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fandom.100th-millennium
# Danruiphus
Danruiphus
fandom.100th-millennium
# Destroyers Destroyers are warships designed to hunt down other ships using their superior speed and powerful long-range weaponry. They usually hang behind the frontlines as their armor is usually light in order to capitalize on their speed. Despite this, they are capable of threatening even the largest ships with their weaponry. Characteristics. Destroyers are relatively small, lightly-armored ships, similar in many ways to corvettes. However, despite the similarities, the two ship types each have their own role. For destroyers, that role is taking out enemy warships from a distance. A destroyer's armament is typically focused on long-range weaponry. This could range from torpedoes, drone swarms, or various forms of spinal-mounted weaponry. These weapons are usually quite powerful, enough to either instantly destroy smaller vessels or tear enormous holes in larger ones. However, they are often not suitable for close-range usage. While a single destroyer is capable of achieving immense destruction on its own, they are even deadlier when flying in groups. Destroyer units are capable of annihilating even the biggest targets before the enemy even knows they are there. Notable Examples. TBA
Destroyers
fandom.100th-millennium
# Dimostah Dimostah is the smallest planet of the Saihera System and the capital of the Kingdom of Saihera. The planet holds a very special place for the Scargass species, although it is not their original homeworld. After the supernova of Tegerelis, a few thousand Scargass escaped the blast and the destruction of their home planet and fled to the nearest world that was habitable to them, Dimostah. This essentially makes the planet the honorary homeworld of the species, although it has essentially no native life. Dimostah is also very important to the Kingdom of Saihera as a whole, as it is the seat of the royal family and the government of the Kingdom. During the War of Saiheran Succession, Dimostah was ruled personally by Prince Sais Atherian, as she transformed the planet into a massive military compound to protect against attacks. During the war, the population of the planet suffered greatly under his iron fist. He instituted martial law on the planet and indefinitely imprisoned and tortured anyone who spoke out against this. However, upon her death at the end of the War of Saiheran Succession, the planet was freed, and there was a massive celebration. Many refugees from the planet returned as well. Properties. Dimostah is incredibly small and is at the low end of the planetary size range, so some consider it to be a dwarf planet. It is similarly tiny in mass, having less than a fiftieth of a standard terrestrial mass. Unlike most capital worlds, it has almost no native life. Aside from this, Dimostah is very habitable to certain kinds of life, as it has abundant oceans of liquid methane and ethane covering large portions of its surface. Dimostah has a weak natural magnetic field, although it was strengthened by a specially built orbital ring which generated a stronger one, due to a primarily icy composition. Beneath a 100 km or so icy crust, there is a sterile liquid water ocean. Beneath this there is another layer of exotic pressurized ice, and finally beneath that is a rocky core. Atmosphere. The atmosphere of Dimostah is very thick and is composed primarily of nitrogen. It also has a decent percentage of methane, due to evaporation from the large oceans of the planet. There is also trace amounts of hydrogen and other gases. Dimostah's atmosphere has differing compositions depending on altitude, as in the troposphere there is more methane than above this zone. There are also large-scale haze layers positioned hundreds of kilometers above the surface of the planet, making for some very beautiful views of the endless orange clouds beneath. Orbit & Rotation. Dimostah is an outer planet of the M-type star of Saihera, and is located in the methane temperate zone. Thus, it escapes the tidal locking of the inner worlds of the system, giving it a more-or-less normal day and night cycle. The eccentricity of Dimostah's orbit is rather low. Dimostah rotates once every 32.5 hours. This combined with its low temperature gives it sluggish upper atmospheric winds, making the haze layers more stable. However, Dimostah's axial tilt is very high, at 71.7 degrees, meaning that parts of the planet are in darkness for years at a time. Geography. Dimostah is considered to be a lacustrine world pocked with small hydrocarbon lakes. There are few bodies that are not small enough to see clear across, and as such the vast majority of the planet's surface is land-based. The largest lake on Dimostah is Lake Krazal, a massive lake on the south pole covering more surface area than the next ten combined. The royal palace and government buildings are situated on an island in this lake. Climate. Dimostah has an interesting climate. Due to the fact that the planet's thalassogen also makes up a large portion of the atmosphere, the actual pressure is rather variable as it rains out and evaporates back up. This unique property can make for some interesting weather patterns. There are few actual clouds on the planet, but the atmosphere is always colored an opaque orange due to a dense organonitrogen haze. Clouds typically cover 1% of Dimostah's disk, though outburst events have been observed in which the cloud cover rapidly expands to as much as 8%. Large banks of southern clouds are formed when heightened levels of sunlight during the southern summer generate uplift in the atmosphere, resulting in convection. Moon System. Dimostah "used" to have a large set of captured asteroid moons, but unfortunately all of them have been disassembled to construct various bits of orbital infrastructure. None of them were very interesting anyway.
Dimostah
fandom.100th-millennium
# Doctor Philipe Philips III "Huh? What do you mean god? That’s just Philipe. He comes around every now and then. Y’know, one time he pranked my cousin by turning her eyes inside out and then removing her sense of pain, so she didn’t even realize for like an hour. Obviously he fixed her after. But it was hilarious. He’s pretty helpful around the farm. He makes the plants grow for us on dry seasons." Overview. Hailing from the planet known as Feather Star, Doctor Philipe Philips is a member of the Hoaxus race and therefore has many birdlike features such as feathers, wings and a beak. Though after becoming the third Icon of Sinister, he routinely changes his appearance to fit his spontaneous personality. Being in control of all states of matter, Philipe's form shifts quite often, however he makes sure to keep a single piece of clothing constant, a red velvet beret. The Doctor's Travels. Having control over all matter, Doctor Philipe very haphazardly shows off his ability to move himself through space at speeds faster than light. Though impossible to study due to Philipe's constantly distracted a restless nature, it is hypothesized by the scholars of Limehold that his reality breaking speeds are caused by the Icon's general connection to the recently discovered plane known as the Lux Aeterna. Using this ludicrous ability of effective teleportation, Philipe travels the universe happily, finding presumably new life and planets well outside the bounds of the crimson hand of Sinister. Though he is an expert explorer, many don't know of his accomplishments due to his rather exaggerated ability to keep his discoveries hidden from anyone who asks. 30257 CE - Big Worm Fight :). Doctor Philipe irritably brushed the dust off of his shoulders as he stepped out of a gas giant. He placed his foot on a granite satellite, shivering at just the thought of how itchy that gaseous bath was. Waving his hand, dust beneath his feet coalesced into a de-saturated notepad, upon which he wrote the words "Don't take bath in gas planet". Pocketing the book in his freshly formed denim jeans, he spun around, gazing at the sky as his already bulbous eyes widened and exploded in cell count in order to accept more light. His optic nerve grew dozens more cones, allowing his brain to process more colors across the whole light spectrum. His growth in ability of sight allowed him to witness a creature of surprising stature. A worm the size of a solar system twisted and curled like a contracting spring, aiming to consume a planet. Philipe let out a surprised gasp before standing on his tippy toes as if to reach something. Small clouds of dust formed around his feet-like talons as he moved slightly across the granite object below him. Cupping his hand on the side of his head, his ear grew to the size of a home to take in sound. His golden eyes widened like dropped jaws as he heard the delicate tickle of a thousand screams from one light-year away. The muscles in his legs grew, expanded and compressed like damascus springs as he pushed his body towards the ground. The packed muscles snapped and jolted with enough force to crush twenty civilizations. His legs rather happily left existence, destroying the granite satellite that Philipe previously stood on before launching him towards the titan of a worm. The Doctor's star-like smile shined brighter than any star in Sinister as his speed climbed and his legs returned to his body, reconstructing themselves like telekinetic bricks. Moving so close to the speed of light that particles around him seemed to lose sense of physics. Quarks became liquid while atoms flew in and out of the third dimension like a horde of indecisive flying fish. Everything came to a stop as Philipe's speed abruptly was converted into a ball of heated white energy that rested deceptively calm in the palm of his hand. He floated in place, his legs outstretched as if he was standing. A second head sprouted from his back like a flower to view the clouded blue planet that stood behind him while his main head angrily gazed at the cosmic scale worm before him. The worm seemed to shift its attention onto the comparably atom sized doctor, forgetting about its aggressive appetite for planets briefly. With a animated wave of his six feathered fingers, the giant worm's star sized brain shifted and morphed to Philipe's osmium will. Countless new chemicals and compounds were formed within this creature's rapidly changing and expanding nervous system. The bodily modifications necessary to support these changes were added onto the worm's organ structure in a similar fashion to tape and staples on paper. A large permanently smiling mouth was pasted onto the worms previously blank and somewhat menacing face. Leaning in towards the ocean covered planet behind, Philipe managed to hear thankful voices shouting up at him from below. Providing the grateful race of citizens with one last goodbye, The Doctor tapped his ankles together before darting into the blackness of space. A trail of cosmic scale fireworks were left behind him, leaving the countless gratitude-filled people with a celebratory light show.
Doctor Philipe Philips III
fandom.100th-millennium
# Dominion of Astraeus What a curious occasion, the binding of two individuals to become a single legal entity. The strange practice, originating from where else but Herschel Space, would be first practiced here on this day 59,809 years after the fall of the Triumvirate. The motivation behind this exotic ritual is to allow for the smooth merging of Tenshi and the Ursa Syndicate into the largest conglomerate in history. It goes without saying that those witnessing the occasion are numerous, each one eager not only to see the spectacle but to forge a stronger alliance with the "bride" and "groom," strange words that no one attending can quite pronounce right. The room shudders, signifying the arrival of the betrothed. These two being some of the wealthiest to ever inhabit Cosmoria decided that the ceremony would commemorate with a grand entrance, the two largest warships fielded by either group both docked our relatively small station. From one, came Nicodemus IV, First Lord-Officer of the Ursa Syndicate and from the second came Meiko III, archon of Tenshi. After much fanfare and greetings, vows were given, and not only the first marriage in Aylathiya's history took place but the complete upheaval of the galactic order began. This day marked the creation of the Dominion of Astraeus, with the various oligarchs, investors, and elites present on the occasion each promised a parcel of territory across Martial Space. In a brazen act of treason, the newly-weds burned the flag of the Neo-Terran Co-Prosperity Sphere and declared themselves its rightful rulers. With loud applause and much celebration, Meiko and Nicodemus signed the declaration of war, arguably one of the most important in history. History. Precursor States. The Dominion of Astraeuscan trace its origins back to the Triumvirate Civilization, as so many nations currently do. As the Triumvirate collapsed and The Administrator laied waste to Martial Space like a god furious with mortals, a number of organizations began springing up in the ruins. The Vexlores created a highly decentralized warrior-noble state while the Humans fractured into thousands of small states, two of which being Tenshi and the Confederacy of Borealis. In 21,655 CE, taking a page out of Tenshi's playbook, the Confederacy began a hostile takeover of Vexlore territory, ensnaring its noble class in a debt trap while collectivizing many of the assets they owned, making them popular amongst the populace. As the Confederacy increased the freedom of the working class, it soon gained control over most of the Vexlores' economy with nearly all of the workers in the species becoming card-carrying members of the Confederacy. Meanwhile, bordering the territory of the Confederacy, Tenshi also began expanding. It too had recently conquered a new people, the citizens of the Ventemir nebula. Soon, the two titans of industry, one controlled by the workers and one controlled by the elites, faced off. In a fierce competition, Tenshi and the Confederacy competed all within the framework of the Neo-Terran Co-Prosperity Sphere, the nation with "de jure" control over both of them. Freedom for the Vexlores. A near-legendary individual, simply known as Nicodemus, would begin to call for the Vexlores to be freed of Human influence. While most certainly not the first, Nicodemus was the most effective and spreading this ideology. His idea of a vanguard, a group of ultra-devoted highly-trained Vexlores devoted to the protection of the workers, came to become popular amongst much of the people as Humans began gaining more power in their territory. Nicodemus began organizing the workers, and by 40,000 CE he had stoked a strong enough identity amongst them to begin breaking away from Confederate control. In 40,007 CE, the Vexlores held a referendum and peacefully split from the Confederacy. Unlike the war-like Confederacy of the modern era, this Confederacy accepted the outcome of the referendum and only asked for loans given to Vexlorian cooperatives and unions be repaid while also requesting a military alliance with the new nation to stand up against Tenshi. Both terms were agreed to. The Ursa Syndicate. What emerged from the Confederacy was the Ursa Syndicate, a new economic bloc controlled almost entirely by the Vexlores. The new vanguard, simply called the Ursa Party, would begin transforming the new organization from a free market socialist to a centrally-planned socialist nation. As Nicodemus' son took power, it became clear that the Syndicate had become a monarchy with left-leaning economics at best. With independence secured, they emerged as a new power occupying large tracts of land on Eos. With control of Holo's Ring and a vast military apparatus, the Ursa Syndicate became one of the leading Thaumic societies. Creation. As the Neo-Terran Party waned and their nation fell into disarray, nearly every polity in the region scrambled for a chance to become their successor. As dozens of worlds burned as every warlord in Martial Space took the opportunity to make a name for themselves, a discussion began taking place within the Ursa Syndicate. Ideologically far closer to Tenshi than the Confederacy, they broke the alliance and instead opened trade to Tenshi. Their alliance would only deepen as the Confederacy occupied Albedo, the capital of the Neo-Terran government and begin asserting their dominance over Martial Space. In 59,704 CE, the Ursa Syndicate would work with Tenshi to capture the "Imperator", the leader in exile, and execute them. 105 years later, the symbolic crown would be split between the two nations, creating a Diarchy in which the leader of the Ursa Syndicate would share the title with the leader of Tenshi. Formation of the Duchy System. After the seizure of power by the Diarchy, they declared that every loyal nation would become a duchy while those disloyal to them would be forcibly disarmed. Starting a millennia-lasting war, the Diarchy and its allies fought across Martial Space. In 61,331 CE, the president of the Confederacy of Borealis agreed to become the "Arch-Duke of Borealis," ending their involvement in the conflict and thus most of the resistance to the accession of the Diarchy. A new noble class was born at this time, the rich and powerful across Martial Space ascending to various thrones. These thrones did not rule territory, however, but the economy. Dukes of various organizations would specialize in certain industries and would be guaranteed a capital that would be protected from warlords, pirates, or competitors in the same industry. With time, most industries were controlled by the nobility with large-scale production of goods banned. This was a huge blow to the Nachleben, ancient asteroid or even planet-sized machines capable of full self-sufficiency. Millions of these machines would be purged as they resisted opening themselves up to the galactic economy. Both co-rulers, Nicodemus and Meiko, would not only personally lead armies against dissenting Nachleben, but would go on diplomatic missions with other nations to clean up the poor reputation of Martial Space. Thaumaturgy and Mars. As the new rulers took control of the nation, the favor of Mars quickly turned to the new rulers, forsaking the Party that it originally created. Mars would begin a more active role in Martial Space, adding a weight to the words of the Diarchs for which no mere corporeal authority could substitute. With a nearly deific status, Mars has mostly been a representation of the people of Martial Space, an entity with little more than symbolic power, however. As the Dominion continued its expansion, a new phenomenon called the The Blessing of Mars began manifesting, granting both leaders immense power as Magi. This allowed them to continue leading troops into battle not just as figureheads, but as fighters on the front lines. Thus a trend began of an increasing reliance on Thaumaturgy by the Dominion, its military becoming characterized by noble Magi leading vast swarms of machines in the fight. The Dominion would be a magocracy, a society ruled by Magi, by the end of the reign of Nicodemus and Meiko, who both abdicated at the same time when Mars began favoring the next leaders, Adeline and Bolin, would share the last name Drusus, the name of the legendary Svartálfar known as Hal Drusus that lead an ancient rebellion against the legendary being known as Holos which was responsible for destroying their civilization. Early Government. The rule of law was a relatively new concept to much of Martial Space, especially for many of the less developed regions. Throughout most of history, law was simply a tool used by rulers to maintain their authority. With the ascension of the new diarchy, the law became a strict code applied to all equally. The first centuries of the nation came with large-scale wars waged against nobles and wealthy individuals that violated the law and were willing to die over their ability to continue doing so. The Diarchy. The Dominion was a constitutional diarchy with power distributed throughout the nation to lesser oligarchs, called dukes, who managed regional governance. The dukes were first permitted to field small militaries, levy taxes, and pass laws. Constituent Territories. There were ten officially recognized "Crowns," now referred to as "duchies," within the Dominion. These duchies were headed by individuals or groups initially loyal to the first two rulers of the nation. Many of them, however, would take centuries to receive their rightful land as existing power structures had done much to interfere with the ascension of the Dominion. Society. Martial Civil Religion. "Main Article: Martial Civil Religion" Ibaradism. "Main Article: Ibaradism"
Dominion of Astraeus
fandom.100th-millennium
# Dominion of Khela
Dominion of Khela
fandom.100th-millennium
# Dominion of United Duchies
Dominion of United Duchies
fandom.100th-millennium
# Dominium of United Duchies
Dominium of United Duchies
fandom.100th-millennium
# Dotsk The Dotsk ("Araira Araira veritus") are an intelligent species native to the moon of Eithlinn within Martial Space. A communal species, it is rare for a Dotsk to leave their home system, a system dominated by one nearly fantastically large megastructure known as Mili, a Recurrent Nova Engine. The Dotsk have no subspecies, unusual for a species with such a large civilization, due to their general lack of emigration. Based on iron oxide arranged into heteropoly acids rather than the more conventional carbon, the Dotsk are part of the Noirae domain of life, a domain of life native to space across Aylathiya. The Dotsk are unique among sapient species to be descended from space-based life. A phylum-spanning adaptation of the Dotsk is a body plan called "Kolonae." This body plan represents a large number of zooids, smaller genetically-diverse organisms, that work together to create an exoskeleton and larger organs that they themselves cannot emulate (such as the nervous system and lungs). The Kolonae body plan is common in Noirae life forms. The zooids exist within a four-legged body with one prehensile pseudopod created by the zooids themselves with flexible collagen-like skin. Dotsk have two large eyes with several secondary eyes arranged around the head. Behind the head is an abdomen where the legs are attached containing most of the zooids. Anatomy. The Dotsk have only a handful of distinct internal organs, with all other bodily functions handled by the genetically identical zooids contained within them. Organs include the nervous system, exoskeleton, and central stomach and fermentation chambers. Circulation is handled by a decentralized pumping system in which many muscles across the body pump blood. Zooids. The Zooids that compose a Dotsk are technically separate organisms, with separate life cycles and metabolisms from the whole organism. The zooids are mostly located within the abdomen and are responsible for the final stages of digestion, reflexes, muscle movement, bodily repair, reproduction, the circulation of blood, and most of the maintenance of homeostasis across the body. While the Zooids are all genetically identical, they have many different forms dictated by various chemicals and signals. For instance, some zooids develop to become almost entirely composed of muscle while others take on the roll of livers and still others secrete hormones. They range in size from 3 millimeters across to over 100 mm and each comes complete with its own nervous and digestive systems, are capable of movement, and are capable of self-replication. As a Dotsk matures, the zooids become more and more specialized until they become essentially regular tissue. In order to repair tissue damage, zooids reproduce by budding much like cells do. An interesting advantage of the zooid system is that cancer will only affect one zooid at a time. While it can spread to other zooids, the body can effectively terminate any cancerous zooids before this. As a result, the entire phylum is practically immune to this disease. Brain. The brain of a Dotsk, as an independent organ, is assembled by zooids before the Dotsk hatches. Several zooids will initiate apoptosis, killing most of their cells while leaving neural stem cells in their place. Using the nutrients from the destroyed zooids, the brain begins growing, shielded from the other zooids in a sort of skull to prevent them from using up its resources. This development will pause after a Dotsk hatches for several years. At this time the body focuses on development with the goal of bringing the Dotsk to nearly full maturity physically (albeit small in size). The Dotsk will begin metamorphosis at about 4 years of age. While the physical body will not change much externally, the nervous system undergoes extreme changes during this three-month period. After the months of development wrapped within a cocoon, the Dotsk will transition to, while immature, a sapient being. With total control over the body, the brain will continue growing for another ten years before reaching full development. The nervous system of the Dotsk is very complex. Working something like an analog computer, long and short pulses across the nerves convey different information. Each zooid receives signals from the brain while also signaling each other directly. As a Dotsk matures, the brain takes on an increasing role in the management of the zooids' nervous systems until creating a single fully unified nervous system. Other Organs. The exoskeleton is formed before the Dotsk is born and maintained by millions of zooids near the surface. The tough iron-oxide-based exoskeleton has a grey and red hue. It offers significant protection as well as structure for the Dotsk. Beneath the tough exoskeleton is a network of muscular zooids and beneath those lies the stomach. The stomach is one contiguous organ not divided into zooids and has no central nervous structure. The stomach is divided into numerous chambers to ferment vegetation; however, the bulk of the stomach is used for processing meat and soft plants. The web-producing glands are also true organs located above the mouth. This gland is capable of producing about five milliliters of webbing per day, which translates to over a meter of material. While the webbing was originally for spinning prey-catching webs, when the Dotsk were much smaller, they gradually became repurposed as a tool. As sophisticated tool-use came to the Dotsk, natural selection began favoring rope-like webs used for the creation of tools and shelter. While the webs have been largely phased out due to advances in material science, great cultural importance is placed on the quality and time put into one's web-based creations. The eyes of the Dotsk are each composed of one specialized zooid, technically just making it an independent organ. The eyes of the Dotsk, of which they have two primary and four secondary, create a wide range of view. The large central eyes operate quite like a telescope, with the eye itself lengthening or shortening to focus light. The secondary eyes have no such feature, instead reflecting light from a large area into a central receptor bed where it is then collected. These eyes are capable of warping the "dish" that gathers light art to change focus. Both sets of eyes are remarkably like telescopes in this way, owing to the ancient heritage of the noirae species as space-based organisms. In space, telescope-like vision would prove highly advantageous over other forms of eye sight. Psychology. Despite being an interstellar species possessing space-travel for millennia, over 95.97% of Dotsk still live within one light year of the home world. This general refusal to leave their home is due to psychological reasons as much as it is due to cultural ones. A communal species, the Dotsk have no concept of "in groups" or "out groups" among their own kind, creating an open society in which there is little distinction between strangers and loved ones as all are treated the same. A peculiar trait is the Dotsk's tendency to self-segregate based on sex. Females and males, while living in the same cities and space habitats, will divide territory roughly equally between themselves. Once every Eithlinn cycle (an orbit of this moon around its gas giant) these borders will suddenly disappear and the communities will behave as though they never existed. For the next Eithlinn cycle, they will cohabit, mate, and share resources. After this nearly month-long period, they will return to their segregated state. Life Cycle. Male and female Dotsk do not have gametes. Instead, they have clusters of identical cells sourced from the majority of zooids in their bodies. This composite cluster, called a Gamoid, is stored in the reproductive organs until mating. Since the production of these Gamoids are a highly time-consuming process, requiring donor cells from across the body, Dotsk can only properly mate approximately once per 20 cycles (with other occasions existing for mostly social reasons). Upon mating, the Gamoids will coalesce within the female before a random assortment of the cells will rapidly harden and migrate to the surface of the new structure. This produces a durable egg containing the genetic material of both parents scattered throughout it. Each of the present cells will mature into a zooid as they compete for resources within the egg. After four months of this tumultuous competition within the egg, it releases certain hormones causing it to be ejected from the female. After another four months, the egg will hatch, from which the larva will emerge. Lacking in almost all intelligence, the larva needs to be shepherded by those around them. The more mature larvae historically helped with hunting small animals as their lack of inhibition made taking down prey easier. After nearly 100 cycles, the larva will wrap itself in a cocoon and begin the process of maturity described above. The metamorphosis is almost entirely spent on the brain, with minimal changes taking place in other parts of the body. For a brief period after emergence, the Dotsk will build up strength lost to muscle atrophy and then finally mature.
Dotsk
fandom.100th-millennium
# Dreadnoughts Dreadnoughts are massive, heavily-armed warships commanded by the highest-ranking members of a nation’s astronavy. Acting as both a mighty weapon and a powerful propaganda tool, dreadnoughts instill both awe and fear to whoever sees them. Characteristics. Dreadnoughts are some of the largest warships ever constructed, only being outclassed by vessels like supercarriers and titans. Their size alone is enough to strike fear into their foes, with more cowardly ship captains tending to flee at the sight of these behemoths. They also serve to inspire their allies, even allowing for smaller vessels like destroyers and frigates to use the dreadnought as a shield. Of course, size alone is not sufficient to win a battle. As such, dreadnoughts are often bristling with the biggest guns a nation can build. This immense firepower, combined with the fact that many dreadnoughts come with their own starfighter complement, allows dreadnoughts to stand against enemy fleets alone and deal massive amounts of damage. Despite their overwhelming strength, being such a mighty beast does come with disadvantages. Enemy captains will almost always single out dreadnoughts as high-priority targets, focusing all their guns on it. Even though a dreadnought’s armor is often very strong, it is not invincible, as many arrogant admirals have found out firsthand. Notable Examples. TBA
Dreadnoughts
fandom.100th-millennium
# Dronorus Overview. Drononus, also known as Dronorus Prime is a terrestrial Planet located in the Magnillion Sector of the Jewel Cluster of the Eulciar Galaxy in Amoeni Space. The Planet is also the Adopted Homeworld of the Havonian Species, a well-known species originating from the Hasteria Supercluster and are a Founding Member of the Federation of Free Jewel Systems. Drononus is a quite large world, being over 15,980 Kilometers. The Planet is known for its grasslands, its warm climates and beautiful oceans. A standard day is 22 hours, while a year is 324 days. It is the 4th planet in the System. Early History. Not much is known about Dronorus prior to the Hasterian Exodus event, or even its previous name, but by the time of that event, the planet had only 18,000 inhabitants, mostly humans. A Havonian colony ship landed on the world and began to rebuild their society, which they thought had been wiped out (Later found to be false). Dronorus was picked as their adopted homeworld due to their Identical conditions to Havonis Prime on the Hasterian Cluster. This history is still disputed to this day. Modern Day. Dronorus continues to be an essential planet in the Federation, being an important financial center. Havonians also make up a large number of the Security Forces population. Havonian designers at Anarvis Yards also designed the Havonian Cruisers, an essential ship in any Federation Fleet. The Havonis Home Fleet protects the planet from pirates and alliance fleets. Travel between Havonis and the Original Havonian Homeworld in Hasteria is quite common, This route is called the Great Havonis Route.
