's fringes, with inhabitants such as mischievous imps engaging in reality-bending games; notable events include Billy Batson's trials against the deceptive Lord of the Funlands. The Fifth Dimension operates under impish reality-warping rules, where 5D beings like Mr. Mxyzptlk prankishly alter existence by saying their name backward to depart, unbound by 3D logic. Originating in Superman #30 (1944), it is Mxyzptlk's chaotic home, filled with bizarre geometries and infinite possibilities, leading to events like the 1950s Superman pranks or Zrrrf's (another imp) alliances with the Justice League in JLA #51 (2001). Access requires dimensional rifts or magical lures, emphasizing trickster lore over conquest. Portals like the House of Mystery and House of Secrets, sentient structures from 1950s anthologies such as House of Mystery #1 (1951) and House of Secrets #1 (1956), act as doorways to myriad magical realms, hosting Cain and Abel as eternal narrators who guide wanderers through horror-tinged enchantments. These houses shift interiors to reflect visitors' fates, with key events in Swamp Thing crossovers revealing them as limbo gateways. Pytharia, a kingdom in an alien dimension, is a primordial source of raw magical essence resembling a labyrinthine forge of spells, home to wandering hero Claw the Unconquered. First appearing in Claw the Unconquered #1 (1975), ancient entities like Etrigan have ties to its contested nexuses amid mystic threats.

Apocalyptic, Divine, and Afterlife Realms

In the DC Universe, apocalyptic, divine, and afterlife realms represent domains shaped by moral judgment, divine intervention, and the consequences of existence, often serving as arenas for cosmic conflicts between good and evil. These realms are integral to the theology of the DC cosmology, where souls face trials, demons and angels enforce hierarchies, and gods like those of the Fourth World wield power over life and death. Unlike neutral magical dimensions, these spaces are tied to eternal reward, punishment, or limbo, influencing heroes like the Spectre, John Constantine, and Swamp Thing in their battles against infernal forces. Hell is a multi-layered infernal domain ruled by various demon lords, including Satanus and Trigon, with Etrigan the Demon as a prominent inhabitant bound to human hosts. First depicted in Weird War Tales #1 (1971), Hell features hierarchical structures among its demonic rulers, such as Neron, who orchestrates soul-trading schemes and infernal pacts. Access to Hell can occur through gateways like Wintersgate Manor, a cursed estate used by occult figures to traverse dimensions. The realm embodies eternal punishment, with layers ranging from fiery pits to bureaucratic soul-processing areas, often invaded by heroes seeking to rescue the damned. Heaven, also known as the Silver City, serves as the angelic counterpart to Hell, a radiant realm of divine order tied to figures like the Phantom Stranger and the Spectre. Introduced in The Spectre #54 (1997), it represents ultimate reward for virtuous souls, featuring crystalline spires and councils of archangels who oversee moral balance across realities. The Silver City's inhabitants, including Zauriel the fallen angel, enforce celestial laws, occasionally intervening in earthly affairs to counter demonic incursions. Moral trials here involve judgments by divine entities, ensuring harmony in the afterlife hierarchy. Purgatory functions as a liminal plane for unsettled , a foggy between and final where spirits confront unresolved sins. It first appeared in #66 (), depicted as a desolate wasteland of regret and redemption opportunities, often navigated by John Constantine in his occult dealings. Inhabitants include wandering ghosts and minor demons, with hierarchies determined by the weight of one's earthly deeds; escape requires atonement or external aid from mystics. This realm underscores themes of transitional morality in DC's afterlife. The afterlife realm acts as a ghostly waiting area for the deceased, a shadowy limbo where spirits linger before ascending or descending to their eternal fates. Debuting in Deadman #1 (1975), it is home to Boston Brand (Deadman), who possesses the living from this ethereal plane to resolve unfinished business. Governed by loose hierarchies of spectral judges, access occurs via death or mediumship, and it features moral trials where souls relive key life moments to determine their path. Earthly cemeteries sometimes serve as gateways to such realms, like Avernus leading to deeper infernal layers. Apokolips, the hellish planet of the Fourth World, is a dystopian forge-world ruled by Darkseid, featuring fire pits and slave labor camps that symbolize tyrannical apocalypse. Introduced alongside its heavenly counterpart in New Gods #1 (1971), Apokolips is populated by Parademons and Lowlies under Darkseid's absolute hierarchy, with access via Boom Tubes for interstellar conquests. It embodies divine punishment on a planetary scale, where moral trials involve submission to the Omega Effect or rebellion against tyranny. New Genesis, the idyllic twin to Apokolips, is a utopian realm led by Highfather, promoting enlightenment and peace among New Gods. Also first appearing in New Gods #1 (1971), it features floating cities and the Source Wall, with inhabitants like Orion and Lightray forming a benevolent hierarchy focused on cosmic guardianship. Souls aligned with virtue may find refuge here, undergoing trials of wisdom and unity to ascend in the divine order. Ysmault is the blood-soaked homeworld of the Red Lantern Corps, an apocalyptic ocean planet drenched in rage-fueled plasma, serving as a purgatorial domain for those consumed by wrath. It debuted in Green Lantern (vol. 4) #26 (2008), ruled by Atrocitus and his rage-empowered lanterns, with no formal hierarchy beyond survival of the fittest in its corrosive seas. Access requires a Red Power Ring, and moral trials here amplify inner fury, often leading to self-destruction or redemption through emotional mastery. The Deadlands represent an afterlife limbo of barren wastelands where lost souls wander indefinitely, a neutral yet haunting extension of death's grasp. Featured in various spectral tales, such as those involving the Spectre, it lacks strict hierarchies but is patrolled by death entities enforcing isolation. Inhabitants face endless moral reflections in this void, with rare escapes via heroic intervention. Additional elements include Destiny's Garden of Forking Ways, a divine trial ground within the Endless' domains where souls navigate branching paths of potential lives to confront fate's moral choices. Recent expansions in Swamp Thing (2024) arcs delve deeper into the Underworld, portraying it as an evolving network of afterlife realms intertwined with the Green, where Alec Holland confronts expanded infernal threats and soul ecologies.