Dronorus
fandom.100th-millennium
# EFS
EFS
fandom.100th-millennium
# Economic Federation of Saleas
Economic Federation of Saleas
fandom.100th-millennium
# Ectabana The first of the empires of Florathel to rise into space again after the Andvaris Catastrophe, Ectabana stood alone at the beginning of the current phase of recorded history, allowing it to expand far past what modern civilizations could hope to accomplish with a comparatively small population of citizenry. Ruled by the Varla species, Ectabana established a hegemony over the lesser species of Florathel for thousands of years until its fall in the Alshunaman Rebellion, succeeded by the Alshunaman Empire ruling from distant Alshaza. Ectabana spent most of its existence as a major power as an absolute monarchy centered on the Frealee System planet of Veladris, known today as Tarbla. Forming a mostly unified state in ~5.41 Million BCE, Ectabana was the first nation to rise back into space after the attack of the Swarm of Andvaris that caused the dissolution of the Lareas Alliance. Being found so far back in time from the modern day, the events which punctuated its history like the many civil conflicts and the Alshunaman Rebellion are only known in vague detail. History. Background. Millions of years earlier, most of the civilizations of Cosmoria save the scattered states of Zalanthium were utterly destroyed by the Swarm of Andvaris, leaving the species of Cosmoria to climb back up into space over eons. The Varla at Veladris would prove to do so first, their warring factions theoretically unifying across the Frealee System and expanding outwards. Most of the major characteristics of Ectabana were derived from the fact that it was truly the first interstellar civilization in eons. SEE ALSO: Andvaris Catastrophe Formation. Before Ectabana's founding, the factions of Frealee were in an era of constant war poorly understood by modern historians. The great peacemaker Welem held a meeting at the outer dwarf planet Fychis, beyond inhabited space, and eloquently persuaded the various faction leaders to lay down their arms against each other and band together to colonize the universe. His speech is sadly lost to history, but its effects have rippled through time. Thinking themselves alone in the universe, the newly formed union of Ectabana expanded outwards, finding the mostly empty Cnara System and setting up colonies on its habitable planet of Carlea and seeding the subglacial oceans of Azelis with life. The territory of the mostly independent fractions shifted and moved around within the wider borders of the ever-expanding Ectabana, resulting in a complex checkerboard of ever-shifting factional territories. First encountering another sentient species at Saleas, the Varla's illusions of being alone in the universe were shattered. The proto-Salakela were subjugated, swiftly becoming one of many "lesser species" in Ectabana's ever-expanding territory. The Sekamar, the Felantids, and other such species would become the vast majority of the population of Ectabana, with the Varla outnumbered tenfold. Civil Wars. Tensions between Ectabana's mess of factions checkerboarded across the map came to a head over a backwater planet known today as Artaclate. The battle between the current ruling faction of the Tholians and the house of Sellin caused a major switch in the upper reaches of Ectabana's government, giving the house of Sellin full power over the governing apparatus. Artaclate's then-primitive species simply watched as the explosions lit up the night skies. The battle of Artaclate shifted the balance of power between the Ectabanan factions and kickstarted the first of many civil wars in the nation. With each one, the power flipped between one color of the checkerboard and the others, effectively changing nothing at the level of the individual citizen. The times of peace were punctuated by minor rebellions on some planet or another, trying to break away entirely from the empire, although these were quickly suppressed when possible. These civil wars punctuated Ectabana's history with surprising regularity, with a new one breaking out between some pair of minor factions almost every century immediately after rebuilding from the last one had completed. Tamandra's War & the Alshunaman Rebellion. The last and greatest of these civil wars is known to modern historians as Tamandra's War. Despite this impressive title, it was really simply a scaled-up version of any number of the small civil wars of Ectabana's history. Named after the leader of one of the participating factions, Relis Tamandra of the Tholian faction, Tamandra's War's most important consequence was that most of the Tholians' warships in the outer reaches of Ectabana flew inward to the populated core to do battle with the unpopular and corrupt House of Sellin. While the war raged with generic space battles happening every couple of months over whatever planet was selected to be the set dressing, something that would prove far more important to the ages was brewing on the distant planet of Alshaza. The Sekamar, the species dwelling on Alshaza and the surrounding worlds in the Andekai System, were long oppressed by the shifting leadership of Ectabana. Seeing the chance given to them by the sudden departure of the fleets, they swiftly took control of the planetside government strongholds and defense platforms. So began the Alshunaman Rebellion. It spread across the stars like wildfire, every oppressed species picking up their weapons and retaking their many worlds from Ectabana's oppressive rule. By the time Tamandra's War cooled off as the two sides realized their common enemy, it was too late. The revolutionary forces had control of almost the entire outer reaches. Realizing their predicament, the Tholians and Veladrans stopped fighting and marshaled the last of their forces against the newly formed Alshunaman Empire, but they were pushed back toward Veladris time and again in the climactic battles of Varilazk and Karlaia. As the opposing fleets approached the edge of the Frealee System, fighting reached a fever pitch, and the Ectabana united fleet was completely wiped out. Unopposed, the orbital bombardment of Veladris begun, and the existence of Ectabana ended. Legacy. Ectabana would fade from memory as the rule of Emperor Kymeria of Alshaza began an age of peace across the newly formed Alshunaman Empire. The Varla retained their autonomy, and the populations of their disparate colonies would genetically grow apart, forming multiple species known today. Their colony at Karlaia after millions of years is known today as Carlea, the center of the powerful Cnara-Frealee, and Veladris itself is returning to habitability under its modern name of Tarbla. Astrography. Ectabana's territory covered most of Florathel, although most of its citizenry was tightly concentrated around the Frealee System and its neighbors. The farthest reaches barely recognized its existence, and mostly operated on their own. Ectabana's rulers had a habit of claiming things they absolutely could not control, and one of its kings went as far as to claim that Ectabana had full control over Martial Space, all the way across the violent, uncontrollable Lux Aeterna. Ectabana has the unique distinction of having jurisdiction over the most spread-apart populace of any nation in known history. Ectabana's entire population is less than that of modern Saw-Yos, and it is spread over 13 times as much area. Society. Ectabana's society was highly stratified, with the rulers and wealthy classes of each faction generally sitting above the majority poorer population of the Varla species. The entirely of the Varla sat above every other species that Ectabana found on its expansion, and the other species were entirely subservient to them under the law. Legal Status. Only the Varla were considered citizens under Ectabanan law, and often outright owned members of other species. If a Varla committed a crime against an individual from another species, they would often be completely unpunished. By law, these "lesser species" were prohibited from leaving their home systems, although this law was completely unenforceable and many colony ships managed to make it across the interstellar void. During the several civil wars, the lesser species managed to spread thinly across most of Ectabana's territory while the nation's military was too distracted fighting itself. This was likely part of the reason why the Alshunaman Rebellion was so successful.
Ectabana
fandom.100th-millennium
# Edana Edana is the third planet in the Ardaya System, and is the most populous planet in the system. Formerly a harsh, desert world, the planet was terraformed by its daughter species the Myrean into a lush gem. It forms the capital of the Coalition of Free Systems, one of the oldest nations of Cosmoria, dedicated to holding back the Somnar Hive. The shining world has come very close to being consumed by the hive, but each time they have pushed it back to Nerad, and it stands to this day. Geography. Edana is a relatively flat world with only one high mountain, the extinct volcano of Mount Hope. The planet has a static-lid crust, and no plate tectonics, so any mountains are hostpot volcanoes. The planet has very large oceans, which are filled with life and even some intelligent species emigrated from other planets. The endless plains are covered in prairies and savannas, with the occasional arcology every few miles. The most geologically interesting portion of the planet is Mount Hope, the tallest mountain on Edana. Mount Hope is a recently extinct volcano almost twenty kilometers in height and has vast and dangerous cloud forests. The cloud forests of Mount Hope are filled with exceedingly dangerous plants, many of which are carnivorous, and will be explaned later. Mount Hope is hypothesized to have a huge magma chamber which is slowly pressurizing and pushing up the mountain to greater heights. However, soon this magma chamber will drain out and the vast mountain will stop rising. Life. The savannas of Edana are covered in tall grass which occasionally flowers, not much interesting about that. The really interesting portion of the planet in terms of flora is the cloud forests of Mount Hope, which are filled with huge, dangerous carnivorous plants. Examples of this include a huge plant species of varying size, capable of devouring and digesting species, depending on its size, from human size to "Carlean" size. Needless to say, its a good idea to avoid these. There are also huge pits hidden in the ground, which it is not a good idea to fall into because there's a pool filled with digestive juices at the bottom, with a form of bait specially designed to lure in unlucky wildlife from the savannah below. These are usually found further down the mountain, beneath the clouds. Needless to say, the cloud forests of Mount Hope, albeit interesting, are very unsafe to travel around. History. Formation. Edana formed with the rest of the Ardaya System, approximately 2.7 billion years ago. It probably formed without moons, but the impact of a Kelar-sized object vaporized the entire object, causing it to temporarily transform into a synestia. The majority of this cloud of debris collapsed back into Edana, but its two moons Ulekka and Seltina were formed from this cloud. After this occurred, Edana and all other planets in the solar system were bombarded with rocks in the Late Heavy Bombardment, causing Edana to be sterile until approximately 2.3 billion years ago, when the first life formed. Life stayed microbial for the next two billion years, until multicellular life suddenly appeared in huge numbers. Over the next 400 million years, life evolved rapidly into hugely diverse species, ranging from tiny worms to vast herbivorous mammals. Most importantly, the reptilian genus "Myrean" began to evolve. Evolution of the Edan. The genus Myrean consisted of approximately five sapient and subsapient species at its height, but as the most powerful of them either wiped out or interbred with the other four, it was winnowed down to a single species, simply called the Myrean. This species spread out across the planet, founding various civilizations. These civilizations eventually united into the United Edanan Civilization, and space travel was attempted, with colonies being established on Ulekka and Seltina a few decades afterwards. Kelar and Xathor were also colonized by intrepid groups of people, and a research base was established in orbit of Thulinar. Eventually, just as the Edan was beginning to send probes beyond its solar system, Jamulsa annexed it and surrounding nations into itself. The planet got pulled into Jamulsa's never ending stalemate with Kromva, and life remained much the same until something very dangerous happened that no one could have prepared for. Five light-years away in the Nerad System, Governor Xarnea of Somnar uncovered what would become the Somnar Hive in the form of a growth of fungus on the neighboring planet Adjar. This mold took control of Xarnea and then the entire provincial government. Jamulsa hastily quarantined it and directed all the legions in the surrounding territories, including Edana, to hold it back. By this time, the Myrean had spread throughout the system. Their martial traditions made them prime candidates for leading the fleets across the Myrmidan Sector against the Hive, and they took to this duty amazingly. After the fall of Jamulsa, the provinces slipped seamlessly into being independent nations, still devoted to their duty of holding back the Hive. After expansions and contractions of the Somnar Hive, and several times when Edana came within a hair of falling to the Hive, the Myrean hold their posts to this day. Civilization. Given its high and diverse population, Edana is extremely difficult to govern. Many criminal organizations reside in the poorer areas of the planet. Anywhere from deeply-bored tunnels reaching well into the mantle to the vast number of space stations orbiting the planet, one can find dangerous criminals, rogue machines, and all manner of unsavory individuals the government would rather do without. However, most of the planet is perfectly fine for normal civilians to live in, despite its fragmentary political state. A large fraction of the planet's savannahs are covered by great tower cities, vaulting almost to the edge of the atmosphere. These tower cities hold most of the planet's surface population.
Edana
fandom.100th-millennium
# Eithlinn Eithlinn is a habitable moon in Aylathiya. The moon is the home world of the Dotsk and is the capital and most populated natural body in Dotskgard. It orbits an artificial shell world known as Mili, despite originally orbiting a gas giant named Tuirne. Eithlinn itself has a population of 1.5 trillion, making it the most populated moon in Martial Space. Due to the lack of a parent star, the main source of heat for Eithlinn is artificial heat beamed from Mili. Accompanying Eithlinn are over forty other moons, many of which were moved from outside of Eithlinn's original system to orbit Mili. The largest of which is Anamnesis, the first world the Dotsk terraformed. Geography. Most of the Eithlinn's original volcanic activity and natural surface has been altered by the Dotsk to better suit their needs, leaving little in the way of natural geography left. Their first mega-project was to begin hollowing out the moon to create thousands of layers of living space. Most of these layers are large nature reserves with dense cities dotting the landscape. Currently, the government of Dotskgard is hollowing out the core of Eithlinn. They plan to replace the valuable metals inside with simple hydrogen, enough to eventually create a black hole. This micro-black hole would supply gravity to the surface while also acting as a power generation device. Across the moon are large towers, often twenty kilometers long and a kilometer and a half wide which link the layers. They support people, matter, and power throughout the moon. Many of them extend deep into the core, extracting all the power they can from it. They also serve to radiate excess heat from the moon. Biosphere. The life on Eithlinn is mostly based on metal oxides and herteropoly acids, very dissimilar to the traditional carbon. The lack of phosphorus in the area made it far too uncommon for life to incorporate it into their biologies, so life evolved with arsenic as the backbone of its genetic material instead. This caused phosphorous to become a valuable commodity to the ancient Dotsk, a material rivaling gold in value. Producers. The large volumes of Hydrogen Sulfide present in the atmosphere, in addition to the large amount of carbon dioxide, methane, and sulfur dioxide, is vital to life on this moon. Eithlinn is over two light years away from its nearest star, making photosynthesis impossible. Instead, the lowest level of the food-chain relies heavily on chemosynthesis. Hydrogen Sulfide and Carbon Dioxide can be oxidized to produce sugars, releasing large amounts of pure sulfur. Most organisms which chemosynthesize end up becoming purple or yellow due to this release of elemental sulfur. A large portion of the moon's biosphere relied on another exotic form of energy production, radiosynthesis. In the ocean, where life on the moon originated, the first meter of water absorbs almost all radiation hitting the moon. On land, however, the moon was often bombarded with high-energy waves. Every so often, particularly strong bouts of stellar radiation will hit Eithlinn. This first sterilized the land; however, life soon began to use this radiation to its advantage. The first "plants" emerging onto the land would mostly chemosynthesize like everything else. Additionally, these plants were able to evolve to radiosynthesizers when the moon becomes saturated with cosmic rays for up to a week at a time. Radiosynthesis is akin to photosynthesis, except it uses higher energy light than photosynthesis does, allowing for elemental oxygen to begin building up in the atmosphere. Economy. When Eithlinn first became a part of the wider economy of Aylathiya, its economy had no specific focus. The Dotsk developed a system similar to distributism, a system of economics in which the ownership of companies are spread widely among many individuals. A typical company would be owned by those that worked for it; however, the government was not allowed to interfere in the economy unless it is to maintain the distributist system. This economic system was strange, neither fully socialist or liberal like much of the rest of the galaxy. At first, the government of Eithlinn was incredibly hostile to corporations. This foreign concept was immediately looked upon with disdain. Most believed it to be some form of authoritarianism. After the collapse of the Triumvirate Civilization in 1 CE, the planet found itself able to access the large number of resources it was cut off from previously. The government, fearing monopolies, banned corporations and forced them to return to the distributist form the nation had known previously. Fairly ideologically similar to the Confederacy of Borealis, ten percent of the economy came under the control of this galaxy-spanning union. The Confederacy, known for economically conquering worlds if given the chance, is blocked from expanding much beyond this ten percent figure.
Eithlinn
fandom.100th-millennium
# Ejeunor Ejeunor (Ee-jay-you-nor), also known as the Motherlode, the Auriferous Helix or Little Aylathiya, is a stream of silken gas surrounding Aylathiya. It is mostly governed by the prosperous Shev'ra nation, founded by the thriving Shevin species of Eydafrei. Thousands upon thousands of stars within its borders give Ejeunor its signature golden glow, and has long has a staple for night skies across Aylathiya. Species. Despite its fairly small size, multiple races call this place home, with a number of interesting lifeforms within its golden glow. Shevins. The noble, curious and bountiful race of the Shevins, founder of the near galaxy-wide Shev'ra and arguably its most prominent species. Having arose on the idyllic world of Eydafrei, they have mastered both the land and the heavens with their technology and curious nature. Querna. Having arisen on the swampy world of Jaytov, the Querna are, contrary to the splendorous Shevins, quite a reclusive race, only communicating every so often w[ith other species for trade. Esk. A spaceborne race, the Esk are vaguely molluskan with silicon based shells and exoskeleton, fitted with FTL tech that allows them to individually travel to other systems. The Esk are quite plentiful within Ejeunor's golden glow, and are indeed one of the more intriguing of its denizen species. Kaettr. A crystalline race native to the exotic moon of Iyatim near the core. The Kaettr can best be described as looking like a clump of crystals, and despite their simple appearance, are highly intelligent, even older than the Shevins. They are extremophiles, and can survive in airless environments for several hours. Hyu. An ancient, long forgotten race who are believed to have seeded of Ejeunor's worlds with life, including Eydafrei. Not much is known about the Hyu, what they looked like or their culture/society although they're believed to responsible for the creation of the Orachis-Kenna Path, among other oddities. They traversed space in large, cuboid-shaped ships. Civilizations. Info coming soon Galactic Geography. Ejeunor's Eye. A supermassive black hole in what can be described as Ejeunor's "centre", surrounded by a giant cluster of stars. Ejeunor's Heart. The star cluster surrounding the central black hole, it shines with a brilliant radiance that can be viewed from all corners of the galaxy. Shevin regions often saw it as Ejeunor's eye or heart, hence its modern name. It is also the location of the Orachis-Kenna Path, as well as other oddities. Aside from those, fhe cluster itself mostly consists of giant, dying stars and is filled with cosmic radiation, making life a rarity in its clutches. Major Worlds. Eydafrei. The diverse, life-filled homeworld of the Shevins and capital of the prosperous Shev'ra, Eydafrei is considered a very important planet both in and even outside Ejeunor. It is a course of pilgrimage for all Shevins and a centre of trade within their nati. on. Iyatim. Homeworld of the crystalline Kaettr species, Iyatim is an interesting place, with its crystal-based life and colourful, hydrocarbon seas. All over, crystalline forests permeate much of the landscape under a pink-ish sky, inspiring many with their gorgeous appearance. Eskhive. A rogue planet, considered the "homeworld" of the Esk, although they're not actually native to it. If functionally serves as a trade centre as well as a nursery for Esk to raise their young. Although it lacks a star, the Esk are able to see perfectly fine there due to their flexible vision. History. Though not much is known of its prehistory, it is believed to have once been part of a larger galaxy that was subsumed by Aylathiya as evident by it's close orbit. It is believed that shortly after this occurred, a mysterious species referred to as the Hyu, conquered the stream and created the famed Orachis-Kenna Path. Shortly after this, the Providence Union came through the wormhole and attempted to conquer Ejeunor, but were rebuffed, as their political power was waning at the time. The Providence Union did, however, manage to keep hold of a grouping of 11-ish systems surrounding Orachis, but these were abandoned after the Fall of the Providence Union. As far as historical records are concerned, Ejeunor was fairly quiet for some time with no major civilisations until 3058, when the emerging Shev'ra started to sprawl amongst the aurulent sea of stars. Ejeunor is often described as being somewhere that peace prevails, however, that notion was challenged by the eventual skirmish between the Shevins and the Kawins. A battle that would change the little stream of stars forever. Systems. The most notable systems/planets in this galaxy are:
Ejeunor
fandom.100th-millennium
# Elmaren "When our bioscanners picked up signs of life on Hosmiyr, we thought there would just be bacteria. To say that we were shocked to find an entire civilization there would be an understatement."— Anonymous Commune Federation diplomat The Elmaren (el-mah-ren) are a sapient humanoid species from the rogue planet of Hosmiyr, located in Aylathiya. They greatly resemble bats and primarily live in low-light environments. Despite their skittish nature, they have greatly proven themselves as members of the Commune Federation. Characteristics. Appearance. Elmaren are a sapient humanoid species with features akin to that of bats. They have two large eyes, which are often twice the size of the average Human's. In place of arms, they possess a pair of large, leathery wings that allow them to fly through the air. They also possess three-digit claws at the ends of these wings, allowing them to grip onto many different surfaces. They have digitigrade legs and possess four-digit feet. They also possess large ears that jut out upwards from the sides of the head. They have a mouth full of sharp teeth and are covered in short, thick fur. They are also noticeably shorter than most other humanoids. Biology. Elmaren possibly have the best vision out of any species in Verpletter, being able to see clearly in even the darkest environments. This is due to the millennia spent evolving in a near-lightless environment. They are also able to pick out even the most minute details with their eyes. However, because the Elmaren have spent so long living on a near-lightless world, they must wear protective goggles whenever they leave Hosmiyr in order to keep themselves from going blind. Thanks to their large ears and super sensitive hearing, Elmaren are capable of utilizing echolocation as a means to navigate the world around them. They evolved this ability in order to better search for food when their world was torn from its home system. They also have bioluminescent patches located along their wings, which can be flashed at will. Elmaren are omnivores, although they do show a preference for meat. They prefer the meat of insects and other arthropods above all others, which has led to some notable incidents between them and the Ik'Ik'Vikira. Behavior. Elmaren are naturally skittish compared to most other species, often shying away from others due to their small size. They are most comfortable around others of their own kind. This is largely due to most other creatures on Hosmiyr being larger than the Elmaren and often preying on them. This also gave the Elmaren a natural compulsion to form groups, as it gave them a better chance at surviving the constant dangers of the Hosmiyrian caverns. Despite these factors, Elmaren are regarded as being quite loyal to those who gain their trust. They tend to pair exceptionally with larger individuals in a sort of symbotic relationship. Society and Culture. Elmaren usually live in close-knit communities centered around a group known as a "great family". This great family directs the affairs of the entire community, with each member of the great family specializing in a certain field such as architecture or agriculture. Elmaren typically build their settlements into the sides of cliffs or the walls of caves, both to protect themselves from the dangerous predators on their homeworld and to take advantage of their flying abilites. Unlike most other species, Elmaren do not have a concept of borders. This is largely due to them having to unite early in their history in order to protect themselves from the constant threats on Hosmiyr. Because of this, it is not uncommon for Elmaren to be seen trespassing into another group's territory, which has led to more than a few notable border disputes between the Commune Federation and other nations. History. A Light Long Lost. Long ago, the planet of Hosmiyr was cast out of its home system when a red dwarf star passed too close to it. Hosmiyr was temporarily caught in the intruder's gravity and knocked out of orbit, sending it into interstellar space. As their world's light slowly faded, the primitive ancestors of the Elmaren knew that they couldn't stay on the surface. As such, they moved as far underground as they could, avoiding the coming chill that enveloped their homeworld. As they went deeper, they began to adapt to life underground. Their arms developed into large, leathery wings bedecked with glowing patches gained from their years of eating the bioluminescent bugs that lived in the caverns. Their eyes doubled in size, letting them see much more clearly in their new environment. Their ears also greatly increased in size, granting them the power of echolocation. Life in the Darkness. As time went on, the Elmaren constructed villages built into the walls of their new home. These were centered around magma flows, which kept the Elmaren warm, allowed them to cook food, and let them forge tools. They lived relatively simple lives, cultivating fields of lichen and hunting large arthropods and cave fish for meat. However, as they expanded their settlements away from the magma flows, they found that those living on the outskirts couldn't withstand the cold temperatures or ended up being snatched away by predatory creatures. As their towns became overcrowded, the Elmaren knew that something drastic had to be done if they were to survive. Scouting parties were sent out into the deepest tunnels, desperate to find suitable areas for development. When they came up empty handed, it seemed like all hope would be lost for the Elmaren. However, a group of explorers presented a seemingly impossible idea: if they could not find any magma flows, they would create them. During their travels, one of the scouting parties had come across a strange creature that violently exploded whenever it was sufficiently threatened. The group's plan was to use the explosive properties of the creature in order to cause new magma flows to erupt, allowing for more towns to be built. Despite protests from various groups stating that the idea was insane, the Elmaren were running out of options, choosing to proceed with the plan. They captured as many of these exploding creatures as they could, harvesting the volatile enzymes from their bodies and using them to create a powerful explosive device. A hole was then dug into a wall believed to have magma behind it, with the device placed into the hole and detonated. The resulting shockwave was felt for miles throughout the caverns, with many nearby settlements in danger of collapsing. A New Age. When the dust settled, it seemed like the plan was a failure. However, sometime after the blast, the area around the test site began to grow warmer. To everyone's shock, the plan had actually worked and a new magma flow was created. This technique would soon be replicated in other areas, allowing the Elmaren to expand like never before. A technological boom soon followed, with advancements never seen before popping up in settlements all over the planet. Soon these villages would turn into grand cities, allowing the Elmaren to unite under one banner. However, while the Elmaren were finally able to unite their people, they were still trapped underground under miles of ice. Initially, they tried to use the same strategy they used when creating new magma flows, but the ice was so thick that even their most powerful bombs could hardly dent it. After many more attempts at breaking through the ice failed, the Elmaren gave up and resigned themselves to staying confined to their caverns. Life Above the Ice. In 2584 VC, a Commune Federation ship searching for new worlds to colonize stumbled upon Hosmiyr during an expedition. The ship's bioscanners had detected large amounts of life on the world, far more than what should have been possible for a rogue planet. In response to this, a probe was dispatched in order to drill through the ice with a specialized plasma bore. When the probe finally broke through the ice, it fell into a cavern, right next to an Elmaren city. The Elmaren were terrified at the sudden appearance of this strange device, initially seeking to avoid whatever it was. It wasn't until the probe began to transmit a message did the Elmaren approach it. The message stated that the probe was from the Commune Federation and they did not wish to bring them harm, but rather to bring them into their society. The Federation then sent a diplomatic mission down to the planet in order to facilitate peaceful relations with the natives. When the landing party reached the caverns, most of the Elmaren hid from these strange newcomers, awestruck at their large size and advanced technology. The few who were brave enough to approach were given the opportunity to tour the Federation ship that came to their homeworld. Despite numerous protests from their peers, the volunteers agreed and were brought up to the ship. After a few days, the volunteers returned and brought news of a universe far beyond even the Elmaren's wildest dreams, and they were given a chance to explore it. The Elmaren called together a council of all the great families on Hosmiyr and debated on whether to leave or not. While many of the more prominent familes voted to stay, accusing the Commune Federation of tainting the Elmaren way of life, most of the great families voted on leaving because they believed they could turn Hosmiyr into a hub of innovation. Soon, enormous holes would be drilled into Hosmiyr's surface, allowing starships full of Elmaren to set out and explore the universe. Notable Individuals. TBA
Elmaren
fandom.100th-millennium
# Emerlin Emerlin is a temperate multi-climate blooming planet located in Aylathiya, orbiting a G-class star and having 2 large moons. Here lived a human civilization many thousand years ago, that destroyed itself in a world war. Only many overgrown ruins of large cities and inactive space satellites remind of industrialized civilization. History. The history of the planet Emerlyn is essentially the same as other planets in the universe when it first appeared, however, prior to the arrival of the first humans, it was a desert world and was later terraformed and colonized shortly before the collapse of the Triumvirate Civilization. Emerlin is far from Borealis Space near of the Galaxy Core, the colony was isolated and soon due to the conflict in 100 AD, society and infrastructure collapsed, so the surviving people were sent back to the stone age for tens of thousands of years, starting development anew. The former history of humans as an empire that explored and colonized entire worlds, including theirs, became legends and myths about the gods in various Emerlin cultures. Many human civilizations on the planet have risen to the peak of mighty empires and been destroyed one by one, never reaching the industrial revolution. By 98500 AD, Emerlin's humanity was a Civilization Type 0.73 and its nations had established many orbital stations around the planet and outposts on its two moons, as well as sending automated probes and rovers to other planets in the Arkin System. Rebirth and Destruction. To their peak, the Emerlians were still divided into rival nations, but advances were made in aviation, medicine, global communications, space programs, construction, industry, and more. Their major cities had large, bright skyscrapers and transportation routes in the form of highways, on which hundreds of thousands of cars traveled every day between cities all over the planet. The population of Emerlin at that time was 12 billion people, however, due to limited resources and the ecological crisis, pollution and rising sea levels caused by industrialization, the nations began a series of conflicts among themselves, which led to the complete extermination of the intelligent population of the planet by 98566 CE. The Emerlian nations destroyed themselves with neutron weapons, a monstrous weapon of mass destruction that was their next generation of thermonuclear warhead development. The purpose of this weapon was to incinerate all advanced life within its explosion radius, however, the flora was not affected. Some animals and insects survived and restored their populations again, but people disappeared forever, and their destroyed cities and other infrastructure began to be overgrown by nature and absorbed by the sands in the emerlian deserts. Modern Days. The Arkin System and planet Emerlyn were discovered by the Martial Federal Administration of Universe Exploration Ship "Luxestoum" in 99980 CE. The Luxestoum crew discovered many primitive artificial objects in system and a cloud of space debris near the second planet of the system, around which long-outdated satellites and stations have been orbiting in high orbit for millennia. Later, a small colony was founded on the planet, which is inhabited by scientists and archaeologists who study the artifacts and history of local humanity, which is funded by the Sagittarium.
Emerlin
fandom.100th-millennium
# Empire of Grand Gatlantia INTRODUCTION. The Empire of Grand Gatlantia is the official state of the Gatlantian people known as neo-humans, (the empire is also known as the Sublime Imperial States of Grand Gatlantia). The Neo-Humans is a people descended from the colonizers of Eracleya responsible for having colonized the planet Gatlantia. The empire was founded in year 1 of the 4th era of the Eracleya calendar, after the founding of the empire the government adopted a new calendar known as simply the imperial calendar. The Empire is characterized by an autocratic form of government led by an emperor/empress and extensive territorial possessions around the star cluster called Crimson Realm. Before the existence of the Empire of Grand Gatlantia. Gatlantia was ruled by a republic that had an absurd amount of corrupt politicians, this state was known as the United Republic of Gatlantia. The imperial period of the first era went on for about 500 years. The first two centuries were marked by an unstable period. A Grand Admiral of the Republic's navy known as Advarus Leonid decided to launch a state coup with the support of a good part of the navy, convincing the population that a monarchy would be the solution which resulted in a civil war. The civil war culminated in the victory of the imperial forces, thus signaling the end of the United Republic of Gatlantia. The Gatlantian people are also characterized by a strong and honorable chivalrous warlike culture originating from the moral code and emphasizing frugality, fidelity, mastery and honor and even death. Born of two main influences, the violent existence of the Gatlantian people and the Eranism religion. Thanks to this warrior and militarist culture, the Gatlantians have no more reasons to be isolated in their native territory. The expansion of the Empire began in the 4th century of the first era after the founding of the Empire before reaching its current territorial extension and started the annexation of provinces outside the Villarius sector. During the year 516 of the first era, Gatlantia it witnessed the greatest expansion of the empire, annexing the provinces around the Villarius sector and going far beyond its territorial core. GOVERNMENT. The government system is a hereditary monarchy led by an autocratic Emperor/Empress, who presided over six Councils, each led by two ministers and assisted by four vice ministers. In order not to let the routine administration take over the empire, the emperors ensured that all important matters were decided in the "Imperial Court", which was dominated by the imperial family and important politicians and military personnel. The central institution of the internal court was the High Imperial council. It emerged shortly after the founding of the empire as an organ in charge of dealing with military campaigns, but soon assumed other military and administrative duties and served to centralize the power of the imperial crown. The emperor's power was considered to be of divine origin. The High Imperial council ceased to have real political and legislative authority, but remained an honorary council with full members. Currently, a civil administration with a focus on the court has been formed as part of a large-scale consolidation of imperial power. The most important administrative reform, which probably began in the middle of the Imperial year 4, where civil and military administration was exercised by a single elected individual. High Council. The council is characterized as an aristocratic oligarchy led by an elected Lord who is chaired by the emperor, to make decisions, the High Council works on a majority voting system, the members put forward proposals and the entire council then indicates that supports or opposition. The High Council also advises the emperor on the issues facing the empire. The high council was also responsible for administering the empire's provinces in the event of war, if a lord and his military forces were able to annex enemy territory, he could keep that territory in the name of the emperor, but in fact the territory belonged to the imperial crown since the lord and vassal of the legitime imperial house, the House of Leonid. According to Article 31 of the High Council, for an annexed territory to become a province, it was necessary to carry out an inventory of star systems within those provinces and a population census. The administration then kept several records, including births and deaths, property transactions and legal procedures. The provinces were administered by the imperial houses and the star systems were governed by a governor elected by the people, with a 5-year term. The Emperor. The emperor is the supreme and absolute ruler, and his power was seen to have divine origin even with so much power the emperor has limited powers in peacetime as the head of government is a praetor elected by the high council. His position is past from father to son a tradition is that imperial prince should be trained by the imperial guard must and how much he becomes the monarch receives the title of supreme marshal of the empire together with the title of emperor. The emperor is also an important symbol of the Eranism religion. The Eranism religion considers that he is the direct descendant of the goddess Desura, and the emperor is also the head of all orders, decorations, medals and national awards of the Empire. Culture. Culture. Gatlantian society is extremely complex based on feudal system even if Gatlantians possessed a warrior culture they did not dispense the science. Gatlantian society was organized around large houses where a Gatlantian from the 18 years old must swear loyalty to the Empire to its people and to the Emperor. The tradition of the Gatlantian people was an integral part of their lives and breaking with these traditions was considered a serious insult to the Gatlantian people and considered an act of extreme dishonor. From childhood, Gatlantians are trained to be warriors. Those who choose not to continue in the military service take on other secondary social roles. The people of Gatlantia possess a curious sense of honor. Such a sense encompasses both themselves and enemies. It is common for Gatlantians to have a certain respect and admiration for their enemies, but even more common is the veneration of veterans, victorious or not, who have fought with great honor, constantly using them as an example and motivational factor for future battles. The personal history of each Gatlantian family is much appreciated and respected by its members. Every family has a "Battle Poem" that tells epic deeds of notable members in times of war. Only mans are sent to the front lines of a war, while womens stay and take care of the home. However, even though they do not go to the front line, women receive practically the same warrior training as mans. Gatlantians are loyal to companions and superiors, and are angry and vindictive if a companion dies. They fear very little, having a strong code of honor and duty that keeps them firm in the face of any challenge or threat. Despite their martial nature, the Gatlantians have a policy against their own bloodshed, being an extension of the belief that the “warrior's blood” is their primordial essence, and thus their waste is dishonorable. The only honorable way to lose blood is in combat with the enemy in the battlefied. The Children are raised in common rooms to ensure that everything is done on an “equal footing” with no favoritism in their rankings and merits. Religion. The Eranism also called the Cult of Desura or Imperial Cult and is the traditional religion of the Gatlantian people Eranism means The Path of Desura. Eranism incorporates spiritual practices derived from various traditions of the Gatlantian people, these traditions and is characterized by the cult of ancestors, and with a strong emphasis on spiritual purity, which has as one of its practices to honor the ancestors. Eranism has very ancient roots. Its recorded history dates back to long before the existence of the Empire of Gatlantia. Architecture. Gatlantian architecture is noted primarily for being extremely futuristic whose buildings appear to be made of gold, and on a large wavy and geometric scale, at the same time are highly adept at creating habitats. Furthermore, the structures were designed to withstand the hostile environment, and with the aim of replacing the natural landscape. Most Gatlantian architecture is built with a special type of material (similar to gold) that resists deterioration, bullets, plasma and fire, as evidenced by Gatlantian buildings some of which are 400 to 500 years old. The Gatlantian architecture is distinguished from neoclassical structures in that it incorporates heavy use of rounded angles, usually in extremely undulating degrees, as in some Gatlantian buildings they have a somewhat oval shape. Originally, the ideas and concepts of the Gatlantians about structures and technology were that their cities should be elegant and curved to give them a sense of extremely advanced technology. Citizenship. According to jurist Ernest Advarin, the main distinction between people of Gatlantia was between free citizens. The legal status of free citizens can still be specified according to their place of birth. During the beginning of the empire, only a limited number of men had full rights to citizenship, but this changed during the reign of the twelfth emperor Lucios Leonid I (Lucios the Great), which allowed them to vote, run for office, elections and be governors. Most citizens had only limited rights, but all were entitled to legal protection and other privileges that were prohibited for those who did not have citizenship. The free men who lived on the borders of the empire far from the nucleus, they were considered citizens but, they had the status of pilgrims and did not have as many luchos and rights. In 227 of the imperial era, through the Edict of the Imperial Citizen, Emperor Lucios I extended the right of citizenship to all inhabitants of the empire, revoking all laws that distinguished citizens from non-citizens. Technology. Gatlantian Tech The empire takes its technology very seriously, much of its economy and dedicated to the technology development sector occupying the second place in the imperial economy after only the military sector. In addition to the empire developing a technology derived from the technologies of precursor civilizations, the empire was then able to reverse-engineer in various precursor technology. This allowed the Empire to develop various technologies such as solar fusion reactors, powerful particle beam weapon, and powerful phaser shield generators. The hull of Gatlantian ships is made of Trilitium-steel, a strong and malleable metallic alloy. Trilitium is stronger than titanium and steel, found mainly in various types of celestial bodies but at great depths. The precursor technology is very advanced and probably belonged to a 3rd scale civilization and is still being extensively studied by the empire. Some precursor artifacts were known to be much older than most civilizations. by several million years. The Precursors also left a small number of mysterious artifacts in deep space known. across the empire as pillars, it was probably some kind of power generator as they released large amounts of energy and radiation. They were generally considered unstable and dangerous. Gatlantian scientists recorded strange phenomena near the pillars, they released large pulses of energy, which would fry any approaching machine. Military. The Imperial Armed Forces constituted by the Imperial Navy, the Imperial Army and the Imperial Guard are national, permanent and regular institutions whose mission is to protect the sovereignty and interests of the mother land. The Imperial Armed Forces were formed after the founding of the Empire, the early years of the Imperial Armed Forces were spent suppressing remaining Republican strongholds or planetary rebellions that could endanger Imperial rule. In the Early years the Imperial Fleet was composed of mercenaries and officers of the former Navy of the Republica of Gatlantia. The supreme authority of the imperial armed forces was the Emperor. Under his command were the three military chiefs who managed the daily affairs of the armed forces: the Commander in Chief of the Imperial Navy, the Supreme Commander of the Imperial Army and the Praetorian of the Imperial Guard. Imperial Army. Imperial Army is the ground force of the Empire was formed after the foundation of the Empire of Grand Gatlantia played an extremely important role in the first and second imperial civil war and also the imperial army played an extremely important role during the Great Regency War. The imperial army was formed from the forces in favor of the monarchy and the Leonid rebel army that participated during the Leonid Rebellion and Gatlantian-Swarm War in addition, the imperial army participated in several other wars. The emperor had full control of the armed forces, but used a highly complex organizational structure. The basic peacetime organizational structure of the Imperial Army was the Army inspection, the army corps, the division and the regiment. During the war, Army personnel inspected the formed field army commands, which controlled the corps and subordinate units. Imperial Navy. The Imperial Navy, also known as Imperial Cosmo Navy or Imperial Starfleet is the naval branch of the Imperial Armed Forces. The Imperial Navy was formed out of the Republican Navy, as part of the Imperialization campaign of Emperor Alessander Leonid I during the rise of the Empire. In ancient times, during the early years of the Empire, the Imperial Navy was not an extremely threatening force as its ships were dedicated to the defense of imperial space and strategic warp routes. This was opposed to the fleets of warships assigned to the Legion Dominus of the imperial navy. All men, when they reached the age of 20, were recruited for a mandatory 2-year military service. They started out as a second-class astronaut with the rank of recruit.
Empire of Grand Gatlantia
fandom.100th-millennium
# Entente of Ventemir The Entente of Ventemir is a large political organization located within Martial Space mostly on Eos. Ruled jointly by dozens of syndicates, three noble houses, and local republics, it operates more like a private company than an officially independent state. Its territory is officially under the rule of Drusidia, the federal territory of the Greater Martial Consilium. Ventemir was originally ruled by Nachleben until Humans from Tenshi slowly eroded their power through the use of economic warfare, predatory loans, and a monopolization on trade. Tenshi's strictly enforced its monopoly, eventually starving the Nachleben. After fully integrating the territory by the 30,000s CE, Tenshi would directly control the region for most of history. By the War of the Ancients, Ventemir was primarily controlled by large trading companies, industrial companies, and merchant guilds. Complete with their own private armies, many of these firms fought in the war to secure access to maintaining their ultra-profitable trade deals with the Confederacy of Borealis. After the end of the conflict, tensions with the very same Confederacy caused much of the aristocracy in Ventemir, as well as many of the satellite organizations of the Confederacy, to break away from both it and Tenshi. As Jezebel's War broke out and the aristocracy of Martial Space shattered into dozens of disparate noble organizations, the aristocracy of Ventemir nationalized much of the merchant-owned trade companies before banishing them. To end the conflict, the newly formed Entente of Ventemir struck a treaty with local syndicates to integrate them into the governance of the region. In 88,021 CE, the Entente became an officially recognized private company. In other words, it was officially a trading company owned partially by the aristocracy, who are the official government of Ventemir. History. Early History. Ventemir was historically the economic and industrial core of the Triumvirate Civilization as well as its most populated region. Populated almost entirely by the Atlins and Orcubor, nearly all of the region's industrial capacity existed in regions hot enough for seas of lead to be common place. In fact, using lead as a "coolant" was common practice in these facilities. In 15,089 BCE, as the Triumvirate partially democratized, creating the Lowuks Entente and the Orcubor Coalition, the semi-autonomous states that would govern Ventemir. The Lowuks Entente was located entirely on Eos while the Orcubor coalition had only minute holdings on the center of the megastructure. The collapse of the Triumvirate greatly destabilized both polities, causing them to all but collapse before 1000 BCE. The region became largely depopulated, housing fewer than one billion amongst its great ruins that became overrun with fungi and other growth. Nachleben, powerful machines made up of uploaded minds that escaped the fall of the Triumvirate, set up shop on this depopulated region of the disk. As the Nachleben took advantage of the abandoned factories, they became the primary employers, usually contracting security or labor from what locals remained. Conquest by Tenshi. Starting in 15,102 CE, Tenshi, a powerful Human kingdom, began its economic invasion of Ventemir. In other words, it offered ludicrously good trade deals to the Nachleben, built bases across much of the region, and slowly built a logistics network to make them indispensable for business in the region. As they became the dominant employer, enforced laws, and invested in the impoverished communities in the region, they became incredibly popular. Humans were seen as a force of liberation and progress against the stagnation that was the Nachleben. This long term project came to a head in 18,760 CE, as the favorable trade deals given to the Nachleben were suddenly revoked. As they starved for resources, they often violated their treaties with Tenshi, causing them to be considered criminals. Erstes Konsortium, the central government of Martial Space, began using its military to destroy the Nachleben, much to the approval of Ventemir's inhabitants, who now numbered well into the twenty trillions. Great Empyreal Crusade and Post-Crusade. "Main Article: Great Empyreal Crusade" As Tenshi began fighting the Great Empyreal Crusade, it began using civilians from its extensive empire to fight the war effort. Many volunteered to fight against Empyros, resulting in a nationalist surge as the situation became increasingly desperate. Over ten percent of Ventemir's population was shipped to the front never return, a devastating blow for morale even though victory became increasingly likely. After the war, large numbers of Humans began settling Ventemir, occupying its temperate regions that were far too cold for the Atlins and Orcubor. While this large influx of immigrants was economically disruptive, Humans were unable to live in the same settlements as the native population, causing little cultural exchange to take place. What this did cause was competition between the groups, each side growing to take not only more resources, but more of the industrial capacity once exclusively ran by the native inhabitants. Dominion Era. As Tenshi and the Ursa Syndicate united in 60,134 CE, forming the Dominion of Astraeus, all of Eos became fully united for the first time in millennia. As ideas, trade, and people began moving around the megastructure, Ventemir returned to its status as industrial heartland. While its ancient factories have fallen into disrepair or ruin, newer ones were continuously built to replace them. With a population approaching 2 trillion, Ventemir became widely known for fostering a healthy system of trade. Much of the trade destined for Florathel from the rest of Aylathiya originally did little to interact with Eos. As it re-industrialized, massive ports occupying a planet's worth of space sprung up; many vessels took the time to stop at Ventemir to take part in its new massive markets. The Dominion's devotion to rule of law and its low corruption made Ventemir a great place to set up business. Foreign investment poured into the region, creating a thriving merchant class. Ossification of Capital. As the various dukes from across the Dominion wrestled power away from Tenshi's holy bureaucracy, they began behaving like absolute monarchs instead of civil servants. The War of Saiheran Succession annihilated the amount of trade passing through Ventemir, weakening the merchant class. Ventemir became ruled by a mafia-state ran by the weapons conglomerate, Jeonja Robotics, what started as a guild but quickly ballooned into a vast criminal organization. Trafficking weapons to various groups across not just Eos but Martial Space, the group would earn the ire of the Dominion but the loyalty of local officials which had largely become associates of the organization. A horrible environment for the fostering of economic growth, an unofficial noble class emerged as resources were squandered and money siphoned. As the Confederacy of Borealis began gaining power in the Dominion, it stole Ventemir's spotlight as the center of production. In fact, it overshadowed nearly all of Eos using its worker-controlled model of production. This would lead to numerous rebellions as workers across Ventemir attempted to join the Confederacy or create their own cooperatives. With limited success, Jeonja Robotics was joined by a handful of competing organizations or oligarchs, but the people of Ventemir had little power and lived in a low-trust society rife with corruption, tax avoidance, and civil disobedience. Rebirth. As the War of the Ancients began, the various oligarchs of the region shipped off billions to die at the hands of the Quintet Payontari Association. Great civil unrest occurred as many refused to feed the war machine. Halfway through the war, with the help of Tenshi, Ventemir became ruled by a group of mostly Human nobles whose comparative lack of corruption greatly improved standards in Ventemir. This revitalization was crucial to its second reemergence as an industrial superpower. As the nobles shut down corrupt operations and forced factories to compete for the lucrative contracts from the Confederacy, the struggling region emerged as an industrial superpower. The institutionalization of the "Commenda", government-backed treaties that guaranteed business ventures would take place as agreed, created an energetic merchant class not seen since the early days of the Dominion. At the same time, with fewer corruption, came the rapid increase in worker cooperatives. Since the Confederacy gave better deals to cooperatives, and even incorporated many of them, this movement of workers began directly competing with the new merchant class. Following armistice in the War of the Ancients, the Confederacy attempted to nationalize Ventemir's industry, causing the both the local nobility and the merchant class to revolt. Funded by Jezebel II's government, the nation of Drusidia, the nobility fought against their foreign masters in both Tenshi and the Confederacy. As Jezebel's War began, the Entente began producing much of the arms that both the Confederacy and Drusidia would use to wage war. Independence. As the Confederacy crumbled, Ventemir's aristocracy turned its attention to the merchant class that were largely loyal to the trade-friendly Tenshi, an enemy of the central government. Already fighting against the Cooperatives who, while partial to the Confederacy, had no interest in joining it, the merchant became quickly overwhelmed as their mercenaries betrayed them. Fleeing to the Commonwealth of Aggregate Aylathiya, the merchants took with them most of Ventemir's wealth, but they also took with them the influence of Tenshi, nullifying the nation's claim over the region. At this point, the remaining aristocrats had a choice, allying themselves to the central government and fighting the worker cooperatives or to finally declare peace. As Jezebel II died and Jezebel's War ended, Ventemir's aristocrats chose peace and partitioned Ventemir with the blessing of the workers. They formed a parliament with one house for the aristocracy and one house for the people. They began calling this system the "Entente System," meaning alliance so as to not declare themselves an independent state from the new central government of Drusidia. Officially, they remain a part of Drusidia's sphere of influence, now called the Greater Martial Consilium in which they have a great deal of voting power. Government and Politics. An organization of nobles, syndicates, republics, and smaller more private ventures, the Entente of Ventemir treads the very fine line between independent state and trade syndicate. It technically does not have representation within the Greater Martial Consilium. Instead, its various sub-organizations form a caucus within it, voting in lock-step based on internal decisions made by its owners in Ayomi, its de facto capital. The legislature of the Entente, called the Ventemir Economic Summit, operates like a parliament. With two sub-summits, representatives from both the aristocracy and the workers appoint leadership for the Entente. Officially called the "Archon," so as to not suggest treason, the leader of the nation officially owns the title to all "crowns," bonds issued by the Entente backed by its large economy. While the summit is not in session, the Chairperson manages the various assets of the Entente. The organization registered with the central government that manages these assets is called the Unified Trade Syndicate of Ventemir, while the totality of this organization and its satellites is called the Duchy Entente of Ventemir, despite the organization having no duke associated with it. The syndicate has numerous divisions including a central bank and a vast military apparatus designed to protect Ventemir from any over-zealous emperor of the Consilium or president of the Confederacy. Bank of Ventemir. The Bank of Ventemir is a multinational investment bank owned and operated by the Entente of Ventemir. While internal Entente organizations interface with a portion of the bank which operates as a credit union, its outwards-facing business is conducted in the usual fashion. With investments well in excess of 12 trillion C-Units, it is the largest bank in Martial Space by market capitalization and the second largest by the size of its assets. Mostly funding ventures related to trade, it has satellite offices in the systems Thalvett, Aylathiya's Sphere, Nocturne, and Saleas, most of which originated as the Entente bought banks in these areas. The Bank of Ventemir holds the vast majority of the Entente's wealth and supplies most of its organizations with the capital they need to operate. The Nobility of Ventemir. The Nobility living within the Ventemir region were, at the highest, Margraves. There are only three of them in the region. The rest of the territory is split between various lower-ranking nobles who, together, have about as many votes as a single Duke would have. Were they divided, their common interests would be ignored as proper dukes overrode their vote. In order to have any kind of voting power, the Nobility were required to sign contracts that forced them to vote in line with the Entente's decisions. This ultimately secures their power as this is the only way the component companies would agree to support the noble class. There are Three Noble houses within the Entente which behave more as political parties than families. Even commoners can join by pledging their allegiance to one of the three Margraves that are a part of the organization. The Three Houses are Sakaami, Atolima, and Gozono and originally represented the three species in the region: Humans, Atlins, and Orcubor respectively. As time went on, however, they became nearly even mixtures of all three species as well as many that are none of them. Crowns. Crowns are the main currency of the Entente more akin to stock in the organization itself than any fiat currency. Since its not backed by a physical material such as antimatter, its value fluctuates much more widely. Crowns are technically divisions of the summit, splitting it into billions of parts to operate as an internal means of exchange. Working for the Entente yields pay in Crowns, usually divided into milli-crowns due to the high value of this asset. Workers can also request more mainstream currency if they do not wish to have voting power in the summit. About one percent of crowns are traded externally like stocks. Consequently, Ventemir's former rulers have bought most of these and currently have one percent of the voting power at the summit. Their representatives are largely ignored but have occasionally been decisive on certain policies or appointments. The noble class permanently controls forty-nine percent of the crowns and, given the conflicting interests of powerful individuals or companies in the Entente, their vote is incredibly important. Title means nothing for how many crowns are owned, meaning that some of the officially subordinate nobles have more power than the Margraves simply by how many crowns they own. The Margraves can officially order their subordinates to simple forfeit their crowns, but each noble is effectively equal in this arrangement. The system is brutally meritocratic with little room for failure. Crowns, which could be invested in internally-owned companies, could be easily lost. Various commoners or firms have as much influence as the highest-ranking aristocrats. Some have even become destitute, only to have their titles effectively revoked as they lose all power. Counterintuitively, the result is that the area controlled by the Entente is one of the least economically unequal places in Martial Space.
Entente of Ventemir
fandom.100th-millennium
# Eon Dymite This piece of fiction takes place in the Greater Celestial Concord Overview / Locations Lying on the outskirts of Auralia, the mechanical creatures of Eon Dymite scour the endless dunes in search of buried nanobots to feed on and fabricate their descendants with. It is unclear who built them or brought them to the sands of Eon Dymite, but they've been an integral part of the moon's character ever since. Every single day, countless people take voyages to the desert world, eager to interact with the strange biosphere. Consequently, several resort towns have been established across Eon Dymite's dunes, though its permanent population is minute and in decline.