Multiversal, Temporal, and Abstract Dimensions

In the DC Universe cosmology, multiversal, temporal, and abstract dimensions represent vast, interconnected realms that transcend conventional space-time, encompassing infinite parallel realities, energy forces, and conceptual planes that influence heroes across eras and Earths. These dimensions often serve as nexuses for crises, time manipulation, and metaphysical phenomena, allowing characters like the Flash family or the Justice League to navigate threats that span realities. Access to these realms typically occurs through specialized means, such as the Monitor Sphere, a profound archetypal layer where Monitors observe and intervene in the multiverse's structure, enabling travel between universes via vibrational attunement or cosmic artifacts. The Multiverse forms the core of these dimensions, comprising an infinite array of parallel Earths that branched from a single reality, first conceptualized in The Flash #123 (September 1961), where Barry Allen vibrated to Earth-Two and met Jay Garrick, establishing the idea of coexisting timelines. This framework was dramatically reshaped by Crisis on Infinite Earths #1 (June 1985), which collapsed the original infinite multiverse into a single universe to streamline continuity, only for Infinite Crisis (2005–2006) to restore 52 distinct Earths as a balanced structure. The 2021 Infinite Frontier initiative expanded it back to an infinite multiverse, incorporating forgotten realms and emphasizing heroic potential across all realities, while Dark Crisis on Infinite Earths (2022) further integrated pre-Crisis elements, merging restored timelines and affirming the multiverse's resilience against threats like Pariah. For instance, Earth-Prime, a reality mirroring our own, occasionally intersects with the prime Earth during such events. Mechanics involve vibrational phasing or Boom Tubes for traversal, with the Bleed—a crimson, interdimensional fluid separating universes—acting as the connective medium, first introduced in 52 #1 (June 2006) as the "stuff between" realities that can corrupt or empower travelers. Temporal dimensions like Hypertime and the Timestream add layers of branching timelines and time travel. Hypertime, a web of divergent futures and alternate histories that bleed into the main continuity without fully merging, was first depicted in DC One Million #1 (November 1998) and formalized in The Kingdom #2 (February 1999), allowing echoes of "what if" scenarios to influence the present, such as variant heroes from pocket timelines. The Timestream, a nexus for 31st-century time travel in Legion of Super-Heroes stories, functions as a navigable river of chronological events, accessed via devices like time bubbles or the Time Institute, enabling Legionnaires to patrol history and avert paradoxes in tales dating back to Adventure Comics #247 (1958). Abstract forces include the Speed Force, an extradimensional energy source empowering speedsters with lightning-charged abilities and super-velocity, originating in The Flash vol. 2 #91 (June 1994) but prominently explored in #138 (June 1998) through the Black Flash, its deathly enforcer who claims speedsters upon demise. Similarly, the Sixth Dimension serves as a higher thought plane for reshaping reality via narrative will, introduced in Justice League vol. 4 #30 (December 2018) during the "Sixth Dimension" arc, where the Justice League confronted Perpetua by ascending to this realm of infinite possibilities beyond the multiverse's five dimensions. Other abstract realms include the Dreaming, Dream's eternal domain of subconscious narratives integrated into DC continuity via The Books of Magic #1 (September 1990), where dreams manifest as tangible landscapes influencing waking events, accessible through sleep or portals like the House of Mystery. The Phantom Zone, an intangible pocket of non-existence used as a Kryptonian prison for criminals like General Zod, projects inmates into a ghostly limbo where they can observe but not interact with the physical world, debuting in Adventure Comics #283 (April 1961) as a humane alternative to execution. Qward, the anti-matter mirror world opposing positive matter universes, hosts the villainous Weaponers and Thunderers who forge reality-warping tech, first appearing in Green Lantern vol. 2 #2 (October 1960) as a realm reachable via the Anti-Matter Universe's cosmic barriers. These dimensions collectively underscore DC's themes of interconnected fate, with crises like those in Infinite Frontier highlighting their role in preserving cosmic balance against abstract threats.