Eon Dymite
fandom.100th-millennium
# Eos As far as stars go, Eos numbers among the smallest in Cosmoria. At just 200,000 km across, its habitable zone lies a mere two million kilometers from its surface. Under normal circumstances, this star would have a population somewhere in the billions, a mote on the scale of Cosmoria's civilizations. Eos, however, is not a normal star for surrounding it is a megastructure dwarfing nearly all others. This massive structure is a large flat disk orbiting this dwarf star. On this disk reside 9 trillion, environments unseen anywhere else, and some of the most influential empires in history. The gateway from Aylathiya to wider Cosmoria, Eos lies in the center of Martial Space. An economic powerhouse: merchants, companies, and governments often use the large structure as a staging ground for their commerce of all kinds. Underneath the trade-friendly orderly surface is an eternal conflict as dozens of factions strive to take advantage of Eos' lucrative position. A gilded world, the guise only occasionally disappears. When it does disappear, however, it disappears with great force, leaving the rest of Cosmoria suffering generation-defining recessions at best. Nearly every group imaginable takes credit for the creation of Eos, from the Dotsk who have a reputation for building mega-structures, to nationalists in Florathel that claim only the Lareas Alliance could have created the structure. Historians on Eos sometimes credit its creation to Ohko's Civilization, but they just as often credit the First Aeterna Society. Regardless of the origin, it has continually existed for 2 to 4 million years, likely taking much of this time to construct. It is technically unfinished, as a large section of the structure has never been filled in. The world remained a backwater on the galactic stage until the rise of the Triumvirate Civilization 200,000 years before the present day. This civilization's meteoric rise caused Eos' population to balloon to over 20 trillion by 15,000 BCE. When the Triumvirate fractured as its three leaders went their separate ways, the resulting war caused its population to dip below one trillion, resulting in a galactic recession that has still technically not ended. From then, Eos has continually united and fractured until the modern day, currently existing united under the Greater Martial Consilium. Physical. Embedded within Eos is a large mechanical apparatus of fractal complexity. The task of maintaining the disk against tidal forces, asteroid impacts, opportunists looking to harvest its materials, and other degradation, is one that requires more energy than the remarkably small star can provide. Eos has an entire ecosystem within and around it that serves to maintain the structural integrity of the disk. Powering this ecosystem is a vast sister-structure located around the nearby star of Gira Gira. Structure. Eos is composed of a substance called Resolute Bronze, a gold-brown-colored alloy widely renowned for its material strength. While most certainly not the strongest material known, it is cheaper than graphene by just enough to sacrifice material strength for the cheaper price. As such, structures like Eos have a maximum theoretical diameter of a little over four million kilometers, about as wide as the structure is currently. Eos is three million kilometers in radius and has a surface area equal to 25 trillion square kilometers. Embedded within this structure are a series of large orbital rings with a thickness of, on average, 1150 kilometers. Within them, small charged black holes race around the star at relativistic speeds, their momentum cancelling the force of gravity to prevent the disk from collapsing. The disk is not quite flat, it gently angles upwards to form a concave structure. The reason for this is simple; it keeps gravity uniform and "downwards" across the whole of the disk. Were it perfectly flat, gravity would pull towards the center, straining the orbital rings as well as making life impossible on its surface. The disk thickens as the distance to the star increases. It has 0.01% grade, resulting in only an imperceptible slope across its surface. Minute variations in the thickness results in mountains, lakes, flats, and oceans. Overall, Eos is very smooth. Climatic Regions. The Icaran Ring. A mere one million kilometers away from its star lies in the innermost region of Eos. Carbon-based life of any kind simply perish in these hellish conditions, becoming a mist within moments. In this region, seas of lead are commonplace, with an entire ecosystem of this lead-based life inhabiting its seas. As the lead evaporates, at a slow rate give how close it is to its melting point, the toxic clouds interact with Eos' oxygen-rich atmosphere, creating particles of lead-oxide which can travel far across the disk. Drifts of the snow-like substance are common much further into the disk, but if they fall back into the Icaran Ring, they will degrade into liquid lead once more. Silicon dominants the soil of this region, most carbon quickly becomes carbon-dioxide in these conditions. The occasional solar flare from the star can liquefy large portions of the soil, leaving in its wake nearly-pure quartz crystal which cools into massive structures. Large fields of these crystals are often the only feature for hundreds of kilometers. The other structure to break up the flat landscape are massive wind turbines, capable of converting the powerful wind currents of Eos into energy. Winds in the Icaran Ring rarely drop below 50 kilometers per hour, requiring life such as the Atlins to seek shelter in caves or behind large walls. The air is choked with smog, particulates, and other impurities, while also having nearly twice the pressure as it does towards the edge of the disk. For the past 200,000 years, large mirrors have existed above Eos to concentrate light onto Orcubor settlements, creating regions of over 2000 degrees Celsius. These hellish regions threat the very structural integrity of the disk, requiring extensive cooling systems maintained by various governments. The most extreme of Cosmoria's life, aluminum-based creatures made mostly out of liquid quartz, inhabit these furnace-like conditions. The Hadean Ring. Further out lies an area that is too hot for liquid water to exist but also too cold for the seas of lead. The only life in this area are organisms capable of weathering its intense extremes. Dotted by the occasional oasis, not of water but of gallium metal, clouds of this material are a rarity. Interaction with air and water vapor from further out causes the gallium to oxidize, creating a thin crust above the lakes of metal. Beneath the seal, low-energy ecosystems are occasionally present. Life from D'Naevium is perfectly adapted for this environment and exists in isolated communities around the gallium deposits. The animals learned to punch through the thin sheets to drink, while also becoming far more resistant to wounds as their injuries become self-cauterizing. With ferocious abandon, the largest predators know no fear, throwing themselves at anything they can. Vehicles passing through the region are prime targets, forcing travelers to use hyper-sonic trains that not even multi-ton predators could survive an impact with. The trains are usually so large that little could obstruct their path. Far from the pools of gallium, the only thing to disrupt the landscape are train-tracks, wreckage from an untold number of battles, scavengers, and autonomous machines poking through the igneous soil. Large fields of solar panels are occasionally used to power remote facilities and factories while the occasional settlement, like a space-station for every species except Ror Units, are usually located near to the rail lines. The atmosphere is mostly pure compared to the Icaran Ring. The Common Ring. The Common Ring is the largest by area and the most heavily-populated. Beginning two-million kilometers from Eos, the ring is dominated by vast seas representing the majority of the water in Martial Space. Remnants of an ancient molecular nebula explain where the resources for the region came from. From the nearly-boiling seas of the interior to the periodically-frozen seas of the edge, the Common Ring is filled with life of all sorts. Every intelligent species, save for the thermophilic Orcubor and Atlins, have large populations in this region. As one moves from the center of the ring to the edge, the variation in the surface increases. By the time one gets to the common ring, large mountain ranges and valleys dominate the landscape. As for visual variety, the Common Ring reigns supreme as vast forests cover much of it. They battle against the massive carbon-dioxide production of not just the Icaran Ring but the intense industry of the region. If a species is carbon-based and can tolerate water, chances are that a population lives on Eos. The interaction between trillions of bacterial species creates a unique ecosystem in which nearly all forms of life can survive. Governments throughout history have had to tailor new viruses to combat dangerous populations. A very small percentage of the Common Ring is inhabited despite its favorable conditions. Its sheer size means that urban areas account for less than a percent of a percent of its surface. The areas between major settlements are truly untamed wildernesses punctured only by the occasional village, of which there are many. There are currently 40 million settlements containing 100 or more inhabitants within the Common Ring. Like the stars in the skies above them, the settlements are spaced-out by vast distances. Many are unaware of the civilization around them and have no access to it. The Boreal Ring. The Boreal Ring, named for the Boreal Anemoi Company and the Boreal Empire that replaced it, is the newest region as well as the coldest. The innermost area allows for liquid water for brief portions of the year, but most of it remains frozen. Lightly populated, the region is nonetheless home to large amounts of energy-intensive industry such as element synthesis and asteroid refinery. These islands of heat in the otherwise frozen wasteland create wet urban environments. Straying too far from these cities leaves one in endless lifeless snowbanks. Rail in the Boreal Ring is limited to large freight trains that occasionally have areas reserved for passengers. They are powered by super-coundcting lines embedded in the rails, the cold temperature allowing for cheap superconductors to handle a job usually reserved for the highest-end materials. The newest and largest space-ports on Eos are embedded into this region and the byproducts from constant use of rocket engines, industry, and other activities creates toxic pools that would normally evaporate or break down at higher temperatures. Seasonal Climate. Eos has had a substantial wobble for all of recorded history. If the star were stationary, this would create little to no variance; however, the star effectively orbits the "barycenter" it shares with the disk. This creates a bobbing motion that results in days and nights on the megastructure. Combined with the wobbling of the disk, there are periods, called "Eos Years" over which the portions of the disk receive more or less sunlight. Additionally, in the coolest part of the year, the light received it much less direct. The seasonal climate matters far less in the blazing Icaran ring than it does in the frigid Boreal Ring. At the farthest reaches of the disk, the variation becomes extreme, varying by over 200 degrees Celsius (about -200 to a little below freezing). Influence by nearby stars and planets also cause the disk to flex very slightly. This flexing and relaxing takes place over six hundred years and is again most influential for the Boreal region than anywhere else. It greatly changes how much sunlight an area is exposed to during the "summer" periods, leading to the Boreal Region sometimes flowering in rare events simply called "Vernal Events," attract tourism but also greatly inhibit industry. Orbiting Bodies. Eos, in particular the disk-star barycenter, is a fairly massive object and thus possesses a number of orbiting bodies. There is evidence of a heavily-depleted asteroid belt that once existed around the star that may have supplied a portion of the material that makes up Eos. In addition to natural bodies, there are gigatons of material placed into orbit around the body every year, much of it becoming space junk. The oldest material orbiting Eos dates back over five million years. Albedo. Albedo is the most massive natural satellite of Eos. It seems to have been left alone during the construction of the disk. Albedo orbits just barely beyond the disk at 5.1 million kilometers from the star. Its orbit is inclined by 17 degrees relative to the disk as well. It is the brightest object in the night skies of Eos due to its incredibly high Albedo, hence its name. Consequently, it is very cold on the world. It is covered in a layer of ice; however, islands of thriving ecosystem are found in volcanic regions. geothermal energy heats most of the cities currently on Albedo. It was the first world colonized by Humans outside of their home system. Hikari. Hikari orbits at about 6.5 million kilometers away from its star. The planet has a very low surface gravity and density, causing it to have a very small population. By mass, it is over twenty-five percent copper. Most scientists believe the planet to be a byproduct of the construction of Eos. Its inhabitants have been slowly eating away at the planet, converting it into raw materials to be sold. Much of the planet has been processed by the industries in the Boreal Ring. Eosphoros. Eosphoros is a large terrestrial planet located 10 million kilometers away from the star. A Hedonist World, Eosphoros is home to a large number of ruins from the ancient Second Aeternal Society. Its ancient guardians have never allowed an external nation, save for the Triumvirate Civilization, to conquer it. Eosphoros has a thick atmosphere and rich geothermal activity that keeps it warm. It seems to have no intelligent life on it, its inhabitants having evolved into beasts of all kinds, including Aeternapes. Dark Side of Eos. Reverse the highly populated side of the disk is a sparsely populated region poetically called the "dark side." At different points in history, it was just as habitable as the "light side," however, radiation from the neutron star Demiurge makes it uninhabitable in the present. With only a population of three billion calling this side home, the opposite side is, both politically and economically, the mirror image of the main side. Nations on Eos simply control the territory they possess on the opposed side as well. Composition. Beyond the internal structure of resolute bronze, Eos is composed of whichever substance was cheapest for the civilization building the section. Some areas are composed of lithium and beryllium, suggesting a civilization capable of large-scale fusion without much use for these materials. Many areas are composed of heavier metals; asteroids were commonly turned into a liquid and used as material for 3D printers. Silicates are common as well. There is evidence that entire planets have been used as feed-stock for some of the oldest areas. The most recently-built areas, built by the Dominion of Astraeus, are composed mostly of an iron-slilicate mixture. It was created by importing energy from Sagittarium to turn an orbiting dwarf planet, Aura, into raw materials for the expansion of the disk. While most of the disk is solid, filled with an ultra-low-density substance that maintains rigidity despite being mostly vacuum, many of the newest areas have yet to have been filled in, creating a slightly diagonal pull of gravity in those regions. Phaethon. To maintain the vast structure of Eos requires far more energy than the small star could ever hope to provide. While power draw from the star is practiced in the innermost regions, most areas require imported energy. Without robust supply chains that can provide all the needed antimatter, industry on Eos crawls to a halt. Those who built Eos were also aware of this glaring problem, the disk requiring nearly ten times more energy than Eos can provide just to stay together. This is where Phaethon comes in, the system that powers Eos. A decentralized network of quantum computers, servers, and autonomous craft, Phaethon tirelessly works to maintain the orbital rings and the infrastructure powering them. The construct has demonstrated to be somewhat intelligent. Occasionally, its drones will find asteroids or other free material to repair Eos, always careful to never take any obviously artificial material. Structure. Phaethon is made up of two twin rings, the outermost ring of Eos which is a counter-rotating generator, and a much larger rotating ring orbiting within Gira Gira's atmosphere. The ring around Gira Gira gathers and remotely transmits power to the ring on Eos. There are numerous subterranean factories on Gira Gira's largest planet, Taek, which are most likely responsible for the creation of the various craft Phaethon commands. Something notable about these factories is that they are nearly entirely mechanical, with few electronic devices present. A central line shaft is responsible for the power supplied to each of machines. The factory has never been observed to work, but it is frequented by some of Phaethon's drones. The drones themselves are similar to the factory and seem to be powered by the gradual release of a spring. It is unclear how they power their sensors or even how they are capable of such complex actions as they are each made up of billions to trillions of often microscopic gears. They contain thousands of smaller machines within them responsible for internal maintenance. Their springs need to be rewound every so often, likely at substations similar to the factory. They are made up of the same tungsten-titanium alloy as the ring. Those that are capable of space travel make use of Thaumic Drives to pick up speed. On Eos, capturing or otherwise interfering with these drones, even if they cause damage to property, is a capital offense. This is obviously to protect the structural integrity of the structure but to also learn about them. They seem to be somewhat sentient as cameras or sensors placed on them are inevitably removed. There are most likely several factories or substations located within Eos, but internal exploration of the disk is impossible. Boring into Eos is incredibly difficult, Phaethon usually forcibly stops any who try by sending strong electromagnetic pulses at the offending borers. Thus, Phaethon's structure has been shrouded in mystery, the construct doing everything it can to keep it this way. Operation. Over sixty percent of the Phaethon's components are located around Gira Gira. The main component is a ring composed primarily of tungsten alloy that orbits within Gira Gira's atmosphere. Only a kilometer wide, the ring gathers all the energy needed. To transfer this energy, Phaethon uses a Thaumic Drive. Through the remote activation of a drive located on the external ring on Eos, which most likely shares a pylon with the ring on Gira Gira, the ring on Eos spins. This spinning provides power for the other orbital rings to maintain Eos' orbit. It is unclear where or how the Thaumic Drive works even though the external ring is visible in many places. It is also unclear how this spinning translates to the other orbital rings. The current proposed method is through the use of Faux Pylons to thaumically accelerate the micro-black holes within the other rings. If this is true, this would be the largest scale Faux Pylon within Cosmoria. Others hypothesize that the outermost ring is a generator which can then transmit the power to the other rings through more conventional means. Geography. Major Polities. For the past 40 millennia, Eos has been "united" under a single government, whether it was the Dominion of Astraeus or the Greater Martial Consilium. Regardless, it is divided into dozens of nations that are more or less self-governing but possess no actual sovereignty. Below is a list of nations, para-states, and dependencies present on Eos.
Eos
fandom.100th-millennium
# Erstes Konsortium Erstes Konsortium (First Consortium) was the period of the Martial state from 4 CE to until its replacement by the Neo-Terran Co-Prosperity Sphere in 29,001 CE. The state, if it could even be called that, was a vast decentralized political organization jointly controlled by millions of organizations, smaller nations, orders, churches, and almost every other type of polity. At its greatest extent it had official sovereignty over forty stars, all of which were within the core of Martial Space. Emerging immediately after the fall of the Triumvirate Civilization as a client state to Regnum Aureiga, Erstes Konsortium is considered to be the successor state of the Triumvirate. Its capital was Aegyn, the seat of the Kaiser. By the 24,000s CE, Erstes Konsortium had become increasingly centralized as various organizations began controlling large portions of its territory. Most of the military, resource extraction, and the population was under the control of these organizations, with the central government controlling very little directly. This created a difficult balancing act as the central government played the organizations against each other to protect itself. The Neo-Terran Party would eventually take over the nation, abolishing Erstes Konsortium and killing the Kaiser shortly after gaining an edge over the central government. They would replace the central government and induct many of the powerful into their party, giving them great control over their new nation. What followed was the Neo-Terran Co-Prosperity Sphere.
Erstes Konsortium
fandom.100th-millennium
# Erstes Konsortium (Nation)
Erstes Konsortium (Nation)
fandom.100th-millennium
# Fat Rock Although Fat Rock remains secluded from the rest of the life in Cosmoria, humans somehow managed to re-evolve onto this cold planet despite having no relation to external life. Swirling in a pit of super heated dust and debris, Fat Rock, a planet frosted over in ice and snow slowly burns itself out, letting off a foul stench of greed. Although most of its deserted white surface is covered in cities and various man made structures, most of them are vacant of residents presently. This abandoned ecumenopolis once was on the path to a steep technological growth spurt, but as all humans are bound to do, they burned themselves almost to extinction through desire and lust. History. Re-evolution of Humans. A biological boom took place at an unrecorded but recent time on Fat Rock. This incredibly violent and seemingly instant explosion of life was likely caused by a drastic decrease in global temperature. Meteor showers that previously heated up the atmosphere through friction were absent. The ecological haven that was subsequently produced yielded a native species count unheard of for a planet this size. Through what can only be described as an incomprehensibly lucky and almost impossible event, humans evolved onto Fat Rock by pure chance. Although some organs and bones are absent or displaced, the humans on Fat Rock functioned almost exactly the same as the humans found elsewhere. The First Moon Landing. The progression of humans picked up speed once man stepped foot on the resource rich satellite Axus. This event sparked thousands upon thousands of technological advancements within Fat Rock, utilizing the now accessible and abundant coal and aluminum deposits on Axus. The planet soon became engulfed in a monumentally expansive cityscape that covered more than eighty percent of Fat Rock’s icy surface. De-evolution of Humans. Although Fat Rock advanced plenty, many mistakes were foolishly made which set the native humans back millions of years biologically. A monopoly of prosthetic machines and synthetic organs festered in the economy. The price for much needed organ replacements was slowly driven upward, making it impossible for the large population of lower class citizens to acquire the parts they needed. Disaster truly struck when a violent and heavily contagious liver disease contaminated effectively every living human on the planet. The insanely high price of synthetic livers only rose as the lower class population dwindled. Massive cities that stretched on for miles and miles were left vacant and abandoned while noble class skyscrapers remained intact, unaware of the indirect genocide taking place just outside their windows. A large number of the surviving humans were people that needed prosthetics or were naturally crippled. This allowed for the cultivation of missing organs and eventually the de-evolution of the human race. As generations progressed it became less and less likely that a baby would be born with a completely functioning body. This problem was solved by Doctor Hunn, the inventor of nanotechnology. Hunn developed microscopic machines that mimic human cells. These nanobots replicated automatically, utilizing ingested metals and minerals as material while using photosynthesis to gain energy. Additionally, nanobots can be passed onto offspring, further mimicking natural cells. This process eventually fostered a human race made of natural androids. The Creation of the Conduit. The younger brother of Doctor Hunn, Doctor Belars, soon realized a flaw in Hunn’s design. All nanobot enhanced individuals seemed to use branches of a large frequency in order to allow their brains to communicate with their robotic organs wirelessly. Belars designed a truly horrific weapon which could send out bursts of signals which contained every possible branch frequency within the macro wavelength. This weapon that he called “The Conduit” would be able to communicate and essentially control all nanobot integrated life on a planetary scale. Word of this weapon spread like wildfire. Many people said this rapidly attacking information was a far worse contagion than any previous disease. The world was torn in half as conflicts arose. A nation soon to be labeled Sekora was established in the north to figure out a way to destroy it without causing any damage to the global supply of nanobots. A nation in the remaining southern land arose to combat Sekora. Their goal was to destroy the north and use the conduit for their own gain. Dawn of the War. The atrocities committed in order to secure the conduit violated all morals humans previously had. Civilian villages were destroyed in order to intimidate and hospitals were torn apart to cripple innocents further. Both sides burned through millions of metric tons of coal in order to produce weaponry at a constant pace. This hateful practice of war darkened the sky but at least it provided some form of warmth to the millions of homeless victims. Sekora engineers raced with the casualty count to figure out a way to destroy the highly regenerative conduit and end the war. The conduit seemed to use nanobot drones to take material from the surrounding area to swiftly mend any damages caused to its exterior. Additionally it is theorized that the conduit may be accidentally used through physical contact, making dismantlement much more difficult than it already is. As the battle for the conduit raged on, a young cadet presenting the name of Kara Icewind Delfor began rapidly ascending the ranks. Not only did she show immense physical strength and intelligence, but she held seemingly impossible capabilities that pushed the boundaries for what human bodies can do. Both her processor and organic brain showed hyperactive tendencies, being able to work both together and independently. In just the span of just two years, Kara had created her own complex martial art titled Rose-Field. This combat style not only utilized the most powerful techniques of the flesh, but it incorporated the properties of human’s newfound nano-prosthetics and the factors of the environment as well. The name Rose-Field comes from the rose-like pattern of blood that combatants of Kara end up leaving behind on the ground. This complex style requires a seemingly impossible amount of skill and concentration; there have been zero people dead or alive that have been able to use Rose-Field to the same extent that Kara could. After Kara’s 231st victory on the battlefield, she was given the rank of Warrior Queen, a position created specifically for Kara. The title of Warrior Queen gave Kara the commanding power to veto the decisions of standing Northern generals as well as coordinate attacks or military action. Advancements. Architecture. In just two decades of growth, a city previously 2.1 million square kilometers in size exploded to cover almost all of the planet, leaving only a 7,000 kilometer thick strip of untouched wildlife at the planet’s equator. As the infrastructure around the world improved around capitalism, humans needed to constantly improve and find new ways to attract wealthy customers or tenants. Numerous architectural wonders were constructed in the name of consumerism. Although the thought behind them was borderline evil, these structures created an environment that could only be dreamt of. AquaCrust. As Fat Rock’s sole civilization began expanding over the planet’s oceans, it became apparent that marine life would either be saved or completely wiped out by humans. A company of marine biologists used the society’s capitalist climate to their advantage and formed a plan to relocate the ocean to an underground megastructure and turn the resulting private ecosystem into a monopolistic aquarium/regulated fishing hub titled “AquaCrust”. Upon the release of architectural plans and blueprints alongside a pathos riddled advertisement, investors flooded the project’s budget in an overwhelming display of approval. The first year of the project was spent excavating and constructing large temperature controlled structures which were placed within Fat Rock’s crust. This underground megastructure is where the oceans would be transferred to after collection. A large portion of the project’s budget was depleted in the commissioning of machines that could collect or move the ocean in a reasonable time frame. Eventually, mindbogglingly colossal flying machines capable of holding 100 billion tons of water were deployed. Soon after, smaller machines were launched to safely retrieve and transport native marine life. After a full decade, the project was next to complete and all ecosystems within the ocean were safely transported to the continent sized structure underground. The outside ocean remained intact, although lifeless and several hundred meters below its original sea level. It was eventually built over by the city. AquaCrust soon generated revenue from the billions of fishermen, marine scientists, ocean lovers and more while also keeping the ocean safe from the violent expansion above ground. The natural water cycle did get knocked out of place however it was quickly fixed with cloud seeding and macro-scale gates that exposed water in AquaCrust to the open air. Star Anchor. The Star Anchor project was a plan to take architecture to the next level. The previous unspoken competition to build the world’s tallest tower was no longer interesting to the prestigious architect, Hadron Homer. He wanted to create a structure so hulkingly unbeatable in height that all high rise apartments were completely put out of business. In preparation to spend his already large sum of wealth, Hadron created the first design for Star Anchor. This structure would be suspended 500 meters in the air through a cable attached to a satellite locked in orbit. Its anchoring satellite travels roughly the same speed as Fat Rock’s rotation, paired with adjustment thrusters, the main buildings exhibit very little movement. This aerial adjustment system is also used to avoid detected debris in the atmosphere. Star Anchor structures consist of seventeen sections: the satellite as described before, sixteen cylindrical objects connected through house sized cables. Each of these cylindrical buildings are 620 kilometers long and support just over 4 million residents. Entry and exit are carried out through small drone shuttles piloted by Star Anchor staff. Rose-Field. Rose-Field is a complex martial art solely crafted by the Warrior Queen, Kara Icewind Delfor. As a new age fighting style, Rose-Field uses 100% of the mind, flesh, nanocore and environment. Even with the use of all these factors simultaneously, Rose-Field is still theoretically incomplete. During the brief dialogue between Sekora and the Greater Martial Consilium, Kara learned of the Lux Aeterna and the power capable of organisms in the outside universe. She began incorporating classical thaumaturgy into Rose-Field, making it much more potent in strength. However before the art could be completed, Kara lost her life in the Slaughter of 50 Generals. Since then, Rose-Field was split into six optimized martial arts as performing all required movements and techniques is seemingly impossible for the average peak human to accomplish. Each of these branch arts took a handful of techniques that make up Rose-Field. Taken techniques were paired with each other to form arts that were both powerful and possible for an averagely skilled individual to wield. Specifics of each Rose-Field child are explained below. Silk-Field. Silk-Field is an art revolving around the conservation of speed and force. Resembling an ice skating-esque dance, users of this field rotate their body and swing their weight around to generate centrifugal force for use in movement or powerful attacks. Users of this field must remain hyper focused on both the ground and the surrounding atoms in order to carefully pick and choose the most efficient path in which the least amount of friction is produced. This technique produces gusts of wind similar in shape to fabric, meaning moving with this field weaves the air like silk. Additionally the agile movement provided with this field provides the user with enough sideways force to freely pop or elongate joints to increase a Silk-Field user's range. Shock-Field. Due to the nature of nanotechnology, signals from the brain to nano-receivers are much faster than normal organic brain waves. Shock-Field users use this fact to their advantage and send rogue electric signals from their nanobots to forcefully activate organic muscles with air shattering speed. Doing this requires a deep understanding of the body and an acute control over energy usage and storage. Additionally users of this martial art need to remain vigilant of their surroundings and position themselves in areas with the most thermal energy in order to collect as much surplus as possible. Steel-Field. Steel-Field is a martial art that requires immense mental fortitude, pain tolerance and control to wield. Just as the human brain places limiters on flesh to control unneeded strength, the nanocore does this on synthetic muscles as well. Steel-Field users can break those limiters and force their muscles to use all of their force in short bursts. Additionally, users with control over their nanobots to this degree can manipulate more than just the ones in their brain. They can force nanobot clusters into different portions of their body in order to evade foreign attacks, force blood clots, assist in healing and more. This technique has even been seen being used to create small sharp or blunt weapons. Wind-Field. Regarded as the weakest of the six Rose-Field children, Wind-Field utilizes the body’s now enhanced lungs to inhale and violently expel air elsewhere to produce extra force in combat and movement. This breathing technique also boosts blood flow by a considerable amount, supplying a near constant stream of adrenaline. Users remain focused on the wind direction and strike along wind currents for even more power. Water-Field. Water-Field is arguably the most versatile martial art of its siblings, having a hand in defense, attack and speed. Users of this style utilize their body hair, motion and orifices to absorb water from the surrounding area. This water can be placed in specific parts of the body through the use of vein or nano pathways. For example, water within the nano machine muscles provides extra cushioning to absorb harsh impacts, a quick lubricant to loosen joints and extra weight to pack a stronger punch. Additionally, Water-Field users can expel stored water to become faster during combat or to stun their opponent. Waste-Field. Waste-Field utilizes mainly outside forces to operate. As an art of improvised weapons, users must stay completely aware of their surroundings at all times. Every particle of dust, piece of debris, and wet spot on the floor is important in battle and Waste-Field shows that this is true. Although the environment plays an essential role in this fighting style, combatants must also stay hyper aware of their opponent’s anatomy as well. Students of Waste-Field are taught how and where to strike in order to cause the most blood loss or the highest chance of infection. Let it be noted that all six of these martial arts are meant to be used simultaneously alongside the usage of thaumaturgy in Rose-Field. Sound-Field. Sound-Field is much more like a single attack than a full martial art that can be used by itself. This Field can only be used when the user is at the very least moving at above the speed of sound, however it is important to note that Kara Delfor almost exclusively used this Field when moving slightly below lightspeed. Once the conditions are met, a Sound-Field user would force their heart to beat so loudly that it physically harms their opponent, shortly after, using their immense speed, the user would end the attack with an extremely fast strike. This final attack creates a shockwave that has been reported to melt concrete and steel. Although Sound-Field is a part of Rose-Field, it is not taught to Sekoran troops and is often forgotten due to Kara's minimal usage of it as well as its absurdly difficult requirements. Additionally, Sound-Field requires intense speed, durability and inhuman regenerative capabilities to be used effectively and/or more than once. Wilt-Field. A technique developed by the 27th Garolean General, Augustus Claw. Deciding to dodge the idea of attempting to defend the second conduit during the Slaughter of 50 Generals, Augustus hid and observed Kara Delfor’s movements and patterns from afar. Using this information, he crafted Wilt-Field, a fighting style that can counter the techniques used in Rose-Field. Using an intense vibration on his nanobots, Augustus was able to form a shockwave that not only paralyzed outside nanobots for a moment, but also disrupted wind and water vapor in the air. This almost entirely removed the threat of Wind, Water, Shock and Steel Fields. To nullify the remaining fields, Waste and Silk, Claw devised a technique which not only stunned, but completely disoriented opponents for a gruelingly extended period of time. Claw would sacrifice his own muscles by forcing vast amounts of energy into his fibers, exploding the corresponding muscle group. Through this sacrifice, he is able to move fast enough to avoid the effects of Waste-Field, and unorthodox enough to halt the power of Silk-Field. Additionally, through Claw’s research he realized that many if not all who have died to Rose-Field were killed while defending or attempting to block an incoming strike. Due to this fact, Wilt-Field utilizes little to no physical defensive maneuvers and instead calls for the user to attack simultaneously with Rose-Field wielders in order to either force them to retreat or tank the hit as well. Upon further development of Wilt-Field as a fighting style, Claw began to think of Wilt-Field as more of a doomsday button rather than a true martial art. In the event of another proficient Rose-Field user attack, Wilt-Field should be deployed in order to slow or heavily injure them instead of to kill or defend. Discovered Memory Bytes. Disclaimer: Archived memory bytes were translated from Garolean aeternal code (GS12) to RGB images and then transcribed by a number of writers based in Thalia. Additional Images within memory bytes were provided by thalian artists as well. (Original memory byte images are all either corrupted, decompressed, blurry or damaged.) Memory Byte F-Mod. (“Sekoran Rebellion”). Memory Byte 44-F id:Jyrai574 (“The General”) Jyrai’s vision flickered as countless crimson beams hotter than the sun darted past his ice-cracked face. For the first time ever, he saw the color orange. A blazing inferno engulfed his neighbors’ homes as the monster before him broke through the air like a bird. The sound of tearing metal and cracking bones was deafening. The melody clutched his heart as if to force it to slow down. As a bassline to the cruel soundtrack, his friends and family’s screams sat just below the main tune of destruction. Jyrai curled himself up, covering his ears with his aluminum and silicon hands. He couldn’t choose which sound to focus on, one physically hurt to hear and the other damaged his eardrums. His eyelids forced themselves closed, his frozen tears acting as an adhesive. The burning heat of the blazing village huts and fast moving poles of red energy stuck his barely functioning limbs as he clung to himself for comfort. Memory Byte 45-F id:Jyrai574 (“The Dawn”) Jyrai’s nano-fiber muscles creaked with rust as his dim, nanocore pulsed next to his weak, frost-blackened heart. He forced a cloudy cough out of his jittering lungs as he dragged his body over to his fallen mother. His browning aluminum fingertips brushed up against his mother’s leather-like skin. A lightly bioluminescent tear crept from Jyrai’s forest-like eye. His lip quivered like a winding up engine before he revealed his clenched teeth. Jyrai’s cracked violet lips bled both red and glowing blue blood as he shouted. More bodily fluid leaked from his exposed mechanical throat as he screamed. Though sluggish, his heart pounded in his barely functional ears like a cannon. Snow and ice poked at his nerves as he forced himself off of the ground using his aluminum and bone limbs as limp stilts. A man with frighteningly soft hands tugged Jyrai’s dark blue hair up to move his head. His neck ached and creaked, though it allowed him to see the man’s powerful yet comforting face. He had pillow-like skin the color of walnut wood. One of his mechanical eyes was platinum white while the other was pastel green. He used them to gaze through Jyrai’s thick wall of emotion. Blood tainted tears continued to fall down his broken and burnt body as he opened his twitching mouth to speak once more. Memory Byte 46-F id:Jyrai574 (“The Rebellion”) Jyrai’s eyes viewed the blue concrete floor as a nurse placed ceramic skin on his face to cover up exposed metal. His newly installed joints felt oddly smooth. It has been such a long time since the feeling of grinding rust didn’t plague his mechanical parts. He left the medical tent, using his shimmering, polished arm to move the entrance’s tarp out of his way. His eyes widened as he saw countless uniformed men and women walking about a white tent-filled warehouse. Though there were more people within their ranks than Jyrai had seen in his lifetime, it still didn’t seem like enough to combat the Garolean Generals. This can’t be all there is to the Sekoran Rebellion. Everyone within the warehouse had ambition. Almost too much ambition. They were like ants in their red clothing, scuttling along to provide for their cause. No one can gain motivation like this without a proper reason. Were they all like himself? Jyrai stepped through the crowds of moving people before looking down at his own red clothing. This was the first step in killing those bastards. Those evil swines that damage others even when they have EVERYTHING already. Even the Generals’ citizens’ pests are treated like kings while their rulers continue to take what they do not need from the starving. Jyrai allowed his pace to speed up as he marched through the paths in between tents. After people like the Garoleans are gone, will the poor be allowed to be happy? Memory Byte 47-F id:Jyrai574 (“The Fields”) Jyrai’s newly constructed hands clutched a wooden training sword as if it were about to run away. His red, padded clothing flowed as he shifted his weight from one foot to the other. The uniform felt lighter than a feather. It was as if the very wind could carry a wearer away. Jyrai paused to think, lowering his training stick. He tapped his aluminum and silicon finger tip against his porcelain skin. Taru paused, brushing his medium length, straw-colored hair away from his face. The Advisor unsheathed a longsword from a scabbard at his side. The blade shimmered a cobalt blue in the warehouse light. Jyrai’s eyes remained glued to his teacher as he attempted to absorb as much information as he possibly could from the demonstration before him. Taru’s movements were more robotic than usual, yet completely fluid. It was as if his body was integrated with nature itself. The movements of Wind-Field didn’t look like something out of a martial art. It was more like a powerful dance. Taru placed one foot forward before pivoting to the side with his back, allowing the air to guide him. It was like a tango with mother nature herself. Jyrai squinted his eyes, taking in and memorizing every slight variation in patterns that Taru presented as he danced around in the large combat tent. Memory Byte 49-F id:Jyrai574 (“The Sweat”) Gallons of sweat dripped down the edge and the hilt like a waterfall. Fluids dropped from the tip of his reddened nose and silicon chin as he grinded his steel teeth together in pained concentration. He felt air press against his legs as he ran. It slowed him down. As if it were weights tied to his legs. He clenched his jaw, attempting to reposition himself so as to stop the wind from fighting against him. He swung his sword outwards as he spun. For a split second he felt the edge tap the center of an air current. It was as if he cut through a thin invisible wire. He flung his blade at Taru, failing to catch the wind. Just as flawless and effortlessly as Taru had done it before, he parried Jyrai’s admittedly weak attack before pushing him back with a wind enhanced palm to the stomach. Jyrai rolled over, pressing his forehead into the cold warehouse concrete, his lungs pleading for air. He opened his mouth, the air drying the taste of salty, exhausted mucus that plagued his tongue. He could just barely hear the footsteps of Taru leaving the tent over his thunderous heartbeat and ambient hum of his nanocore. Jyrai rolled onto his back to see a boy with short brown hair and blue eyes looking down at him. Barley was short. Almost a full two feet shorter than the boy Jyrai. His poppy colored uniform didn’t quite fit him, and his training sword was a bit taller than his arm. Memory Byte 51-F id:Jyrai574 (“The Evacuation”) Jyrai laid still but uncomfortably awake atop his thin mattress. His eyelids refusing to meet. The Warehouse lights were off, leaving the rows and rows of sleeping Sekoran soldiers in an unsettling darkness. Jyrai’s eyebrows pointed themselves at his scrunched nose as anger accelerated the mosquito-like hum of his nanocore. The General. The one that burned his village to the ground in a matter of moments. That villain. The countless red-clad members of the rebellion jumped from their beds in panic. Some ran to pick up boxes and crates while others picked up their weapons. Jyrai Shot himself up from his sleeping quarters and looked around, his eyes wide with both confusion and helplessness. Jyrai looked around before his eyes met Barley who somehow was by his side. Jyrai opened his mouth to speak before a gust of air threw both him and Barley over his bed. Barley let out a high pitched scream as the ceiling of the warehouse was torn off, revealing a shadow soaked man, standing on what looked like the air itself. He gazed down at the scurrying ants with an uncomfortably visible half-moon shaped smile. The corners of his wide mouth almost touched his eyes. Jyrai swallowed before slowly getting back up to his feet. He was scared for a moment, but he was quickly reminded of his mother by the buzz of the nanocore beside his swiftly thumping heart. Jyrai turned back to the Vice-General who was now on the warehouse floor 30 meters away. His body was much more nanobots than flesh. Pipes, gears and tubes further connected his creaking torso with his steel and aluminum limbs. The clockwork man ejected steam from his largely metal body as if he was revving up his engine. The ocean-haired woman danced as if she was dodging rain, her indigo sword wound itself back before unleashing a blindingly fast slash with the power of four thousand pounds of water. The two of them left deep heated slices through the pipes that wrapped around the Vice-General’s body. The enemy stepped backwards before thrusting his arm forward to launch a beam of heated white steam at Sydney. Carrying himself on a gust of wind, Taru redirected the steam away from her before launching himself above his target, drawing his sword back for an attack. In perfect synchronization, the other three swordsmen which accompanied them slivered forward, swinging their blades as well. Like a spitting snake, three jets of billowing white steam seared the flesh off of the attackers. Their skin and muscle fell right off of their metal skeletons like red and blue paint off a brush. Taru used the wind to place himself on the ground, opting himself out of his previously planned attack. His boots tapped against the concrete as he jumped backwards, placing space in between himself and the monster of pipes and steel. Sydney darted around the Vice-General, keeping her sword up, ready to parry or strike at any given time. Taru darted like an arrow in a hurricane towards the Vice-General, his footwork rapidly changing to both disorient the enemy, and to gain speed from the shifting air patterns. His vermillion uniform flapped and danced in the wind as he moved like a dancing tornado. Taru lunged forward, his eyes wide in concentration. The wind wielder’s blonde hair rippled as his blade formed a split in the air. It was as if a trebuchet had been activated. The Vice-General’s crooked smile continued to grow as his pipe infested arms moved to block the incoming strike. Boiling steam began to produce warps and bubbles in Taru’s skin, yet he continued forward. Like a rising tide, Sydney darted over her enemy, her blade slashing the man’s guarding arms clean off. The sword went through so smoothly that it could almost be mistaken for a piece of metal skipping across a lake. Taru and the man exchanged blows, their metal birthing explosions of sparks as their dances collided. Jyrai’s vision struggled to keep up, the noticeable red Sekoran garb being the only way he could tell where Taru was. Sydney pivoted, her foot kicking up dust as she turned to attack as well. The steam-powered man blocked one of Taru’s fast-paced attacks with his steel leg. Like a whipping giraffe’s neck his other leg jumped off the ground and swung itself right through Sydney’s abdomen. The Vice-General’s arms began growing back like a plant in timelapse as nanobots crept out of his nanocore. With the speed of a cheetah with infinite stamina, Taru and the Vice-General continued to exchange attacks, wind pushing the steam away from his already boiling body. An aura of sparks combusted all around them as the steampunk man began pushing Taru back, his attacks getting more and more ruthless. Blood and nanofluid leaked from the many holes and cuts in Taru's outer shell as if he was a broken cup. Taru roared with every swing, parrying without a moment's rest. With each exhausted block, his sword wavered more and more, losing the power of the wind gradually. Jyrai leaned forward to gaze deeper into the snow-like smog. Sydney jumped from within the burning smoke, her eyes bleeding and her skin cracking from the heat. Her sun-like blade illuminated the warehouse, almost white with flame. Jyrai’s eyes widened, feeling the sting-like warmth from the attack even from where he was standing. His jaw remained dropped as Sydney continued her attack, forcing her opponent away from Taru with with her onslaught of blazing, molten slashes. She fought even while the heated water vapor burned through her flesh and mechanisms. Sydney jolted forward, her body steaming as she drew in more boiling water to strengthen and expand her muscles. With the suddenness of a geyser, her longsword abruptly shot upwards, leaving a gash on the vice-general’s chin before returning to another fast onslaught of repeated slashes towards the torso. With the force of a train, heated steam began pouring out of the torn pipes coming from his shoulders. Streaks of red and glowing blue blood ran down Sydney’s face from her wide eyes as she continued her rapid march towards the intruder. Her bones cracked from the remaining heat and her palms melted onto her sword. Even though it most definitely hurt, she looked relieved. She no longer had to waste energy on gripping her longsword’s handle. As if a shotgun propelled her elbow, she let out a final explosive attack, paying no mind to her now blazing Sekoran garb. Her star-like weapon melted through the Vice-General’s ribcage of pipes, allowing light from his glowing sky-colored nanocore into view. Jyrai and Barley charged through the steam, wielding the blades of the other fallen warriors. Barley danced through the air, gaining force through momentum and spin while Jyrai called upon the wind. He tried to replicate Taru’s desperate technique as best he could. With a gust of crashing wind and the sound of graceful metal, the now defenseless nanocore burst into pieces. Jyrai landed on the hot and damp ground, kneeling beside Barley as the two of them sheathed their borrowed weapons. Their chests rose and fell with agitated adrenaline. Memory Byte G-Mod. (“Supply Tower Air Raid”). Memory Byte 51-F id:Jyrai574 (“The Evacuation”) Jyrai sat down on a leather padded bench beside Barley and a heavily bandaged Taru. The only thing visible through his ruby uniform and extremely obstructing wrapping was a single one of his eyes and oddly his corn-colored hair. Jyrai took a moment to process the information provided. Rose-Field? The pieces didn’t quite fall into place in his mind. How could all of these martial arts connect when they each consist of solid techniques that you have to focus intently to perform? It would make sense if it was meant to just be an impossible art that no one could dream of reaching, but the existence of the Medal Holder says otherwise. Jyrai turned to look at Barley and Taru before standing up and approaching the doorway. Inside the office was a plastic white desk with three metal chairs in front of it. The man seated behind the desk was old and damaged. The skin, muscle and wires that usually made up an arm were absent on his right, leaving exposed metal bone. A deep scar was pressed into his head, interrupting his dark hair. Memory Byte 03-G id:Jyrai574 (“The Artillery”) Jyrai stepped out of the office to see six resting or sleeping individuals. It was the man who pulled him from his burnt village. A golden medal was pinned to the shoulder of his uniform. Oddly, his clothing was not red like the usual Sekoran. It was a pastel purple. Much like an easter egg. Her long red hair seemed to get in the way of every action she could possibly do. Jyrai wondered how someone could fight with so much hair. Jyrai hesitantly shook the man’s hand. He wondered how a man like this could be the best Waste-Field user on the planet when it seemed he was too shaky to even wield a sword properly. The dark hair that almost completely covered his eyes casted most of his face in shadow. Memory Byte 06-G id:Jyrai574 (“The Wasted”)
Fat Rock
fandom.100th-millennium
# Father Zaphenim "How long had it been?" "Was the life before her but a dream? A fleeting moment to be forgotten?" Her first feelings were ones of solace. What felt like a bed of grass cushioned her back and limbs. Glancing down to her chest, she noticed that her body, or rather the lack of it, felt nothing. Not an ounce of feeling suffused through her body. In the end, she could only think and see, though soon she noticed a lavish doorway in the dark space. Almost uncontrollably, she went up to feel it in hopes of glossing over its surface. Unexpectedly, the 'nothing' that took the space of her hands was able to touch, and she gasped. She recoiled once more at her ability to make noise. Whatever form she was in was much more liberating than the one in the mortal coil. She imagined feelings and noises into being. Stepping, or rather floating through the door, she wandered down its exit and saw several long paths. Each path emanated an incredible warmth that reminded her of mortal desires. Above all else, she felt unyielding love. Trying to make sense of the situation, she fumbled and tripped over her thoughts, feeling emotions no one ever felt. After what felt like hours of calculating, she slowly rose and trekked down a path of her choice. Upon walking, but soon soaring above the bridge of wispy sunshine, she closed her eyes and imagined the feeling of the refreshing wind against her face. Her imagination made it so. She thought of extending her arms and legs, and her thoughts came to reality once again. She recalled her smooth skin and lengthy hair, and they appeared on her forming body. She smiled, pristine tears flowing gradually down her face as she carved herself to her liking. All the while, the warmth came closer. Senses of regret, desire, and other mortal needs dissolved. She did not even feel them depart, choosing to relish in the growing fervor. The warmth enveloped her now, and she found herself in a never-ending chasm of love. She quickly let go of her physical form, letting its short existence vanish as soon as it was thought. Now in favor of becoming one with the warmth, she hastened to a growing point of light. What felt like years of ceaseless travel pushed her mind to its limits, only for said limits to shatter and start anew. Ascension was transpiring, unshackling the free spirit and sending it on its way. When the process was complete, the growing light morphed into a doorway of its own, ushering her in. With no hesitance, the wanderer landed and ceremoniously strode through. What met her eyes was, at first, indescribable filaments of even more light. As her mind took in and processed what was in front of her, tangible shapes appeared. Long, ornate pillars lifted hundreds of layers of complexes, becoming geometric yet natural and symmetrical. Her eyes gazed at perfection for the first time, and she wept. Feeling her mind buckle at such a sight, she succumbed to the sea of emotions crashing down upon her. The light and warmth never let go, however. No, it pulled her closer and closer to the center of the structure. As she trudged along, every movement more overwhelming than the last, the warmth evolved. It was not one of mere love and joy but instead a chorus. The chorus matured, becoming a heavenly sound until it became a heavenly sight. Perfection upon perfection, "Father" came into view. "Soothe your endless mind, my child. Here, you are free. Now you will see the fruits of your efforts in Aylathiya. You are home with me forever." She buckled and wept again.<br>
Father Zaphenim
fandom.100th-millennium
# Federation of Free Jewel Systems = Overview = The Federation of Free Jewel Systems, also known as The Federation, The Republic and The Federation of The Jewel. formerly known as the Alliance of Free Worlds (AFW), and then as the Federation of Free Worlds, is a very small Federal Republic made up 4 very isolated and unusually large Star Systems, Located in the most isolated sectors of Florathel. The Administrative Capital is Volkania Prime, while the Judicial Capital is in Cemayus The Federation consists of 4 Star Systems and 1 super Massive Space Station: -Jewel (Capital) -Hasteria -Gatogon -Menores -Core Super Station Government. The Federation Central Government is based on the Worlds of Volkania Prime with Judicial Headquarters in Cemayus. All Planets in the FFSA have their own Local Governments, which are overseen by the Central Government. These Governments range from Democracies, Technocracies and Constitutional Monarchies, with an emphasis on freedom and liberty on all species, whether they're from the Sector, or outside. All of these governments are Semi-Autonomous. Executive Branch. The Central government consists of 3 branches, the Executive Office is led by the Chancellor of the Federation, which has a tern limit of 8 years, along with the Vice-Chancellor and the Advisory Council. The current Chancellor as of 100,000 CE is a Female Chelivian. The Board is the advisory to the Chancellor and consists of 15 members. Legislative Branch. The Legislature Office consists of The Parliament, also known as the Federation Senate, is tasked with approving laws that will affect all systems and keep law and order in the Federation. they also occasionally work with the Federation Military Command to make decisions. Each planet is represented by 2-5 senators, who are tasked in bringing issues to national attention. Laws are passed that require all systems to follow, such as environmental and labor laws. Senate meetings occur the Senate Building on Republic City, Volkania Prime. Individual planets tend to have a very similar system of government to the national government and are kept in check by the Senate. Judicial Branch. The Judicial Branch is made of the Supreme Court, consisting of 20 Court Justices. they all meet in the Federation Supreme Court of Justice on Cemayus. Military. The Federation's Military, known as the Federation Security Forces, consists of 2 main Branches, the Federal Forces and Planetary Forces (Also known as Civil Defense or the National Guard). The FSF consists of 5 sub-branches known as "The Star Navy, The Army, The Cyberwarfare Division, The Marines" and the "Starfighter Corps" is made from people all over the Federation, and even some from outside of Jewel space. The Civil Defense are smaller and tasked with defending their local planet/system. Their Equipment is up to par with Galactic Standards, but some aspects are outdated. The Army. The Army is tasked with patrolling stations and planetary bases. They are the smaller of the 2 main branches. Their uniform varies depending on the environment, deployment and role, with many aspects being unique depending on the individual. They are armed with Laser Rifles and also use vehicles such as APCs, hovertanks and combat speeders. They also operate ground defenses, such as Laser Cannons, Surface-to-Space Cannons and Volta Cannons. Most Local Defense Forces have small standing army. Many subunits exist, such as the Consulate Guards, armed with Electro-Halberds. The Star Navy. The Navy is tasked with patrolling the large areas of space that the Federation control, as well as protecting convoys and stations. They are the largest of the 2 main branches. Their uniform consists of a blue, grey or green jumpsuit, a cap or helmet, and a utility belt, with other thing being unique to an individual. They are armed with Laser Rifles and Pistols. They use a variety of ships, ranging from quick and nimble starfighters to large battleships with many being crewed by organics. Provided by Anarvis Yards - TEC Group. The Federation also operates dozens of defense stations. The Cyberwarfare Division. The Cyberwarfare Division is the newest and advanced branch of the FSF, replacing the Disbanded Terrestrial Navy. They control many Planetary Defenses, such as Space-To Surface Cannons. The Marines. The Marines specialize in boarding enemy stations and capital ships, as well as leading planetary, ground and amphibious assaults. Every Cruiser in the Fleet has at least a platoon of marines. They also guard planet-side bases and stations. These brave men and women are considered elite units. The most elite of these units is called the Republic Guard, a unit which has been in service since the Days of the Volkanian Republic. The Starfighter Corps. The Starfighter Corps itself is the real fighting force of the Navy, being a celebrated and renounced branch of the Fleets. The FSFSC works very closely with the Star Navy, often used as Escorts, Station Defense and Anti-Piracy measures. The pilots of the federation range from inexperienced flyers, to the most combat tested and elite fight groups, such as Magenta Squadron. The Uniform of a pilot changes depending on species and ship, but the most common and universal features including a life support box, a helmet, a jumpsuit and a holder for a small blaster. Most Local Forces usually have a few squadrons of fighters of many makes and models. Dozens of Planetary bases are dedicated to the Starfighter Corps. Policies, Culture, External Relations and Technology. Relations. The Federation is part of the UNF but remains largely neutral in any conflicts due to its small size and underperformance of the Starfleet. Federation Military Ships largely stay within The Jewel, apart from humanitarian ships and Escorts, but civilian and cargo ships can commonly be seen outside of the Jewel Group, trading with the Larger Galaxy. Culture. Despite its small size, each planet has its own unique cultures, festivals, and customs. The Federation generally encourages its citizens to visit other worlds. It also encourages its citizens to help others despite the difference of sex, gender, species, or origin. There is also a heavy sense of preservation, with many worlds having very strict emission standards to prevent pollution from getting out of hand. Fleet and Military Strength. The Federation Starfleet contains 4 System and 20 Planetary fleets, The Home and Diplomatic Fleet, each with an area to patrol and defend, with thousands of ships of various sizes. Battlecruisers and Battleships also serve the secondary purpose of Relief Aid, being equipped with water purifiers, large greenhouses, and small factories. These ships are very crew efficient, with Cruisers having crews of less than 250 individuals, and Battleships having crews of less than 5,000. Every ship above a cruiser also has at least 20 Marines onboard for defense or boarding. The Starfleet is mainly used to Defend Jewel Space from pirates and Enemy scouts. About 25 billion beings are active members across the FSF. Capital ships are painted Black with some red, while the Home and Diplomatic Fleets are painted mostly Red, with some Black and Yellow. Starfighters have a multitude of paint colors. Technology. The Federation has advanced technology that allows most of its citizens to live comfortably. Specifically, Technology in Medical Science and Laser Technology is particularly advanced. Volta and Laser Weapons are extremely common among FSF ships, with plasma weapons scattered here and there, but rarely used as small arms. to its horrifying effects on living beings. Citizens have access to free healthcare, and things such as holo-phones and hovercars are also common. Departments. The Federation has multiple notable departments and Offices that have very specific jobs, each being very complex with their own divisions, but they generally fall under these departments: Federation Office of the State: This department primarily takes care of foreign affairs, make treaties with other planets and nations and advise the Chancellor of relations. they also overlook the many Consular and Embassy buildings around the Galaxy. Headquarters are in Volkania Prime. Federation Office of the Treasury: Oversees the printing and spending of the Federation Government. Headquarters are in Cemayus. Federation High Command: Oversees all military operations, as well as the Sectorial Commands. Headquarters are located in the FSF Building in Volkania Prime. Consists of 10 Fleet Admirals, 5 Generals and 5 Cyberwarfare Generals. Federation Fire and Rescue Service: A Department that was created with the merger of the Federation Fire Service and the Rescue Corps. Their primary duty is to rescue stranded ships in space and to fight and contain fires. they also have the secondary role of inspecting buildings and local fire departments and rescue services. Headquartered in Coursillius' capital city. Federation Office of Medical Science: The Federation's Public Health Agency, Headquartered in Thandetis Major.
Federation of Free Jewel Systems
fandom.100th-millennium
# Fenris Corporation Fenris Corporation, officially Fenris Intergalactic Group Corporation (Fenris Group), or Fenris I.G Corporation, is an Tairane-based private conglomerate founded by Dean G. H. Fenris in 2042 CE. It is considered to be one of oldest and largest companies of Tairane Federation. It has since expanded to include a large number of subsidiaries, including major ones such as Fenris Mining Group, Fenris Communications Branch, Fenris Aerospace Industries, Fenris Private, Fenris Medical Division, and Fenris Biotech. The company's chief activities include the collection and distribution of raw materials, particularly rare elements and various finished products, such as pharmaceuticals, medical, construction, aerospace, shipbuilding, and intergalactic communications equipment and scientific research equipment. Fenris Corporation is one of the largest private companies in Tairane, second only to Cargill Enterprises, with over ₭48.6 quadrillion TRK in assets and a workforce of over 150 million. It is headquartered on Cors Tairane in the Ioleria Prime system. History. Fenris Corporation was founded by Dean G. H. Fenris in 2042 CE. It began as a small startup mining company with operations primarily in the Ioleria Prime system, but soon expanded to other colonial systems and became one of the largest private companies in Tairane Federation. In 2060 CE, Fenris Corporation acquired its first major subsidiary, Henley GM Development (Group Management), a leading intersystem manufacturer of construction and telecommunications equipment. The following year, it established its second subsidiary, Fenris Biotech. In 2065 CE, it established Fenris Aerospace Industries, after a Tairane Navy contract to produce the Anselne-class cruiser line, In 2067 CE, it acquired another major competitor subsidiary, Cygni Pharmaceuticals. (later renamed Fenris Medical Divsion). In 2071 CE, it launched its civilian aerospace division with the purchase of Testudo Space Industries (later renamed Fenris Private). Other notable acquisitions include Quoyshire Robotics (2073 CE), Nova Engineering (2074 CE) and Pyrrhon Logistics (2075 CE). In 2061 CE, Fenris Corporation was selected by the Tairane government to lead the colonization effort of the newly discovered Epsilon Indi system. It established the first colony on the planet Mocryon in 2062 CE. The company would go on to play a leading role in the colonization of Epsilon Indi, establishing several more colonies over the next few years. In 2065 CE, Fenris Corporation was contracted by the Tairane Navy to develop a new generation of cruisers. This led to the development and establishment of Fenris Aerospace Industries, and the Anselne-class cruiser family, which entered service with the Tairane Navy in 2068 CE. The success of the Fenris-class would lead to Fenris Corporation being awarded several more military contracts, including for the construction of Tairane's first line of defense against alien incursions, known as the Omega Line. In 2071 CE, Fenris Corporation acquired Maraketh Technologies, a leading manufacturer of hyperspace drives in Tairane space. This made Fenris Corporation one of the largest manufacturers of starships and superluminal propulsion drives in Tairane. It would go on to produce some of the most advanced ships in Tairane's fleet, including its flagship, the Tairane-class supercruisers. Fenris Corporation has continued to expand since then, and is now one of the largest private companies in Tairane. It remains headquartered on Cors Tairane in Ioleria Prime. Logistics. Fenris Corporation is the largest provider of raw materials and finished products in Tairane. It has a network of over ~1.5 million mining facilities, processing plants, and major repositories spread across Tairane space. These facilities are capable of processing and storing over 5.0 quadrillion tons of raw materials and finished products. Fenris Corporation also operates a fleet of over 500,000 logistic vessels, including heavy lift freighters, tankers, and bulk carriers. This fleet is capable of transporting over 50 trillion tons of cargo per year. Mining operations. Fenris Corporation is considered to be the largest mining group in Tairane Federation, with operations spanning across Tairane space and within Florathel. It has a workforce of over 6.5 million individuals, and is capable of extracting and processing over ~4.2 trillions tons of raw materials monthly. The company's primary activities include the extraction of rare minerals and metals, such as titanium, rhodium, iridium, tungsten, osmium, aluminum, graphite, lithium, uranium, et cetera. Fenris Corporation also extract other valuable materials such as water ice, carbon dioxide, oxygen, nitrogen, helium, hydrogen, methane, and ammonia. These materials are used in a variety of applications ranging from construction to pharmaceuticals. Fenris Corporation also operates several mining colonies on planets and moons across Tairane space. These colonies are responsible for the extraction and processing of raw materials for export back to Cors Tairane. The company also has several research facilities on these colonies that are responsible for developing new mining technologies and techniques. Construction and Development. Fenris Corporation is one of the largest construction companies in Tairane, with a workforce of over 10 million individuals. It is responsible for the construction of a large number of Tairane's infrastructure, including power plants, hospitals, schools, roads, bridges, and other public works. The company is also responsible for the construction of Paramount Assembly Tower on Cors Tairane. The company's primary activities include the design and construction of high-rise buildings, skyscrapers, hypermalls, stadiums, arenas, spaceports, and other large structures. Fenris Corporation has also been contracted by the Tairane government to construct a number of military bases and installations across Tairane space. Fenris Corporation has also been involved in the development of several major cities across Tairane space. This includes the development of The Grand Garden on Cors Tairane, which is considered to be one of the most advanced and largest phytological gardens in Tairane. Fenris Corporation is also responsible for the development of several other major cities such as New Anselne on Ulcester system, and Mocryon on Epsilon Indi. Intergalactic Communications. Fenris Corporation is one of the largest communications companies in Tairane. It is responsible for the development and maintenance of a large portion of Tairane's superluminal communication infrastructure, including the development of the Tairane Intergalactic Communications Network (TICN). The company also operates a fleet of over 150,000 communications satellites that provide superluminal transmission coverage beyond the Frontier systems in Tairane controlled space. Fenris Communications Branch, generally known as Fencomm, is a wholly owned subsidiary of Fenris Corporation. It was formed in 2053 CE as a government-sponsored effort to develop the Tairane Intergalactic Communications Network. Over the course of the next three years, the FenrisCom team worked to design and construct the network, which included the initial rollout of more than 5,000 superluminal communication probes. The network was officially launched in 2058 CE and has served as a major communications backbone for much of the Frontier systems ever since. The company's primary activities include the provision of voice, data, and video services to residential, business, and government customers. Fenris Corporation also provides online access, oracle computing services, and other value-added services. In addition to these activities, Fenris Corporation is also involved in the research and development of innovative communication technologies.