Pocket Universes and Alternate Spaces

Pocket universes and alternate spaces in the DC Universe represent self-contained extradimensional pockets, zones, and limbo areas designed for isolation, scientific experiments, or harboring hidden societies, often serving as prisons or refuges disconnected from the main reality. These realms are typically finite and enclosed, distinguishing them from broader multiversal structures, and are accessed through specific portals, devices, or magical means. They frequently feature unique physical laws, such as intangibility or shadow manipulation, and have been utilized by various heroes and villains for containment or exile. The Phantom Zone is a prominent Kryptonian prison dimension where criminals are banished as ghostly, intangible inhabitants unable to interact with , allowing for humane without physical . Discovered by , it was used to exile notorious villains like , with escapes often involving technological breaches or Superman's intervention. It first appeared in #283 in , created by and . The Pocket Universe refers to a bottled, self-contained world mimicking pre-Crisis Krypton, created as a refuge or experimental space, notably visited by Superman in a scenario where he returns to a surviving Krypton before its destruction. First appearing in Legion of Super-Heroes vol. 2 #294 (1982), created by the Time Trapper to house a duplicate Superboy, this realm highlights themes of alternate histories and isolation, with its bottled nature enabling portability and protection from external threats. Limbo functions as a demon realm for lost souls and the recently deceased, guarded by figures like Deadman to prevent chaotic incursions into the living world, serving as a transitional zone for ethereal entities and damned spirits. It accommodates isolation for supernatural exiles and has been depicted as a foggy, limbo-like plane where souls linger before judgment. First associated with Deadman in Strange Adventures #205 (1967). The Ghost Zone, an ethereal plane overlapping with spectral dimensions, is used for banishing ghostly threats or conducting otherworldly experiments, particularly in the 31st century by the Legion of Super-Heroes. Inhabitants exist in a non-corporeal state, with access points involving advanced technology or phasing abilities. It first appeared in Legion of Super-Heroes #272 in 1980. The Mirror World is a parallel space accessed through reflective surfaces, populated by evil reflections and duplicates of Earthly inhabitants, often exploited for villainous schemes involving identity theft or alternate realities. Barry Allen, as the Flash, first encountered it during a pursuit, leading to battles against mirrored counterparts. It first appeared in The Flash #126 in February 1962. The Jejune Realm, a limbo for youthful or immature entities, acts as a holding area for underdeveloped souls or lesser deities, emphasizing themes of stagnation and eviction to higher planes. It serves as a neutral zone for hidden societies of immature gods facing foreclosure by cosmic authorities. First appearing in Vext #1 (1999). The Land of the Nightshades is the shadow family home dimension, a dark realm of perpetual twilight inhabited by shadow-manipulating beings, from which Eve Eden (Nightshade) originates as the last royal survivor. It was invaded by creatures like Incubus, forcing exiles to Earth, and features portals through shadows for travel and power drawing. First appeared in Night Force #1 in 1982. Barter's Shop operates as a neutral limbo marketplace in a pocket space, where the enigmatic Barter trades souls, artifacts, or favors across dimensions, serving as a hidden hub for interdimensional deals and exiles seeking forbidden items. Access is granted through mysterious doors, and it functions outside standard reality for impartial exchanges. First appeared in Hawk and Dove Vol. 3 #1 in June 1989. Qward, while primarily an anti-matter universe, functions pocket-like for exiles and experiments, with its thunderbolt-shaped world serving as a base for Weaponers conducting anti-life research in isolated zones. Escapes involve anti-matter energy manipulation, often clashing with Green Lanterns. Some pocket universes briefly connect to the broader multiverse, allowing branching exiles or temporal anomalies without fully integrating into infinite reality webs.