Fenris Corporation
fandom.100th-millennium
# Feres System Feres is the parent star of Artaclate, capital system of the Marakat Interstellar Union, and a small and bizarre type of star known as a Frozen Star. Located in the Elerad Sector, Feres formed with so much metals within it that it became more of a giant planet than a star. Its heat is generated by both nuclear fusion and radioactive decay in its searing core. Despite its core, Feres is a very cool star with a surface temperature of just 308 degrees Kelvin. As a result, it is given the spectral classification of H7. It is the only such star in Cosmoria, although it is believed that more like it will form as the universe ages. Feres has been a hotspot for scientists of all backgrounds, who have come to study the star. The second planet, Gerbi, has been placed under environmental protection to preserve its fragile and exotic ecosystem. Feres is also the parent star of the exceedingly famous planet Artaclate, which outshines the fame of the rest of the system a hundredfold, and many maps refer to the system as the Artaclate System, although inhabitants of the system, including of Artaclate itself, strongly discourage this. Architecture. The Feres System contains four worlds, Konae, Gerbi, Artaclate, and Eriest. Eriest is significantly more distant than the other three, and Konae, Gerbi, and Artaclate orbit in a so-called "Laplace Resonance". Between Artaclate and Eriest lies a vast belt of habitation structures formed out of the asteroids formerly residing there. Because of the Feres System's small size, not that much can be said about its arrangement. Planetary System. Konae - Glowering Ice Brief Description Konae is the innermost planet in the Feres System, and is a cold, tidally locked icy world with a thin atmosphere. It has a subglacial ocean and frequent tectonic activity from tidal heating from Feres and the other three planets. Konae does not have a large population and was mostly disassembled to construct the starlifting mechanism, and most no longer consider it a planet. Gerbi - Pinnacle of Weirdness Brief Description The second of the four planets, Gerbi is a small planet only slightly larger than Konae. Due to being so cold, it has seas of liquid neon. Gerbi has huge, exotic ecosystems of carbon-based life that rely on neon as a solvent. Because of this, Gerbi has been placed under environmental protection and not a single individual has set foot on the planet to avoid contaminating this unique ecosystem. Artaclate - Shining Citadel Brief Description The third planet, Artaclate is unique. It was the homeworld of the Poreltids, and is now the capital of the Marakat Interstellar Union. The MIU government has converted the planet into a so-called Matrioshka world, with almost a quadrillion inhabitants, allowed by an interesting process of shunting infrared radiation into an artificial black hole at the center of the planet. Artaclate is exceedingly important across Florathel, and its fame outshines the entirety of the rest of the system. The system is often marked on maps as simply "Artaclate", showing how unimportant the rest of the system is in comparison. The planet has significantly increased in size from the several dozen matrioshka shells piled atop the planet's original surface, with most of the core being mined out and replaced with an artificial black hole carefully stabilized in the center of the planet, where heat is shunted in. Artaclate has a large set of artificial rings, considered a national treasure by the people of the MIU and carefully maintained to keep their beauty across the eons. Eriest - Freezing Gemstone Brief Description Eriest is the final planet of Feres and a small gas dwarf with one very prominent band. Eriest is tidally locked, and there is a permanent storm raging on the side facing Feres. When the band runs through it, it is disturbed and creates a number of smaller storms. Eriest is extremely cold and looks orange, with neon and hydrogen clouds and neon rain. Because of its extreme distance to Feres, Eriest has a tiny population, and is largely ignored even by inhabitants of the system.
Feres System
fandom.100th-millennium
# First Eastern War ""The spider crawls out of Nubia and covers the realm of the Seven Seals with its webs“" -Unknown Lyncisian author, 98.951 CE The First Eastern War was a 101-year-long conflict taking place across the entire Lyncisian Sphere as well as the southern Sarmite Commune in Aylathiya from 98.949 to 99.050 CE. Fought between the Lyncisian kingdoms of Eddis, Fersara and their respective allies, the war later escalated when the Sarmite Commune intervened. Commonly referred to as „The Unification War“ by Lyncisians, the war would mark the beginning of a unified Lyncisian Empire. Background. Political Background. The Lyncisian sphere had been politically divided ever since the first wave of Lyncisian migration around 80.000 CE that marked the emergence of the Lyncisians on the galactic stage. By 98.949 CE, the sphere was divided into eight major Lyncisian nations, several smaller buffer states in between and the Sarmite-occupied region Ejyptica. Two of the most powerful states, the western kingdoms of Eddis and Fersara, had been in a tense rivalry since their respective formations and spent most of their history on the brink of war. Eddis, led by the relatively young king Rassilon XII Vremin, had recently undergone sweeping reform, replacing the old autocratic system with a constitutional monarchy that allowed equal representation of all species, worlds and social castes of the kingdom. Seeing this, many residents of the neighboring rival kingdom demanded similar reforms, only to be met with the iron fist of the Fersaran state. Fersara subsequently blamed Eddis for inciting the protests, which were turning more and more violent as time went on. Tensions rose as alliances were created throughout the Lyncisian sphere, guaranteeing that once the inevitable war between the two kingdoms broke out, almost the entire sphere would be dragged into it. The starting shot came in 98.949 CE, when a ship carrying several high-ranking ministers of Rassilon’s government was shot down above the border world Nisha Eddis. All passengers died, and the Eddisian government quickly accused Fersara of conducting the attack. Fersara denied this vehemently, but still issued an order of total mobilization. Eddis followed suit, and by the end of the early year, the two kingdoms, and by extension every independent state in the Lyncisian sphere, were at war. The Sarmite Commune, which lies north of the sphere, watched these developments with extreme concern. As they were in control of the majority-Lyncisian region of Ejyptica, they were highly concerned that a powerful Lyncisian state could emerge from this conflict. The Commune would spent most of the early war trying to destabilize the warring nations to ensure that whatever state emerged from this conflict would remain too weak to pose a threat. Cultural background. By the time the war broke out, most of the Lyncisian sphere was undergoing a cultural revolution. Mainly led by the youth of the different nations, of which Rassilon XII was a part of, many people shifted their focus away from what divided the different Lyncisian peoples to what united them. Finding common ground in language, religion, culture or a number of other factors, the Lyncisians increasingly started seeing one another as one people divided by political circumstances, a mindset that was not prevalent before. The fact that this cultural shift was taking place at the same time as the war began is often cited as the reason why anyone was able to unite the Lyncisian sphere at all. Many argue that without the shift taking place, the Empire may well never have existed. First phase: The Nubian-Fersaran War (98.949-98.985 CE). The war officially began in 98.949 CE when Eddis formally declared war on Fersara. Dragging in all of their allies, the war spread throughout the sphere almost instantly. Eddis, being allied with the powerful nations of Seyvar and Caitre in the eastern and central southern sphere respectively, quickly gained the upper hand in the conflict. The eastern front: Seyvar and Caitre vs. Collus, Karjal and Deryllia. Seyvar and Caitre launched invasions into the Fersaran’s southern allies, Collus and Karjal, in 98.950. They quickly managed to overrun any defenses the Collusi and Karjali put up and knocked both nations out of the war by the end of 98.951. The Fersaran’s northeastern ally Deryllia remained a thorn in their side, however, successfully repelling three Seyvo invasion attempts and even launching a counter-invasion in 98.956 that came close to taking the Seyvo capital before being repelled. Upon seeing this, the Karjali began a guerilla campaign against the occupying powers. This led to one of the most notorious crimes of recent Lyncisian history, the Karjali genocide. Over the span of 10 years, from 98.956 to 98.966, a total of 77 worlds were completely sterilized, the capital planet Karjal was reduced to rubble and trillions of Karjali were either killed or displaced. The genocide remains a deep scar in the Karjali conscience to this day and was a source of internal strife until recently. Despite their fierce resistance, however, the Karjali were unable to drive the occupying forces out. The resistance largely died out by 98.967 and an independent Karjal ceased to exist. Meanwhile on the Deryllian front, the Seyvo and Caitian forces were able to push the Deryllians back to their border in 98.956, despite heavy resistance, after which followed a period of stalemate with neither side being able to gain the upper hand. A large push into Deryllia finally followed in 98.967, after the forces tied up in Karjal joined the fighting, and by mid-98.971, the Deryllian capital was under siege. During the siege of Deryllia, the Seyvo used commando squads to weaken the planet‘s defenses for the first time, a tactic that would become commonplace in later Lyncisian wars. Through these tactics, the Seyvo were able to launch one final attack, taking the planet in late-98.972 and putting an end to Deryllian resistance and statehood. The western front: Eddis and Fersara. Possessing the technological edge, the Eddisians were able to launch an invasion in 98.949 that almost immediately took the northern border sectors and threatened the Fersaran heartlands. Under orders of Rassilon himself, the occupied territories were to be immediately reformed in the Eddisian political system’s image, for now under military oversight. The Fersarans, possessing a larger manpower-pool than the Eddisians, quickly launched a counter-invasion in 98.952, but they were unable to make any significant pushes. A stalemate on the western front ensued that lasted until 98.969. The fighting on the western front was considerably more vicious than in the east. Both sides threw in more and more resources in an attempt to break the stalemate, almost all of which failed. Casualties rose quickly, and by the end of 98.953, they were desperate to find any advantage over their enemies. One such seeming advantage came in 98.954, when the Sarmite Commune started supplying both Nubia and Fersara without the other knowing. This was part of the Commune‘s plan to play off the states against one another to prevent a powerful Lyncisian state from emerging, as they wagered the Lyncisian nations would destroy one another with the weapons provided. These weapons included ones that were formally banned across the entire Lyncisian sphere, such as Starkillers capable of destabilizing stars, essentially weaponizing them to wipe out enemy systems. The situation only changed in late 98.969, after Eddis-allied forces that had previously been tied up in the east finally arrived in larger numbers. The neighboring Caitre launched an invasion into southeastern Fersara and Seyvo forces started aiding the Eddisians in the north. After launching one last attempt to stop the allied advance, the Fersaran forces were almost entirely routed during the battle of Ina Sigor, a system considered to be the entry into the Fersaran heartlands. The following Eddisian invasion saw victory after victory for the allies, though the Fersarans fought vehemently, slowing down the advance. Unable to stop the advance entirely, however, the Fersaran capital fell in 98.974. The invading forces, most of whom were veterans of the fierce fighting of the stalemate, proceeded to put Fersara to the torch in its entirety. Fersara, a planet that had been settled around the same time as the Eddisian capital Ela Eddis, was subsequently stripped of all its resources, its cities bombarded and many of its inhabitants either displaced, killed or sold into slavery in the Caitian Republic, in which slavery remained legal until unification. Despite the fall of the capital, however, Fersaran forces, aided by the Sarmite Commune, continued their resistance and fought the Nubians and their allies until the last pocket of resistance was wiped out in 98.985, officially ending the first phase of the war. Unification of the Empire. Once control over the occupied territories was solidified, Rassilon began backroom negotiations, first with Eddis' allies and then with the old leaders of the conquered nations, most of whom had been spared the fate of many of their countrymen. His declared goal was the unification of the Lyncisian nations and peoples into one overarching Empire, something that was received with mixed reactions. The most vehement opponents were their allies in the Seyvo Republic, who saw Rassilon’s bid as a betrayal and an attempted Eddisian conquest. Other opponents included the Fersarans, who had little interest in being part of their conqueror‘s plans, and the Deryllians, who, while not opposed entirely to the notion of a united Lyncis, did not want one under Nubian control. Rassilon’s bid also had its supporters, the most notable ones being the Caitian Republic. The cultural revolution that shifted the Lyncisians‘ internal perspective started there and the Caitians were openly receptive to the idea of a united Empire. The conquered Collusi were supporters of the notion as well, hoping to achieve an increase in trade for their mining-heavy economy. Finally, the Ejypticans, then under Sarmite control, looked favorably onto the idea too, with many Lyncisian community leaders starting to sway public opinion in favor of joining the Empire. The Karjali had mixed opinions on the matter, as did many of the minority species that inhabited the Lyncisian sphere. They feared getting sidelined in this new Empire, while all power rested within a single group of people, either only ethnic Lyncisians or specifically the Eddisians. Negotiations went on for decades without any meaningful progress. The Seyvo threatened to pull out several times and even preparing for an invasion of Nubia at one point. A series of compromises prevented any breakdown of negotiations however, and fears of a complete takeover of Nubian state structures were placated. Finally, the Lyncisian Empire was declared in 99.036, with the Lyncisian home world of Ralteyo as its capital and constituting of the provinces Nubia, Fersara, Caitre, Collus, Karjal, Seyvar and Deryllia. The territories within 1000 light years of the Lyncisian home system were put under direct control of the new Imperial government. Second phase: The Ejyptican War (98.989-99.050). The destruction of the Fersaran state was observed with immense concern by the Sarmite Commune. Having spent considerable resources trying to make the war drag on for as long as possible, the Eddisians achieved victory well ahead of Sarmite schedule. Concerns about the security of the Sarmite state were immediately raised, as many factions within the Commune believed that the victory of Eddis and her allies would directly lead to conflict - a conflict they could not afford, being stricken with an ongoing economic crisis and political turmoil. After it became clear that Rassilon‘s aim was to unite the Lyncisian sphere, the subject of war was brought up directly to the Council of Chairmen, the highest executive office of the Commune. While many factions in the different institutions of the Sarmite state were in favor of war, the issue proved to be extremely divisive, as several of the five Chairmen were opposed to any kind of intervention until the ongoing domestic problems were resolved. Nevertheless, the more jingoistically inclined Chairmen eventually won over, and it was decided that the Sarmite Commune would go to war with the Lyncisian sphere. Invasion of the Core (98.989). After rumors of friction between the Eddisians and their Seyvo allies reached the Sarmite leadership, it was decided that the war would begin in 98.989. True to their word, the Sarmite invaded the territories that would later be known as the Lyncisian Core in the early year. They accused the Eddisian state of riling up violence in the Lyncisian-majority province of Ejyptica and used this as a justification for war, something that was seen as a fabrication by most Lyncisians across the sphere. The Core, a region spanning an area of roughly 1000 light years around the Lyncisian system, was quickly overrun by Sarmite forces. Politically divided and possessing only negligible defenses, much of the Core was unable to offer any meaningful resistance, and by mid-80.340, the Sarmite were roughly 20 light years away from Ralteyo. The Ralteyan Republic, a state in control of Ralteyo and the immediate area around the Lyncisian system, sent a request for Eddisian aid shortly after the invasion began, but it took their forces a considerable time to arrive. By the time they did, the Sarmite had already seized Ceopya, one of the oldest continuously inhabited Lyncisian colonies in close vicinity to Ralteyo, and were planning on pushing into the Lyncisian system itself. It became clear to the Lyncisians that if the Sarmite managed to leave the Ceopyan system, the Lyncisian home system would be open for grabs. Moving to prevent that from happening, they mobilized a fleet to keep the Sarmite from leaving Ceopya. This fleet arrived in mid-98.990 and quickly moved to intercept. The ensuing Battle of Ceopya, as it is now known, was fought over a period of roughly three months in the orbits of Ceopya Prime and the gas giant Harakha at the edge of the Ceopyan system, as well as in relatively close orbit around the Ceopyan star. Lyncisian leadership quickly realized that a total victory could not be achieved here, as the Sarmite forces were too strong, so the focus was instead shifted on weakening them to the point where they would not be able to launch an offensive deeper into the Core. This plan succeeded, as while the Sarmite managed to repel the intercepting fleet, they were weakened to the point that a further push into the Core was impossible. Quickly funneling additional resources into the defense of the Core, the Lyncisians managed to build up a formidable defense for the Lyncisian system. By the time the Battle of Ceopya ended, the Lyncisian system was too well defended for the Sarmite to attack. Instead, the Sarmite forces focused on consolidating control over more of the Core, aiming to encircle the Lyncisian system. The Hell March (98.989-99.000). Over the following seven years, the Sarmite attempted to put their plan into action, embarking on a campaign of system hopping in order to cut off the Lyncisian system from any hyperlanes connecting it into the other parts of the Lyncisian sphere. Moving to counter this, the Seyvo-led forces desperately defended any system the Sarmite aimed to seize. Due to the massive strain this put on them, this period of the war was dubbed "Hell March“ by the fighting soldiers during its duration already. The Hell March quickly shadowed the Eddisian-Fersaran war in terms of death and destruction caused. The usage of starkillers almost trippled, with tens of thousands of star systems falling victim to the destructive weapons. This caused massive psychological damage to the Lyncisians, as the destroyed systems included some of the oldest Lyncisian-inhabited systems, their settling dating back to the first wave of migration. The hyperlanes to the eastern Lyncisian sphere and the Seyvo-occupied regions were quickly severed almost completely, putting enormous strain on the Seyvo forces throughout the Core. Fighting desperately to keep the few passageways to the east open, the Seyvo suffered colossal casualties that they increasingly struggled to replace. As a result, they were the first to allow people from the occupied territories to enlist into their armed forces, promising them political freedom once the war ended. This offer was taken up by unexpectedly many people, who wanted to secure themselves a place in the new order of the sphere. Once this was settled, the Seyvo essentially entrenched themselves in a number of key strategic systems, aiming to grind the Sarmite down in a war of attrition. In the western Core, the Eddisian forces were struggling against the Sarmite invasion as well. While they managed to prevent the western lanes to be cut in the same fashion they had been in the east, each battle put an ever-increasing strain on the already stretched Eddisian resources. By the time the Seyvo entrenched themselves in the east, almost a quarter of all Eddisian resources had been eaten up. As a war of attrition was not an option to the Eddisian leadership, they decided to engage the Sarmite in open battle as often as possible. This strategy proved costly, as while victorious in numerous battles, the Sarmite would respond to a defeat by destroying the stars of the defended systems. By 98.993, a total of 120 systems had been annihilated in that fashion. Changing their strategy, Seyvo and Eddisian forces started to coordinate for a counter-invasion. Neither had the resources for a prolonged push, so they adopted a scorched Earth policy similar to the Sarmite: If a world or system could not be reconquered, it would be destroyed. Starting in late 98.993, the allies engaged the Sarmite forces simultaneously. This push was initially highly successful, kicking the Sarmite out of several dozen systems, but slowed down by midyear of 98.994. True to their strategy, each system or world they could not take was destroyed, though they did warn the populations of the systems beforehand, if there was one, and assisted in prior evacuation if possible. The counterattack proved successful in taking back the hyperlanes leading to the east, but it drained a massive amount of manpower and resources from both Eddis and Seyvar. By the time the year 98.995 ended, they realized that they would not be able to push the Sarmite out of the Core before they completely ran out of resources themselves. In order to ensure their defeat, they would have to defeat the Sarmite decisively in battle. Battles of Ilyeno and Melasant (98.996). Deciding on a plan, the Lyncisian forces amassed in the Ilyeno system in the northeastern Core, as well as the Melasant system in the southwest. Strategically important gateways to the rest of the Lyncisian sphere,  both systems had been successfully defended so far. Most of the Seyvo fleet was positioned at Ilyeno, deliberately making it seem like they were amassing an invasion force, while the Eddisians mirrored this at Melasant. The Sarmite forces moved in quickly to prevent such invasions from happening. Aiming to use the Dyson spheres encompassing both stars to their advantage, the Lyncisians engaged the Sarmite in open battle. They proved to be hopelessly outmatched by the far more numerous Sarmite, but the open battle was little more than a distraction. While it raged on, the Dyson spheres were deliberately overcharged, which would trigger a chain reaction that would destroy them, unleashing a massive amount of energy if left unchecked. The Lyncisians only remained in battle for long enough for the process to be irreversible, and once it was, they immediately jumped out of the system. The Sarmite, who were convinced of a decisive victory, realized the instability of the spheres far too late to jump out themselves and were engulfed in the subsequent explosions. This victory severely weakened the Sarmite presence in the Core and allowed the Lyncisians to retake most of it. By early 99.000, the last Sarmite forces were driven out, ending the Hell March and putting the Lyncisians in a possible position for a counter-invasion into Sarmite territoty.
First Eastern War
fandom.100th-millennium
# Florathel Florathel, the largest cohesive region in the stars of Cosmoria, has eons of history from the ancient empires of the Elder Days through to the countless civilizations and bloody wars of modern times burned into its countless stars. Home to almost fifty modern civilizations and potentially twice that number lying in ruins among its stars, Florathel remains prosperous and tamed among the wilderness of Cosmoria. Resources have always been very plentiful in the reaches of Florathel, and the many nations here take full advantage of this, raising vast megastructures and fleets of ships to explore and colonize the yet-untamed sectors beyond. The United Nations of Florathel, one of the most powerful entities in the modern universe, resides within the pale blue clouds of Florathel, representing an island of comparative calm in the ever-changing political state of Cosmoria. Nomenclature. The word "Florathel" comes from the ancient Nalach word for bloom or flower. The earliest form of the Nalach language likely called it something along the lines of "Fyoratel", but most data on languages that far back is lost. In other languages, the region is called other things. For example, in the language currently used in the northern portion of the Trezhath, the region is called "Kafalgir", meaning "starry road", referencing the appearance of a galactic arm in the sky. In the language of the early industrial Salakela, it was called "Marathei", meaning "plume of smoke". This unexpected meaning references the hydrothermal vents plentiful across the seafloor of Saleas. History. Formation & Life. Florathel came into being alongside the rest of Cosmoria amidst the fires of the first stars less than a billion years after creation itself. The Heart of Providence, forged in the supernova of a star larger than any that exist today, formed the center of the region, gravitationally affecting it greatly and helping influence the disk shape of Cosmoria itself. Only after this initial burst of creation had exhausted itself could life come into being on various worlds across the stars of Florathel. Over the eons, this life progressed from pond scum and bacteria to fully fledged intelligent life, finally looking up to the stars 10 million years ago. The Elder Days. Those who gaze to the stars inevitably develop a yearning to reach them. The first to do so was the Norlin species of the desolate world of Dalkor. Perhaps this desire was intensified by a belief that anything was better than their desolate rock, but nonetheless they rose to power at a blinding speed. Their civilization, the Moridian High Command, ruled their entire region region within a thousand years after they left the atmosphere for the first time. They entered a period of peace and prosperity for almost four thousand years, with the population living in comfort and their desolate homeworld transformed into a vast ecumenopolis. The Moridian High Command was living in prosperity when something went wrong. The impact of an enormous cloud of a bizarre thaumic material known as Marceum released enough radiation to erase any living thing off the face of the region. Thus, the High Command was cruelly reduced to ashes, its tomb now glowing a sickly green almost as a warning to stay away. Almost 8 million years ago, the warring Amosae clans scattered through the Lareas region of Florathel were united by Jelammu Nann of Lumnas, the location of which is lost to time. With a new sense of unity and purpose, the newly formed Lareas Alliance swiftly expanded outwards from its core, conquering the Psiran at the battle of Psinus Majora not months later. After a couple thousand years, the Lareas Alliance had full control of Florathel, either outright conquering and annexation or simply making some states into puppets. After the death of Jelammu, he was succeeded by Telkra Nann, who truly believed he could conquer all of Cosmoria. Telkra first sent forces to the nearby galaxies of Nyrin and Lowiras. Nyrin was awash with star formation at this time, and so was virtually uninhabited, making it an easy target. It was indeed swiftly conquered, but neighboring Lowiras was a different story. The various states there used bizarre powers known as Dark Psionics, with entire fleets rent to scrap metal by a single man. The Lowiras Campaign proved to be much more expensive than expected, and Telkra died just a month after the capitulation of the last state there to the Alliance. After the death of Telkra Nann, the officials and generals of the Alliance gathered at Lumnas for a gathering, to elect the next ruler of the Alliance. At this point, two candidates led amongst the possible pool, The first, Gellel Yaknas Velektor, advocated for a time of peace and rebuilding of the Alliance. The other, Morsam Kel Umra, supported a continued expansion and a fulfillment of the “destiny” of the alliance to rule the universe. This dispute prevented a stable leadership in the alliance and granted the nations closest to the alliance some respite. Gellel Yaknas Velektor ended up being chosen. Now Gellel Nann, he solidified control of the rebellious outer Florathel and Lowiras, and was widely considered to be a progressive leader. He passed several edicts and decrees for a more progressive tax system, preventing the formation of a rich aristocracy that could challenge the elite of Lareas. He also poured huge amounts of resources in expeditions into the Lowiras#Dark Core, which unfortunately came to nothing. Morsam Kel Umra finally got her chance to try and conquer the universe, and she was very good at it. Under her rule, the Alliance vassalized or conquered the vast majority of the core and Martial Space. Morsam Nann died before the fleet reached Aylathiya from across the core, and the forboding green claws of Morid were considered pointless to colonize as it had been mostly drained of resources. After Morsam Nann’s death, general Ncalywan seized power immediately, leading the Lareas fleet to great victories in Aylathiya. That region was never fully integrated into the Alliance, and after Ncalywan the alliance entered a recession, which continued for over a hundred thousand years. By the end, the alliance had true control over little save Herschel Space and Florathel itself. The Lareas Alliance came to a brutal end soon after this. A secret research project learning about the many planes of Cosmoria discovered Andvaris. Andvaris from afar appeared to be paradise, filled with resources, habitable planets, and the like, tastefully arranged in cool shapes. The scientists of the Telmarai Cluster successfully managed to bore a hole into Andvaris, but contact was abruptly lost with the outpost. Mere weeks after contact was lost, a vast swarm of remotely piloted self-replicating ships appeared in Florathel, unleashing a holocaust across all of Cosmoria. Quadrillions died in fire and flame, and the Lareas Alliance fell at a stroke. The Swarm soon appeared in the core as well as Aylathiya, and began destroying huge amounts of infrastructure there. Aylathiya was never fully brought low, for the brave Twenty-Four Companions embarked on a suicide mission to the Telmarai Cluster itself to seal the Bore. On the journey, all of them eventually died, but the Bore finally closed, cutting the Swarm off from its controller. Cosmoria took eons to recover, as all of civilization was reduced to little more than the stone age. The Dark Times & Ectabana. After the fall of Cosmorian civilization to the swarm of Andvaris, silence reigned in the stars. Many of the ancient species were wiped from existence, and every civilization fell to the stone age. Eons passed as the remains of technology crumbled to dust under the silent sky. The people of Cosmoria slowly crawled back up the technology ladder for two million years, before interstellar civilization appeared again 5.41 million years ago. Unfortunately for everyone else, this first civilization, Ectabana, was formed in the aftermath of a series of civil wars and coups, which produced a totalitarian government set at Veladris (modern day Tarbla). From the Frealee System they expanded, subjugating the surrounding peoples that were a bit too slow to climb out of the atmosphere. Ectabana reigned supreme across Florathel and possibly beyond, taking fairly little effort to tamp down technological development in the outer regions and allowing the Varla colonies very high levels of autonomy. Ectabana was highly unstable, coming close to collapsing many times over its history from violent internal conflicts among the ruling Varla species, but none of these would prove to be its direct undoing. The last and largest of these conflicts, known to modern historians as Tamandra's War, began when Relis Tamandra's Tholians. The Tholians gathered supporters from the many great houses of Ectabana against the generally unpopular and corrupt House of Sellin, and the war began. The Tholians and their allies in the outer reaches of Ectabana's territory flew inward to the core with all their forces, leaving subordinate species unsupervised. As the so-called "Veladrans" supporting the House of Sellin fought with the Tholians, another, seemingly small, rebellion began in the reaches of the empire in the modern Andekai System, but with the ruling forces in the core, it went unchecked. The rebellion blossomed across space, overthrowing the meagre forces left behind by the Tholians easily and forming the Alshunaman Empire. Ruling from Alshaza (modern Akradax), the ancestors of the modern Erkamar species, known to historians as the Sakamar, marched across space towards Veladris. Realizing their predicament, the Tholians and Veladrans stopped fighting and marshaled the last of their forces against the many very angry species of the outer reaches, but they were pushed back toward Veladris time and again in the climactic battles of Varilazk and Karlaia. As the opposing fleets approached the edge of the Frealee System, fighting reached a fever pitch, and the Ectabana united fleet was completely wiped out. Unopposed, the orbital bombardment of Veladris begun, and the existence of Ectabana ended. Astrography. Currently, Florathel is composed of seven main regions as set by a committee of the United Nations of Florathel, each with its own interesting set of cultures and species. Florathel Core. The Florathel Core is the innermost region of Florathel, centered on the The Heart of Providence. Countless species and civilizations have arisen in the Florathel Core, most notably the Providence Union, which formed at the end of the Peony Wars and would go on to rule the entirety of the region for a time. Its borders are centered upon the heart of providence and include the following systems: Frealee Sector. The Frealee Sector is the second officially recognized region of Florathel. Various civilizations have been founded within the borders of the Frealee Sector, with the most notable being the Economic Federation of Saleas, one of the founding members of the United Nations of Florathel. The sector's interstellar space contains a large amount of gas and dust. The Frealee Sector is home to the following systems: Elerad Sector. The Elerad Sector is the third region of Florathel and second densest. It is home to many nations, including Marakat, Trezhath, Khela, and more. It is notably home to The Grey Star, an anomalous region of space roughly the size of a K-type star under heavy study by the UNF, located in the territory of Trezhath. The Elerad Sector is home to the following systems: Yaztas Sector. The Yaztas Region of the Elerad Arm is a large region containing the territory most influenced by the Selagan and Tareza species, weaving a rich history spanning the ages. Systems within the Yaztas Sector include: Paleas Sector. The Paleas Sector is controlled by a great many nations, including Corelnas, Rezacrad, Kaurim, Mandras, as well as the systems of the Varkas Tribes. Systems within the Paleas Sector include: Akradax Sector. The Akradax Sector consists of the territory once claimed by the Akradax Collective, and now contains several nations. Systems within the Akradax Sector include: Treana Sector. <HELI THIS IS YOUR LORESET> Myrmidan Sector. The Myrmidan Sector is by far the most dangerous region in Florathel, with its seven systems embroiled in an endless war against the Somnar Hive to prevent it from consuming all of Cosmoria. Once provinces of Jamulsa, these ancient nations have made it their purpose to protect Cosmoria from the insatiable Hive, forever holding it back. Systems in the Myrmidan Sector include: Galactic Halo. The Galactic Halo is the sparsest region of Florathel. Its stars are few and far between, often controlled by none. It is the largest region of all of Cosmoria in terms of volume, but its stars are very spread apart with average distances between stars being upwards of ten or twentylight-years. Because of this sparseness, this region is difficult to govern, and the nations here have developed their own strategies for governing this region. The currently charted systems found in Florathel's section of the Cosmoria halo are: Konata. Konata is a significant overdensity of stars within the Halo of Cosmoria, filled with aberrant cosmic beasts standing against the forces of nature, devouring reality and leaving behind a void. As such, Konata remains free from the touch of civilization. Systems in Konata include: Velar Sector. THe Velar Sector is almost completely uninhabited, holding the ruins of several ancient civilizations including Pecay-Po and the Sororbi Confederation. The Valme, Solvanus, Teiga, and Sorel systems are sometimes thought to be part of the core of Cosmoria, rather than Florathel proper. Systems in the Velar Sector include: Ecology. Natural Flora and Fauna. Florathel itself does not really have that much in the way of natural spaceborne ecology. However, some of its satellites are absolutely chock-full of it. For example, in the extragalactic gas clouds of Treita II and III the spaceborne ecosystem is in fact the only example of life in those areas, and they've even set up a small civilization. This hasn't reached advanced technology yet, and as such remains uncontacted. There are some regions of Florathel which have large-scale interstellar ecosystems, but these regions are invariably remote and not well-studied. On the smaller scale, there are plenty of planets which have, for example, void ecologies in their ring systems. Abiotic Ecosystem. Many of the civilizations in the history of Florathel have sent out various self-replicating probes in an attempt to colonize. Many of these have evolved over the years into inorganic lifeforms. Some of them have evolved from probes so far back in time that their origins are untraceable, and the oldest lines are believed to be as old as the Moridian High Command itself. Probes launched millions of years ago still persist to this day and even the most robust protections against "mutation" in von Neumann probes usually breaks down over millions of years. As such, the region is filled with tens of billions of species each originating from one model of probe. Most modern von Neumann probes, unspecialized for competition, end up choked out by the these species. Over billions of years, their endless competition with each other had them evolve to be perfectly suited to space-based combat. Most modern Florathelian military spacecraft are based off of the body plans of these species because of this. Notable Anomalies. Florathel, at least in part due to its separation from the other regions by zones like the Starless Expanse, is home to many phenomena not found elsewhere. Wormholes. Florathel has a very high concentration of wormholes that are presumed to be natural, some of which . Notable ones include the Chara-Saihera Path, which travels between the Saihera System and the planet Chara in Aylathiya, and the Orachis-Kenna Path, traveling between the red supergiant Orachis in Ejeunor and the Kenna System. Hypotheses abound as to why Florathel has so many, ranging from "something to do with the Lareas Alliance" to "it just does", but none of these hypotheses have evidence supporting xthem. As such, it remains a mystery. The Faresae. The Faresae are a group of abberant navigational anomalies restricted to Florathel. This is their only commonality, and their properties range wildly. Other Information. Civilizations. Florathel contains hundreds of different civilizations, filling every star with life. As of the modern day, the political landscape within the region itself is relatively peaceful, though this is certainly not the case for most of the satellites. The United Nations of Florathel is presently the dominant power in Florathel, as many of its member nations are superpowers in their own right. Species. The population of Florathel is very large and rapidly growing. As such, there are a large number of species located within the borders of Florathel. It is said that thousands of sapient species have come to live in the stars of Florathel, creating many nations (see the Civilizations section) and bringing them forth in intergalactic affairs. A list of the most prominent groups of people of Florathel below: Major Worlds. Florathel contains many different major worlds, including industrial hotspots, population centers, and capitals. Others are historically important and are preserved for historical study.
Florathel
fandom.100th-millennium
# Florathel Galaxy
Florathel Galaxy
fandom.100th-millennium
# Florescence
Florescence
fandom.100th-millennium
# Fornes General. Fornes is an extremely strange star located in Florathel, just outside the Treana Molecular Complex. At first glance, it resembles a red hypergiant, but there are many differences. It is located inside the Fornes Nebula. Properties. Fornes is by far the most massive star in the entire Florathel, with around 1500 solar masses, and some theories have even suggested that its initial mass was around 2100 solar masses, making its formation one of the leading puzzles yet to be solved in astronomy in Florathel today. It is also stupendously large - more than 10 thousand times larger than the sun. But perhaps what is most interesting is the chemical composition of its photosphere. The large granules bring material up from deep inside the core up to the surface, but the mixture seen is not what scientists expected at all. Hints of unusual elements have been spotted in Fornes's spectrum - for example, nickel, selenium and rubidium have been sighted before. This means that some kind of strange nuclear process is producing these rare elements. For this, many scenarios had to be considered, such as a hidden stellar object, something inside the star, or even a giant piece of metal being absorbed by the star. Variability. What complicated things even more was the discovery that Fornes was variable. Long exposure to Fornes showed that every 3-5 years, Fornes would dim and brighten after a few weeks. 3 months later, it was back to normal. This could not be explained by many of the theories proposed by the public and astronomers. The variability was semi-regular, which complicated matters even more. In the race to explain Fornes, dozens of astronomical models were formulated. The best fitting models all pointed to the idea that Fornes actually was a quasi-star, albeit a small one. It has an 80 solar mass black hole at its centre, and the pressure that the black hole is exerting on the outer layers as it constantly feeds on them is what keeps Fornes bright and very very big. Civilization at Fornes. Fornes, due to its brightness and the fact that it is a single star, was chosen by the United Nations of the Florathel as one of the staging points for the fleets which would depart for the Myrmidan to serve in the Ardaya Conflicts. Because of this, massive amounts of resources were pooled to construct a SICTIRIAD station around the star to jump all the spacecraft into Myrmidan ... WIP
Fornes
fandom.100th-millennium
# Frealee System The Frealee System is a major system located in the Frealee Sector of Florathel. The system is the home of second capital of Cnara-Frealee, the largest nation in the region, and is one of the most important systems of the United Nations of Florathel. The Frealee System consists of only one star, Frealee. Frealee is known for its most famous world, the lush gem of Darvikus, which is the homeworld of the Darvikans. Architecture. The inner Frealee System contains five worlds, Jerav, Phyrez, Tarbla, Darvikus, and Erdul. The outer system contains four worlds, Sorliamos, Morli, Varalin, and Turizel. Beyond Turizel lies a vast belt of debris, containing the dwarf planets of Loris, Fychis, Turbai, and Kyril-Jorka. Beyond these lies a vast sparse cloud of cometary objects, with no objects larger than seventy kilometers in size. Various habitation stations orbit within all parts of the system, holding the majority of the system's population. Parent Star. Frealee is an F3V-type star and the central star of the Frealee System. This system contains a multitude of asteroids, moons, comets, and 9 planets from Jerav, the closest, to Turizel, the farthest as well as a truckload of moons. The edge of the system is considered to lie at the edge of the Frealee Oort Cloud. History. Frealee formed around 1.8 billion years ago from a stellar nursery. As per usual, it was surrounded by a large accretion disk in its early history, which over millions of years collapsed into a system of hundreds of protoplanets. Almost all of them either smashed into each other, were thrown into the sun, or ejected from the system. Forming with these planets was the young Darvikus, which is thought to have collided with a protoplanet. This collision blasted out a large amount of material which created the four moons of Darvikus. (one of them would cross the roche limit later and create Darvikus' famous rings). Out of all the worlds in the system, only Darvikus and Ensalar were able to create life on their surfaces. Darvikan life would advance quite a bit faster, and migrated onto land, became intelligent, and evolved the Darvikans, which would become one of the founding members of the Cnara-Frealee Federation. Future. Without intelligent intervention. In roughly 200 million years, Frealee will begin to expand and contract several times, eventually becoming a red giant and devouring Jerav, Phyrez, Tarbla, and possibly Darvikus itself. As this happens, the habitable zone will expand outwards to Morli and Varalin. After this, Frealee will release its outer layers into interstellar space and creating a vast planetary nebula before collapsing into a tiny white dwarf, possibly with some second-generation planets. During this time, some of Frealee's dwarf planets may become habitable. After Frealee becomes a white dwarf, it will slowly cool for billions and billions of years. After a few trillion years, it will evolve into a cold, dead black dwarf, floating in the black, forgotten by all. With intelligent intervention. Currently, there is a starlifting project in progress which will lower the star's mass to a level where it will not become a red giant. While this is in progress, the star's luminosity will decrease, and the metals and things extracted from the star will be used to construct trillions of habitats. Either the planets will be physically moved inward, or huge lens arrays will be constructed to keep them warm. Planets. Jerav - Sunblasted Desolation Brief Description Jerav is the innermost and hottest planet of the Frealee System. Jerav has a very elliptical orbit, and can develop small lava oceans when at closest approach, meaning that only the highlands are inhabited. Silicon-based lifeforms imported from Pyre often live in the mantle, and the lava flats are often mined for heavy metals when Jerav is farther away from Frealee. Phyrez - Shining Desert Brief Description Phyrez is the second planet of Frealee, and is currently being terraformed into a habitable world. As of now, Phyrez' terraforming has only completed an oxygenated atmosphere, as public interest for terraforming this world has decreased. Phyrez is currently an extremely hot desert, with temperatures exceeding five hundred degrees Celsius, which is decreasing as a sunshield is being constructed. Because of the new atmosphere, albedo has skyrocketed, meaning that it has become the brightest planet in the night sky of Darvikus. Tarbla - Hell to Heaven Brief Description Tarbla is the third planet of Frealee, and is currently being terraformed into a habitable world. Tarbla's terraforming has gone farther than Phyrez' has, with only life to be imported. Because of this, people have been slowly trickling back down to the surface of the planet, mostly to help plant trees, grass, and other plants. Because of Tarbla's almost complete lack of life, debates are ongoing as to what to do with it. Some want to make it into a nature preserve, others want to make it into a great ecumenopolis. Public opinion is currently leaning towards the nature preserve idea, although this sometimes causes arguments. In ancient history, Tarbla was the site of the nation of Erlas, making it continuously inhabited for almost two million years from the founding of the nation through to the planet's near-destruction at the hands of Andvaris. Tarbla could be considered the homeworld of both the Carleans and Darvikans, as they are known to be very distant offshoots of the ancient species of Erlas. Moons Tarbla has only one moon: Darvikus - Shining Gem of Frealee Brief Description Darvikus is the fourth and most important planet of Frealee. It is the homeworld of the Darvikans and the second capital of Cnara-Frealee. Darvikus is home to a significant proportion of the population of the Frealee System which lives on planets, and it is the birthplace of a great many cultures. Because of this, Darvikus is the most culturally diverse world in the system, and is one of the most important worlds in the history of its portion of the galaxy. Darvikus has a vast set of rings which are famed throughout the galaxy, and are sometimes considered the most beautiful thing in the system, though everyone who knows about Morli disputes this. Darvikus' three moons carve resonance gaps in the ring system, and make it even more beautiful than if they were not there. Moons Darvikus has three moons: Erdul - Icy Wasteland Brief Description Erdul is the fifth planet of Frealee, and is covered in ice. Erdul is currently being melted by Cnara-Frealee to make it a habitable planet, and it is the largest terrestrial planet in the system. The planet has an oxygenated atmosphere and deep oceans, with many imported life-forms swimming within them. Erdul is not very well populated, as it is very cold, and its impossible to build anything because of the melting ice. However, trillions of people live in a swarm surrounding the planet, hailing from all parts of Cosmoria. Moons Erdul has one moon: Sorliamos - Misplaced Giant Brief Description Sorliamos is the sixth planet of Frealee, and is the first beyond the Frealee Asteroid Belt. Sorliamos is also the smallest gas giant in the system, breaking all known theories of gas giant formation, and is a strange cyan color. Sorliamos has a relatively high population for its size, and its sphere of influence is chock full of various habitation stations. Because of this unique density, Sorliamos has a larger than usual amount of traffic jams and other such problems, meaning that some citizens of the planet want the system government to remove some of the habitation cylinders from Sorliamos' sphere of influence into interplanetary space. The debate is ongoing. Moons Sorliamos has two known moons: Morli - Ringed Behemoth Brief Description Morli is the seventh and largest planet of Frealee, and one of two planets in the system to have expansive ring systems. Morli is extremely large, and is approaching the upper size limit for gas giants, at roughly eleven standard gas giant masses. Morli also has an utterly gigantic sphere of influence, and hundreds of trillions of people live here. Morli's moons are also interesting, with upwards of three trillion people living on the surface of the moons. They are also the very first moons discovered by early Darvikans beyond those of Darvikus itself, disproving the hypothesis that all objects orbited Darvikus, and providing a great breakthrough in planetary science. They are also unique bodies that could exist as planets in their own right. Moons Morli has three major moons: Varalin - Standing at the Brink Brief Description Varalin is the eighth planet in the Frealee System and the first to be discovered by a telescope. Varalin is a relatively normal gas giant, and has a relatively thin set of rings. Roughly three trillion individuals live on cities within the clouds, and a significantly sized elliptical orbital ring has been built to mine Helium3 from the gas giant, which has a high concentration of it. Varalin is also classed as an ice giant, because it contains a high level of volatiles compared to gas giants like Sorliamos and Morli, and these used to be mined for water until Limit Cloud mining became practical. Varalin is the last planet before the Frealee Kuiper Belt, and has many captured minor moons. Moons Varalin has one major moon: Turizel - Beyond the Ice Fields Brief Description Turizel is the last planet in the Frealee System, and the only planet orbiting within the gap between the Frealee Kuiper Belt and the Inner Frealee Limit Cloud. Because of this unique position, almost all of its moons are captured, including its only major moon Nirian. Because of its extreme distance of 270 AU, Turizel is not very well populated, and was only discovered after the invention of a telescope, and even then it took a while because of its strangely low albedo. Turizel is also notably an instance of an "extreme ice giant", with more than fifteen percent of its mass consisting of volatiles. It is unknown why this is. Moons Turizel has one major moon: Frealee Kuiper Belt and Limit Cloud List of Objects
Frealee System
fandom.100th-millennium
# Free Nation of Garrea
Free Nation of Garrea
fandom.100th-millennium
# Friendly Project A technological wonder sits in a field of superheated and luminous debris of the unnamed, desolate planet it once inhabited. It is hard to believe that it was actually man made. This megastructure, nicknamed The Friendly Project, violently pulsates as it just barely contains the powerful energy leaking from its heart; a cracked High-Warlock shard. Born from what was originally a small research collaboration between scientists from Gladiolus and Limehold, The Friendly Project now aims to utilize a shard of the Warlock’s power to its upper limits using the full mechanical prowess of the two allied civilizations. =On-Site Logs= CoHead-Contractor Log #1. I was told to write journals every time I think about something on this project. They say it’s to reduce the worker’s desire to tell others about what they are building. I don’t buy it though. And even though I’m one of the head contractors here, I have no idea what this is for. I was put into a room with a bunch of other great engineers and told to just “Make something that can control an infinite amount of energy”. I don’t know if they actually expect us to do that, but I got a bad feeling about whatever this is. But hey, at least Aria Woolwork is working on this project with us. Maybe she’ll take interest in my work and I can shoot my shot. Best-Boy Log #1. I just got pulled from my Limehold contract to be on this one. I miss home but at least I can scratch “Go to space” off my bucket list. This job is much harder than what I’m used to though. Being a best-boy kind of sucks if I’m being honest. They only call it that so that more people would unknowingly sign up for the role. They do the most dangerous portions of the project that can’t be completed by non-living means. I had to get into an extremely small radiation vent to replace a circuit inside whatever the hell it is we’re building. I have a lot of responsibilities here but they haven’t told me anything about what this giant metal sphere is. I mean this has to be the size of a moon or something. CoHead Contractor Log #2. We have the aluminum and iron bishops working in unison but this building seems like it is impossible to finish. Much less upkeep. I still haven’t been informed on what this thing even is. I saw a crew bring in a heavily protected crate though. That is probably important. A power source maybe? Best-Boy Log #2. I got a letter disclosing what my next task is, and I have to say, this is bullshit. They want me to go inside the core to replace a protection plate. If any other plates come loose during that process, I’ll just be killed. This is just crazy to me. They say that they don’t have time to calibrate any machines to do it, and if it doesn’t get finished soon, the entire project might fail. Man what the hell. EMT Log #1. I rushed to the scene as quickly as I could but there was nothing I could’ve done. I’ve never seen anyone like that. The core seemed to have transformed him or something. His flesh was disassembling like brittle ice but every bit of it was still alive. It was like it gave each of his individual cells sentient minds. What the fuck are they building? What kind of power source is able to do that to a person? I feel so bad for whoever has to scrape the still pulsating fragments of muscle and living marrow from that foul tunnel.
Friendly Project
fandom.100th-millennium
# Frigates Frigates are warships designed to fit any number of roles. Whether they are built as a jack of all trades or designed to fill a specific role, frigates have become the most numerous ship seen on the battlefield, often being the first ones to fire and the last ones to fall. Characteristics. Frigates are often the most common type of ship seen in a nation's astronavy. This is largely due to their flexible nature, with frigates being built to fit in any conceivable role. Whether it be sniping hostile ships from afar or charging headstrong into an enemy fleet, there's been a frigate built for almost anything. While frigates perform well enough on their own, they are primarily used as escorts for larger ships. Frigate battlegroups are a common sight in many fleets, often centered around a cruiser, battleship, or carrier. Many high-ranking naval officers begin their careers as the captain of a frigate. They see it as an essential stepping stone in order to move up higher in the ranks, maybe even getting to command a titan. Notable Examples. TBA
Frigates
fandom.100th-millennium
# Frolira-Tuar Interstellar Commune
Frolira-Tuar Interstellar Commune
fandom.100th-millennium
# Frossberry Description. Frossberries are a unique blue berry bush species exclusively found on the snowy island of Norheim, within the immensely cold Norfross Region. They are characterized by their striking dark blue and black coloring, making them stand out amongst the endless jets of snow that fall to the ground below. Due to their location in such a dangerous and remote region of the island, Frossberries are highly revered amongst the island's indigenous population, appearing in many works of cultural art and iconography. Physical. Frossberry bushes are hardy plants that can survive in the harsh conditions of their native location, able to withstand extremely cold temperatures and high winds, making it well suited to the island of Norheim. The bush typically grows to a height of 7 feet (2.1 meters) and has a widespread of growth, making it easy to spot in the landscape, with its darker colors starkly contrasting the pure white snowy surroundings. The bush itself serves as a deciduous plant, while the leaves of the Frossberry bush are typically a dark brown color, and are often frosted over due to the harsh climate. They are glossy and slightly serrated, giving them a sharp, almost needle-like appearance. It's most famously characterized by its blue and black colored berries, which are a rare sight in the Arctic region. The berries themselves are small and round, measuring about 1/2 inch in diameter, and are often described as being plump and juicy, packed with sweet, tangy juice. The Frossberry bush also produces small, white flowers which typically bloom in early spring, before the leaves appear. These flowers are delicate and fragrant, and are a popular source of nectar for local Snowbees and other Arctic insects. Usage. Ecosystem. As a primary producer in the food chain of the Norfross Region, the Frossberry bush provides a source of food for a variety of wildlife that can be found in this region of the island. Its tangy and juicy berries are a popular food source for birds, as well as for small mammals. Alongside this, the bushes also provide a habitat for these and other animals, offering shelter and protection from the harsh Arctic weather. The Frossberry bush also plays a role in maintaining soil stability on the island, as Its roots help to anchor the soil and prevent erosion, especially in areas of Norfross with high wind speeds. The bush's leaves and branches also provide shade, helping to reduce soil moisture loss and prevent the soil from drying out from the tightly packed snow. Culinary/Cultural Usage. The Frossberry bush has a strong cultural influence on the idea of perseverance and rebirth on the island of Norheim, as the bush's ability to survive and thrive in the harsh Arctic climate is seen as a symbol of resilience and determination. The fact that it is able to survive and produce fruit despite the difficult conditions serves as an inspiration to the people of Norheim, reminding them that with hard work and perseverance, they too can overcome these obstacles and find success. The bush's cycle of growth and decay is also seen as a symbol of rebirth, as each year, the bush withers and dies, only to reappear in the spring, stronger and more fruitful than before. This cycle is seen as a reminder that even in the darkest of times, there is always hope for renewal and new beginnings. The berries of the Frossberry bush are prized for their sweet, tangy flavor and versatile culinary uses, as they are commonly used in a variety of dishes and drinks, both sweet and savory. One of the most popular ways to use Frossberries is in baked goods such as pies, tarts, and muffins. Their sweet and tangy flavor is a great complement to other ingredients, and they add color and texture to baked goods. The berries can also be used to make jams, jellies, and syrups, which can be used to sweeten baked goods or to top iced creams or pancakes. In addition, Frossberries are also used to make a variety of beverages, including juices, smoothies, and cocktails. They can be blended with other fruits to create a sweet and often times healthy drink, or combined with spirits and mixers to create fruity cocktails, or most famously, used in the creation of Frossberry Wine, a favorite amongst the island's populace.