Locations Exclusive to Adaptations

Sites Unique to Live-Action Media

Sites unique to live-action media encompass fictional locations created or substantially reimagined for DC's television series and films, often to suit narrative needs distinct from comic book continuity. These settings frequently serve as backdrops for character development, conflicts, or world-building in ways that diverge from established canon, emphasizing realistic environments, practical filming locations, or thematic alterations for screen adaptation. Examples include prisons, towns, and nations that highlight the grounded, human-scale stakes of live-action storytelling. Slabside Maximum Security Prison is a high-security facility featured prominently in the Arrow television series, where protagonist Oliver Queen is incarcerated during season 7, serving as a site for intense personal redemption arcs and confrontations with past enemies like Ricardo Diaz. Introduced in the episode "Inmate 4587" (season 7, episode 1, aired October 15, 2018), the prison's multi-level structure facilitates riot sequences and moral dilemmas, differing from its comic counterpart—a remote island—by portraying it as a mainland U.S. penitentiary with brutal inmate hierarchies and experimental rehabilitation programs. Indian Hill is an underground research laboratory beneath Arkham Asylum in the Gotham television series, developed as a secret Wayne Enterprises division for unethical experiments on human enhancement and genetic modification. Debuting in season 2 (2015), it becomes central to the "Wrath of the Villains" arc, where scientists like Hugo Strange create monstrous hybrids, including reanimated individuals like Theo Galavan, leading to mass escapes that terrorize Gotham City. This facility, absent from core comics, underscores the show's exploration of corruption and mad science in a pre-Batman era. Evergreen is a fictional small town in Charlton County, Washington, serving as the primary setting for the Peacemaker HBO Max series (2022), where Christopher Smith returns after events in The Suicide Squad (2021). This Pacific Northwest community, with its diners, trailer parks, and covert Project Butterfly operations, highlights Peacemaker's dysfunctional family dynamics and alien invasion subplot, filmed largely in Vancouver, British Columbia, for its rainy, isolated aesthetic. Evergreen has no direct comic equivalent, functioning as a microcosm of American suburbia infiltrated by espionage. Boravia appears in the 2025 Superman film as a rogue Eastern European nation, home to the brutal dictator and villain the Hammer of Boravia, who invades the neighboring fictional country of Jarhanpur amid global tensions involving Kryptonian artifacts. This setting, introduced in the film's plot to explore themes of international conflict and Superman's interventionist role, draws on Cold War-era tropes but is newly crafted for the DC Universe cinematic reboot, with scenes depicting snowy fortresses and diplomatic crises. Boravia's lore ties into Lex Luthor's machinations, distinguishing it from any prior comic nations. Londinium, depicted as a foggy, aristocratic British counterpart to Gotham in the 1966 Batman television series, features in the three-part episode arc "The Londinium Larcenies" (season 3, episodes 11-13, aired December 1967). Here, Batman, Robin, and Batgirl pursue the villain Lord Ffogg and his Fog Men across the English countryside to the Tower of London, emphasizing international crime and cultural satire. Originating in this campy live-action adaptation, Londinium expands the Bat-universe beyond America without comic precedents, using London filming locations for authenticity.) Wait, no Wikipedia, use IMDb:

Locations Unique to Animated Media

Locations unique to animated media in the DC Universe encompass a variety of fictional settings invented for television series, direct-to-video films, and other animated projects, distinct from those in the primary comic book canon. These places often facilitate plot-driven narratives, such as international intrigue or localized conflicts, without drawing from established comic lore. They appear across continuities like the DC Animated Universe (DCAU), which includes shows such as Batman: The Animated Series, Superman: The Animated Series, Justice League, and Batman Beyond, as well as standalone animated movies. One prominent example is Arkham Canyon, a treacherous ravine near Gotham City featured in the DCAU film Batman Beyond: Return of the Joker (2000). During a confrontation between Batgirl (Barbara Gordon) and Harley Quinn, the two fall from a cliff into the canyon, with Harley presumed lost in its depths; this event underscores the perilous geography surrounding Gotham's infamous asylum. The canyon's isolation and rugged terrain amplify the dramatic stakes of the chase sequence, serving as a narrative device to resolve Harley's arc without contradicting core comic elements. Similarly, Brisco Canyon appears exclusively in the DCAU animated film Batman & : SubZero (1998). This remote, rugged area outside Gotham becomes the site where a stolen used by 's associates is abandoned after a heist involving a rare blood serum. The canyon's challenging landscape hinders police pursuit, highlighting Freeze's desperation to save his cryogenically preserved wife, Nora. Its depiction emphasizes environmental hazards like steep drops and isolation, unique to this story's focus on Freeze's tragic villainy. In the broader DCAU, several fictional nations provide backdrops for global threats. Chong-Mai, a militaristic dictatorship situated between China and North Korea, debuts in the Justice League Unlimited episode "Initiation" (2004). Here, the Justice League confronts Brimstone, a rogue nuclear-powered robot unleashed during the country's civil unrest, which escalates into an international crisis requiring the team's intervention. Chong-Mai's volatile politics and advanced weaponry underscore themes of unchecked militarism in the animated continuity. San Baquero, a volcanic island in the Gulf of Mexico, is introduced in the Justice League Unlimited episode "The Doomsday Sanction" (2005). The island serves as the battleground where Superman clashes with Doomsday, engineered by Project Cadmus as a weapon against metahumans. Its active volcano and geothermal instability intensify the fight, symbolizing the explosive consequences of genetic experimentation; General Wade Eiling even considers nuking the site to eliminate both combatants. Verdeza, a South American nation plagued by environmental exploitation, features in the Batman Beyond episode "Ascension" (2000). Exiled corporate executive Paxton Powers runs a polluting operation there, drawing the ire of local activists and Terry McGinnis (Batman). The country's lush yet despoiled landscapes highlight corporate greed and ecological damage, culminating in a confrontation that exposes Powers' schemes. Verdeza's isolation allows for a self-contained story on globalization's dark side. New Cuba, a Caribbean island estate, appears in the Batman Beyond episode "Out of the Past" (2000). Ra's al Ghul, possessing Talia al Ghul's body, operates from a sprawling 200-acre compound on the island in the 2040s, using a Lazarus Pit to extend his life. The location facilitates a tale of immortality and family legacy, as Terry aids an aging Bruce Wayne against Ra's immortality scheme. New Cuba's tropical seclusion contrasts with Gotham's urban grit, emphasizing the global reach of ancient threats. These locations enrich the animated DC Universe by offering flexible, story-specific environments that enhance character development and episodic adventures, often exploring social or ethical issues not central to comic arcs. While some elements like political instability recur across media, their exclusive use in animation allows for creative freedom unbound by decades of comic precedent.

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