Frossberry
fandom.100th-millennium
# Galvyria In death, there is life, and in the next life, one expects death. The death of the past universe was unexpected, sudden, tormentuous. Seven thousand, one hundred and fifty-fourthree beings are Amaranth-Azurade's preparation for the death of Galvyria. In isolated Hells, they lie in wait for the day their bodies will be used to create. A distorted reflection of the previous Universe, Galvyria blazes alone in the infinite Void beyond, wondering what mangled form it may take in the next cycle. =Galvyria= The Galvyria is the third Universe, succeeding the long-obliterated Cosmoria. Formed at the intersection between Aeter and Hviyam, the primal forces which compose the foundation of the entire universe, the Galvyria stands as a solitary beacon of light into the infinitely surrounding Void of Creation. It consists of the two Realms, Caledwyr and Glawiad. The smaller of the two, Glawiad shines with fuchsia light, permeated by many concepts and ethers that are completely foreign and unknown in Caledwyr. Caledwyr itself is much larger, likely due to Hviyam's greater influence. Its outer Ring glows coldly with cyan light, whilst the inner regions are filled with an aura of burning amber. From any other perspective, the Galvyria is entirely foreign in cosmology and structure, yet vaguely familiar. =Cosmology = The Galvyria's cosmology is familiar enough at a glance, but very different from the previous Universe. Concepts such as stars and nebulae are not native to the realms, though mimics may exist. Gravity, light, thought, and many other such things are carried through fields known as Ethers. While many ethers are universal and cover the whole of the Galvyria, a few carry a less even distribution. The most notable two of these uneven ethers are the ether of Essence and the ether Nun, two fundamental separators between the cosmologies of Caledwyr and Glawiad. Knowing the differences between the two realms of the Galvyria is essential to understanding the history and development of each. Matter and energy are highly interchangeable concepts, with density being a core factor in exchanging the two. Very dense collections of matter spontaneously decay into an energetic slurry, while energy may undergo a "vacuum effect" and compress together into forms of matter. This has been abused in many different ways for the development of technology in Caledwyr and for magical techniques in Glawiad. Essence. Among all the ethers in the Galvyria, the ether of Essence is by far the most important. Stemming from Aeter itself, this ether propagates its domain through all of Glawiad, forging the dividing chasm between the realms. Ether acts as a sort of medium through which Aeter can be accessed from the material world. Essence acts as an unseeable field in high densities, such as the environment throughout all of Glawiad. In this state, it can be used to absorb and reconfigure energy, leading to what is commonly called magic. All lifeforms within Glawiad subsist on Essence as their main biological energy source, rather than requiring elemental matter. Essence also alters the effects of other ethers, such as that of gravity and light. The overall effect of this makes Glawiad an unpredictable slurry of objects and energy. Caledwyr, however, has very little Essence. The core region has the largest share of the scarce ether, which manifests in lower densities as crystalline microstructures. These small artifacts are the only source of magical energy in the entire realm, and are heavily sought after. Life in Caledwyr, due to the lack of Essence, survives by respirating with certain elements. Nun. Nun [nʊn] is Essence's opposite twin. Stemming from Hviyam instead of Aeter, the ether of Nun represents itself as an enormous spheroid of pellucid water, covering the whole of Caledwyr, but not extending to Glawiad. It essentially turns the whole realm into a gargantuan ocean, complete with waves and currents and whirlpools. Nun interacts strongly with the astral energy radiated by Aerilyae, seeming to both carry it and be bent by it as well. The rotation of Aerilyae causes eddies in the vast currents of Caledwyr's cosmic ocean, carrying stray bubbles of gas into the range of planets. Nun seems to murmur with a liquid melody as it flows through Caledwyr. It sings its rippling song around gas that is lost to space. Rather than dispersing into nothing, it is pressurized by Nun into bubbles that are carried along the celestial currents of Caledwyr, eventually being captured by Aerilyae in dazzling belts of heated clouds and bubbling flame. Though the Sunheart churns Caledwyr into a chaotic spiral of matter and energy, Nun stabilizes this flow into a more regular swirling sea. Highway currents through the aquatic nebulae are regularly mapped out to provide quicker transport for travelling ships. Some groups use Nun's pressurizing force to build cities in independent gas clouds floating buoyantly through Caledwyr. Fate. As Amaranth plays a more active role in the Galvyria than it did in the previous macrocosm, fate has returned to the universe in some form. While most minor actions or events are unfated, simply being determined by the wills of the people involved, certain courses of events are said to be written into the crystal pages of the book of fate. These events are the only ones that can be gleamed from prophetic visions and future-telling abilities. The rest appears as a dull fog of probability, separating the chained islands of fate. While most of the future remains undefined, the past looks almost the same regardless of whether the events were fated or not, through those who look through time. This has lead to the idea of an objective present, a state of being in which one's existence is being pushed up through the fog of the future by the ever-rising stone platform of the past. Fate itself seems to leak hints of Amaranth when observed, owing to Amaranth's nature of objectivity in an otherwise free and subjective universe. Some see fate as a shackle that Amaranth imposes on history; others see it as little pools of guidance for how to live. Others still entirely reject the notion of an objective fate. In measurable terms, fate is the proportion of a person's being that is influenced by Amaranth, rather than the normal two conceptual influences of Aeter and Hviyam. Whereas most of a person's mind and personality is determined by the tugging on it by the Grand Duality, Amaranth plays the role of determining actual events. Aestrai and Aerilyae. The Galvyria does not have stars, but it does contain objects that act similarly to it. Through the condensation of innumerable particles of matter, a glowing mass of energy can form. This mass is known as an Aestra or an Aerilya. They differ heavily in appearance and behavior between the realms, but there are a few general trends. Aestrai and Aerilyae emit light in colors across the entire visible range. Smaller aestrai and aerilyae tend to be much more active and short lived, with colors tending towards violet, and end up dying in massive bursts of energy that shock the realm around them into echoing with light. Larger aestrai and aerilyae are much less active, tend to be colors closer to red, and slowly radiate away their outer layers over timespans so large that no aestra or aerilya larger than a mint green has ever perished. As they die, aestrai and aerilyae lose the redder colors and become more active, eventually sharing their fates with the smallest ones. Aerilyae. The light-makers of Caledwyr, Aerilyae appear rather monotonous in their majesty of light. They have but one dominant color, determined by the amount of mass they have. The colors can be thought of as layering on more of the spectrum of colors on top of the violet center, shifting more and more towards the outermost crimson surface of the largest ones. As light travels through the matter of an aerilya, it takes on the color of the matter above it, so only the color of the outermost part of these aerilyae is visible. In Caledwyr, aerilyae are the rulers of the realm, commanding vast energy and pulling the flow of Nun into a vortex of force around themselves. They attract free-floating gas bubbles that wander the realm, either released from the Dark Reef's metabolizing of their energy or simply from a lost world. Planets around Caledwyr's aerilyae are far more likely to be breathable than those floating in the tides beyond. As the life cycle of an aerilya goes on, it will shrink at an exponential rate, shifting through the entire spectrum of colors until reaching violet, at which point it will collapse and die in an explosion that shatters its whole system and causes light to echo outward through the medium of Caledwyr. No remnants of an aerilya remain but dark shattered worlds and a fading echo of violet light bouncing off the cosmic seas of the realm. Aestrai. Native only to Glawiad, Aestrai are chaotic, chromatic blurs of colorful light. Their surfaces are not any homogenous color, but instead a prismatic array of every color ranging from violet to its "class color", which is the color closest to red that appears on its surface. The largest of the Aestrai appear as a swirling iridescent rainbow of light, displaying every color in the universe in a turbulent flow of matter. As an aestra evolves, the redder colors will be overshadowed more and more, shifting until it becomes a violent ball of indigo and violet light. Once the violet glow completely takes over, the aestra explodes, leaving an aestral remnant behind. These remnants are small and range from the pale off-white glow of Spirastons to the inky abyss of Mizons. The reason that the colors do not stratify similarly to Aerilyae is due to the presence of the ether of Essence. Essence's natural flow disturbs the matter-energy composition of the aestrai, causing chromatic ripples and bubbles of color. Citadels. Throughout both realms of the Galvyria, numerous locations known as Citadels punctuate the realms. Citadels appear in the forms of massive megastructures, built by nobody, and have a presence of both awe and mystery. No two Citadels are the same, possessing wildly different forms and scales. Some Citadels remain mostly static, whilst others wander their realm. However, one consistent thing about Citadels is that they enforce a set of rules on the space they occupy. The domain of a Citadel is usually within and just around the actual structure, but on rare occasions it may extend far beyond the structure itself. The rules that Citadels enforce on the space they control vary wildly. The more well-known of the Citadels are better understood, and are often regulated or controlled by organizations dedicated to them. Anomylona. The Anomylona is a massive spherical Citadel near the center of Glawiad. From the outside, it appears as a moon-sized city, populated by trillions of tiny lights against its dark metallic surface. However, the Anomylona is actually hollow, using its entire structure's volume for its purpose. The domain of the Anomylona's effects does not extend past its structure's outer shell. The inner structure of the Anomylona has been slightly modified by the organization dedicated to observing and regulating it. The structure of its interior is reminiscent of a massive city, with a great multitude of fractalesque and cubic structures seemingly floating within. All are connected by a gridlike series of bridges to the central ring city, which itself houses the bridge to the "eye" of the Citadel, which is the largest entryway into it. An estimated 4% of the entire population of Glawiad works to keep the machinations of the Anomylona in order. What the Anomylona does as a Citadel is rather concerning in the eyes of most of the peoples of Glawiad. Within the labyrinthine catacombs of the structure, new sapient beings are created. These beings do not have much consistency in appearance, save for approximate size. The more existentially threatening part of the Anomylona's creations, which have been dubbed the Anomylons, is that they are all created with unpredictable echoes or even sets of echoes. There is a statistically significant increase in ability synergy in Anomylons than any other race in Glawiad. For example, while the people of Brimstata very consistently have fire-related echoes, they occasionally have other echo abilities that are completely unrelated or harm their fire-related ones. The abilities of Anomylons are almost always capable of complementing one another. Moreover, Anomylons are created with a heightened level of instinctual knowledge on their echoes, where most other people have to discover the details of them through complex spells or by chance. Because of the potential threats some Anomylons may pose to Glawiad as a whole, the organization known as the Anomylona Vessel Administration puts a significant portion of their efforts into preventing such individuals from living. The current method used is installing three kill switches in vital areas of each Anomylon's body as they materialize, effectively giving that area's AVA overseer the ability to neutralize any Anomylon deemed too much of a threat to be released. Standard protocol involves an orientation course for the new Anomylon to complete. Failure to comply or display of echo abilities deemed existentially threatening results in the kill switches being forcibly activated and then ripped from the body, neutralizing the individual and killing them. This method has a 99.999985% success rate. Notable examples of Anomylons who survived the killing process are Vyster Indorium and the Crimson Crusader, whose echoes allowed them to remove the kill switches on their own and prevent the AVA from having leverage over them. Most Anomylons who escape processing and analysis are dealt with by specialist groups like the Order of the Sun, where they are often killed. Exceptions to even this exist, such as the aforementioned Vyster Indorium joining the order that was slated to kill him. However, the vast majority of Anomylons make it through the orientation/appraisal process without incident and are able to become citizens of the realm of Glawiad. Infinity Tournament. A refuge for criminals and bloodthirsty warriors alike, the Infinity Tournament stands as the most organized and violent source of entertainment in all of Glawiad. The Citadel's rules extend slightly beyond its internal structure, but this is hardly relevant for travelers. The main structure is a conical monolith, floating near the edge of Glawiad that is nearest to Caledwyr. While taking up a finite space from the outside, the inner structure extends upwards infinitely from the bottom point. At the bottom is the official entrance into the Tournament, which is inhabited and controlled by the Deathmatch Entertainment Corporation. The bottom area of the Infinity Tournament is filled with artificially constructed shops and infrastructure, functioning as a sort of commercial district in its own right. Hundreds of thousands of magical objects are available to see any area of any floor of the Tournament in real time, manufactured by the DEC. The corporation operates the Underbelly, as it is called, as a kind of stadium or viewing area for the actual events of the Tournament. They also regulate entry into the main area of the Citadel. Entry to the Infinity Tournament was once free and easy, but the Deathmatch Entertainment Corporation changed that when they took control of the Citadel. Now, exorbitant fees are required to enter as a "contestant". The only positive change this has brought is the new ability to form teams of up to four members when paying the binding entrance fee. Upon paying, the contestants enter Floor 0. This is the smallest of the floors of the Infinity Tournament and a preliminary bloodbath. The Infinity Tournament's "rules" are organized as a sort of battle game. The people within floors of the Tournament above the Underbelly are still able to be killed, but their bodies will dematerialize and they will be resurrected at a later point in time. With teams, this happens once the team ascends a level or when every team member dies, causing a descension. With single contestants, this process is nearly instantaneous. Non-lethal injuries attained after entering the Tournament are healed upon ascension. While Floor 0's event is a time-staggered battle royale, releasing the entire roster of contestants at once, the subsequent infinity floors are more akin to a free-for-all killing field. Only the final team standing at the end of Floor 0's battle will ascend to Floor 1, but any team that eliminates two others will ascend another floor. Being eliminated causes a team or contestant to descend one floor. If one wishes to leave the Tournament, they must be killed and descend every floor until they reach Floor 0 once more, where they can exit the battle roster. All floors have access to resources such as food and shelter, but there is the occasional difference with how they are distributed. On most floors, the team can simply call for resources and the Citadel will answer by dropping them from the floor's "sky". However, in floors whose numbers end in a 1 or a 6, resources must be sought out at Ghost Towns, cities within the Tournament where battles are frequent over the regularly regenerating but still scarce supplies. Ghost Towns on the same floor seem to have a spatial link with one another. The most interesting thing about the Infinity Tournament's infinite series of floors is the fact that they increase in size the further up they are. The smallest of the floors, Floor 0, is a measly 500 meters in diameter. However, the highest inhabited floor as of the current day, Floor 1400, is estimated to be around the diameter of an average planet. Atop a lonely throne on Floor 1400, a single combatant remains. Known only as the Silent King, he sits and waits for another to reach him, so he may clash his sword against armor and flesh once more. The 5 floors beneath him are uninhabited, and have been for over a decade. It is said that he looks down in hope when rumors of quickly-ascending teams spreads to him through the DEC's loud communications. Library of Magaletch. The Library of Magaletch appears as a tetrahedral cathedral, dotted with entrances and balconies. The overall appearance is very inviting, and several businesses dot the surface of the structure. The interior of the Library is a labyrinth of bookshelves arranged in fractal patterns. Any and all surfaces can be walked on. The books within the shelves of the Library shift around and fly from shelf to shelf on occasion, reorganizing themselves in an eternal dance of flying paper. Within the books is all possible knowledge of the Galvyria and its predecessor realms. However, this is also mixed in with an infinite amount of false information and completely fabricated fiction. The Library of Magaletch has a few dedicated bookkeepers, who are highly trained and have some idea of where to find certain types of information. The Citadel is a popular location for people to find stories written by the hands of fate themselves, as well as people looking for creative inspiration for their own stories. Because it is almost impossible to tell what information is true or not, the Library serves less as a center of knowledge and more as a center for creativity. On occasion, people do find books containing knowledge of Curses and suffer the injury of a Stain. As unfortunate as it is, there are no real ways to prevent this from occurring. Victims of a Stain are compensated with money and the books are sent to the High Risk Reading section, where they will be contained for as long as possible. Damir-Irrum. Glawiad's planets all follow the same synchronous cycle of day and night. Every 39 hours, the light returns to the same spot, the shadows align to the same angle they did the previous day. These mechanical-seeming constructs of time are caused by a Citadel near the core of Glawiad known as Damir-Irrum. The domain of this Citadel is effectively all of Glawiad, with very few planets existing outside of its reach. Two massive spheres, one seemingly made of pure white light and the other made of absolute darkness, constantly dance around each other at mind-bending speed. Where Damir, the sphere of light, and Irrum, the sphere of darkness, are in relation to each other at any time determines where the midday and midnight of planets falls. It is unknown why, but the ratio of day to night on any given planet is inconsistent with the others. Some worlds have but a few mere minutes of night, whilst others bathe in Irrum's darkness for far longer than the light shines. The overall day-night ratio across Glawiad's worlds appears to even out to around 50/50, but it varies dramatically between them. Some races have a mass hallucination of midday and midnight. For these races, midday appears in the sky as a bright point or line. Midnight, conversely, appears in the sky as a great looming eye or skull. These shapes, which do not exist in reality, move across the sky as time passes. It is still unknown why this occurs in certain races, nor how to induce or undo it. These ephemeral objects have been represented as gods in many religions across the realm. Amarent. Through its objective nature, Amarent has persisted into the third Universe. Now strewn with new immovable debris from the events that transpired in Aeter's past, this Amaranth planet seems to reject all light from outside and supply its own Amaranth glow. It rests at the core of Glawiad, unmoving, unchanging, eternal. Because it is immovable, and is so close to the measured real center of Glawiad, Amarent has been named as the official centerpoint from which all distances are measured. Objects and people brought onto Amarent seem to undergo a strange enchantment process, intertwining them with fate more and more the longer they stay on the barren world. Destiny is written about the beings as they stay on Amarent, almost as if it is watching them and writing what it believes would suit their futures. Those who wish to secure their futures have often gone to Amarent, with varying results. Some are fated to have nothing change their condition; some are forced into submission by a reversal of fate; others are granted grandiose destinies of glory that change the course of all Glawiad's history. Whether Amarent's effects are a blessing or a curse depends on the individual. The fate that is set out for them can either be a burden and toll on the path one wished to take, or heighten the joys of life immensely. Amarent seems to have no bias, no way of determining who should be punished or given the boons of destiny. It seems as unfeeling and uncaring as can be, but perhaps it has a deeper agenda. Sunheart. Nun's perfect hum was uniform, yes, and impeccably orderly. But the little bit of Aeter that dwelled within Nun's watery depths yearned for something else. Its sheer boredom began to spread and fume and boil, collapsing into the spontaneous Citadel of the Sunheart. A golden liquid sphere, the Sunheart beat at the sterile waters that would become Caledwyr, churning life into them as it poured endless energy into the core. The foundational structure of the realm stemmed from the Sunheart's restless rhythmic twirling, becoming the basis for the pelagic helices of Caledwyr. The hum of Nun is broken up by the tempo of the Sunheart's rotation, forming an ethereal resonant song throughout the realm. Though slow, the passage of each Sunheart beat makes for an easy marker of time. Each beat is regarded as a new hour within the timekeeping of most of Caledwyr's civlizations, creating some unity in the turbulent currents that the shining nectarine bubble stirs. Planets. Planets in Glawiad were created by the Primordials during the first few hundred thousand years of the Galvyria's existence. While the churning of matter in Caledwyr caused them to coalesce separately there, there are a few quirks that all planets share. Skyshards. Planets have islands that float around at random in their skies. These islands are a planet's immune system, in a sense, redirecting energy around it to stabilize it and prevent other objects from colliding with it. This was especially useful in Glawiad during the era of the Twin Blights, where neither could infect a planet without first dismantling its Skyshards. Corehearts. At the core of most planets is a Coreheart, a dense field of matter-energy that determines some rules or properties of the planet. It could be anything from binding individuals to the planet to causing night to be bright blue to altering how depth and space works. A Coreheart is sort of the brain of a planet, letting it enforce some primitive will onto itself. =Glawiad= The shimmering fuchsia realm of abundance, Glawiad blooms above its sibling realm as an alluring crystal flower, taunting the starving civilizations below it with its unyielding display of infinity. Born within the side of the Galvyria closer to pure Aeter, the realm has been bathes in the abundant ether of Essence. Long having been ravaged by Amaranth-Azurade's curious gaze, spawning waves of Primordials and curses and Blights and chaos, Glawiad's people have always strived to tame the violent energies and create a peaceful world in the realm of wild alteration. Each era brings new forces to be pitted against each other, new innovations in the world of magic, and new groups taking the realm by storm. History. Act 0 - Primordial Prologue. Amaranth-Azurade's first thoughts in this strange new universe were of the off-key resemblance it had to the melodies of the stars of old. Her memory overflowed with concepts and people and-- she stopped herself, not wishing to break the newborn macrocosm with excess concepts. She reminisced about people, how they strived to be something greater than their environment allowed. From these wistful wonderings, the Primordials of Glawiad were born. Numbering a few thousand, these new beings changed Glawiad from a simple blooming mass of energy and Aestrai into a haven for life, creating the planets and playing through the Citadels the hidden Amaranth-Azurade accidentally brought forth. They seeded the hundreds of thousands of world in Glawiad with life modeled after their own forms, filling the fuchsia blossom with a new harmonious song. Their paradise of frolicking, however, came to an end one day with the karmic remembrance and introduction of Death into the Galvyria. One by one, the Primordials died off, leaving only a lonely Grimm-Feltheous rebelling against the specter of oblivion. Act I - Accursed Twins. The realm is alight with unfathomable bloodstained flesh and silent colorless ash. The Twin Blights, created by some unknown thing millennia ago, have been spreading through Glawiad and consuming most of the life, turning the fuchsia gem into a bleeding, decaying prison. On the long-night world Sespira, a small group gathers to defend its only Skyshard and prevent the Haemagora from taking their world as well. Though the Blight battles hard, the friends that join the burgeoning Chaos Force keep the abomination at bay. With a plethora of races from across the realm and the utter pinnacle of refined skill, the group toils to fight it off, and maybe even figure out how to rid the once-glittering realm of the monstrous plagues ravaging thousands of worlds. Will the allies they've garnered through the war on the Blights be enough to stop the destruction of their realm, or is all lost? Act II - Sins Unraveled. A world long since isolated from Glawiad is unveiled by a young Astrin. Taking off into the night, he learns of the vast culture and history of the rebuilt realm, and with a couple of friends, decides to uphold the peace and prevent disaster from striking the realm again. Slowly building an organization into the prestigious and feared Order of the Sun, the Astrin learns to control his supposedly weak Echo and becomes one of the most fearsome warriors in all of Glawiad. As several potential threats reveal themselves and are eradicated, the Order of the Sun begins to notice some patterns. Many of the disasters they prevented were caused or influenced by long-standing systems put in place by the peoples' ancestors millions of years ago. Now determined to undo the actions of the ancients long gone, the Order begins focusing on finding and uprooting the systems that allow chaos to thrive in their bountiful realm. Eventually, they come face to face with the icon of the afterlife himself, the longest living Primordial, the Soul Lord, Grimm-Feltheous. Will the destruction of the Felthous finally create peace in Glawiad, or will unintended consequences show themselves? Act III - Isle of Recluses. Three brothers, rejecting their place in their society, decide to start their lives anew by buying a spatial pocket at the edges of Glawiad. As they try to live a peaceful life, they meet many people who also feel that they have no place in the realm. Slowly writing items off of each of their expanding friend group's bucket lists, many sinister secrets of Glawiad are discovered. Family histories, long-lost relatives, and a conspiracy to overthrow the entire structure of the afterlife intertwine with the everyday life of this congregation of isolated magi. When one of the Isle's magi keeps predicting a cataclysmic battle, the friends don't know what to do. The fate cannot be prevented, so what should be done to prepare? Who and where would they fight? As the fated days draw nearer, rumors that a mercenary organization is searching for Midnight, one of the most treasured friends, begin to spread. As events seem to careen towards the peaceful found family of mages, what fate will befall its members? =Caledwyr= Life in a dead realm, abundance in a world of scarcity, Caledwyr defies the natural order of its sparse Aestrai and miniscule portion of Essence. Life arouse boundless on millions of worlds within its amber core, and thousands of more times out in its cyan outer ring. Sprawling civilizations formed, taking advantage of the scarce Essence and resources they had access to in the vast whirlwind of light. An equal and opposite ether to Essence, Caledwyr's whirlpool of energy is submerged by the primal ocean ether Nun (/nʊn/). Humming ever so slightly since the dawn of time, the liquid-esque ether has contained the whole of the realm in its serene depths. Ghostly, almost invisible waves of transparent energy flow high above the vortex of Caledwyr, casting Glawiad's fuchsia light down in large gliding beams. The structure of Caledwyr was once very calm and uniform, but the perfect eternal hum bored the realm to death. Hviyam's perfect order was disrupted by a thought, a golden liquid drop within the heart of the unyielding ocean of cyan. This new Citadel, known as the Sunheart, poked out at Caledwyr, at Nun. Little at first, then more. It beat on the primal ethersea and caused ripples. It danced and spun and whisked the matter in Nun's grasp up into a spiraling cyclone of astral currents. As the Sunheart added more astral energy to the core, the central swirl within Caledwyr became a bright amber, bearing long-lived gold and saffron Aestrai. The energetic bursts of light from the outer Ring's dying Aestrai met at a front with the steady hums of the Sunheart's Amber Hearth. Where these forces met, a Dark Reef of cosmic coral began growing, forming a barrier ring to separate the two. Turning astral energy into gas, the Dark Reef became home to many monstrous races of leviathan beasts. One civilization within the Cyan Ring rose to power, stretching its reach to thousands of worlds, conquering and uniting a wide portion of the wild aqua currents. This civilization, the Chromatica Imperium, harnessed the elusive power of Relics to create an unmatched army. Their progress was only halted by the boisterous and decentralized forces of the Amber Hearth. The two regions have been at war for tens of millennia, no longer focusing on expansion or discovery, simply fighting to get rid of the bastard on the other side of the impeding Dark Reef between them. History. Act IV - Illuminant Hostility. The Chromatica Imperium has been spreading around the Cyan Ring for too long. Peryphi Volan, not wishing to be sent out to conquer more innocent worlds, decides to use her Relic to run. Political instability rising within the ravenous Imperium allows her to slip through the cracks, making her way to the barbarians in the Amber Hearth. The wilds of her new golden home are packed with lively people, and as she tries to make a name for herself, Peryphi realizes the deeper truth of the fight between the glimmering core and the depths of the cyan waves. Will she be able to gather enough of a force to overthrow her homeworld's regime, or will Caledwyr crumble beneath the weight of the Relic Wars? = Creation - An End is a New Beginning = "Galvyria. Creation. The Twin Realms. They were not the beginning. They are merely a byproduct of the entangling and mixing of the Duality, the fundamental concepts of the Universe. Aeter, of energy and soul, and Hviyam, of thought and breath and life. But even the great Two were not always in their form. Long ago, so long that no numbers can express it, the Two had more... complexity to them." "Hviyam was like Caledwyr, in a sense. Massive arcs of lights filled with blooming civilizations. It had some form of magic, but nothing like that of today. It was a tumultuous realm, caught in wars from beginning till end. Still, it had some semblance of order throughout it all." "Aeter was a disruption, a hole within Hviyam. It threatened to tear the universe apart and create some abomination. As I am now, I understand that it was an awakening of the will of the First Universe." "The story of the End begins in Hviyam's previous form. Fragments of the eldest thing in existence gathered upon that immovable rock, the one true Remnant of the Amaranth Jewel. Their battle raged on and on until there were only two beings left. The Amaranth Knight, standing for the memories of light beyond the veil of time, and the Antiwraith, opposing the very notion of goodness. The ensuing duel shattered the realm in a great flash of Amaranth light. A bubble of sorts began to expand in all directions, reconfiguring everything to fit into the laws of the First Age. This destroyed half of the Second Universe by the time my hand was forced. Seeing the swift death of everything I knew, I fought back the only way I could. I merged with Amaranth itself. The Azure Queen no longer, I ceased the motion of the destructive light. I hadn't truly saved Hviyam like I wanted to, but I had put it back on its agonizingly slow track to decay." "But somehow, that greedy first mistake of mine managed to break my seal in its hunger for the powers of Aeter. It unleashed it yet again, and the brief peace I had created was shattered. Hviyam and Aeter struggled against each other with renewed hatred, and the two tore at each other until nothing but a singular immutable concept was left for each. Aeter, simple wild change, and Hviyam, a desperately perfectionist order. They pressed against each other for time so long that numbers could no longer describe it." "Amaranth was the only other thing in existence. And I was Amaranth, and it was me. I blended between Aeter and Hviyam, and finally, they mixed. The Duality moved together, meshing and blending and interacting. They did not fully become one. Around that one remnant of times past, closer to pure Aeter, the realm you know as Glawiad formed, bubbling and glowing with its fuchsia light of abundance. On the other side of the blend, closer to Hviyam, a larger realm formed, swirling into Caledwyr's bounteous spirals. However, it was further from Aeter's influence, and so there was not much excess to pour into raw essence. From there, all is history as you know it." -Amaranth-Azurade
Galvyria
fandom.100th-millennium
# Galvyria Act 0 "All things start pure, and yet all falls from innocent grace..."<br>12,587 GE<br> The Galvyria had been born of Aeter and Hviyam's reluctant mingling not so long ago. Caledwyr's vibrant whirlpools of energy and frothing currents of light had not yet birthed life. Glawiad was barren of worlds, simply a blooming collection of Essence and Aestrai. As Amaranth-Azurade looked upon the twin realms, she felt great nostalgia, as the structures resembled the turbulent flow of the ancient stars long gone. She sent her omniscient sphere of observation, her Eye, to the heart of Glawiad. There, in the fuchsia gem of the newborn domain's glamorous diadem, she saw a relic of the past. An Amaranth world, unsullied by the unfathomable time between the universes. Amaranth-Azurade remembered the devastating fights that this sphere had forced upon the ancient cosmos, eventually ruining it irreparably and forcing her to give up her identity. Beings representing whole concepts locked in neverending opposition. She remembered the faces of her old creations, and from that memory sprung a thousand beings. From her shock at these new creations, a thousand more. Several more waves of these new entities happened before she could stop herself. 7,154 beings. Primordials, they came to be called. Glawiad was filled with life for the first time. Each Primordial had a set of Resonant Domains, giving them supreme control over that aspect of the universe. Many overlapped, causing a strange web of kinship to form amongst the thousands of the Galvyria's first inhabitants. The beginning of the uneasy faction groupings was at hand. Spreading out across the realm, several Primordials tore Aestrai apart and forged worlds to walk on, to sit and converse upon. The directionless levitation of space had bored the droves of entities in the vast, almost empty realm. Glawiad was alight with new shimmering stones, worlds that each served as homes for the Primordials. Two hundred and fifty eight planets, connected across vast distances by the sixteen Gateworlds. Among the Primordials, those who held dominion over space connected the disparate planets with 16 small pockets of space that functioned as gateways to any of the other worlds. Fighting was rampant between the young Primordials, and as they officially split into factions, the Gateworlds became a symbol of separation rather than connection. Each one was assigned a Primordial as a guard, thus forming the continual order of the Gateworld Guardians. However, this did not stop attacks on the many worlds by a Primordial accelerating across the realm at ridiculous speeds with sheer anger. The pure worlds were cracked open and remolded into harsher shapes as war spread across Glawiad. The Gateworld Guardians sat and waited while they were bypassed by the bare minimum of lateral thinking. Felmiras was the longest lasting of these Guardians, his will to continue slowly crumbling away. In the midst of all the fighting, something malicious was brewing. Two sets of Primordials bound together as pairs of twins were just waiting to ruin the universe for everyone. The Twin Tyrants of the Gateworlds, the ones who created the faction in the first place, had immaculate dominion over space. All spatial magic was noticed and regulated by them. Lords Amaltep and Rinasa ruled space itself with fists of unbreakable steel. All Primordials with a Resonant Domain of space were to defer to them or be continuously blocked from utilizing their abilities entirely. They demanded exorbatant prices for travel through the Gateworlds, though no currency had been invented yet. Debts of favors reached the ceilings of their tall palace floating above the Shardless world, Amarent. Though they did not know it yet, their crusade to enslave the other thousands of Primordials would incur a revolution and the highest price for the Tyrants. Felmiras awaited the inevitable downfall of his overlords, being contracted as a Guardian for so so long. Unable to leave his post as new events occurred, as new Citadels sprung up around the universe, he sighed. The turning of the wheel of fate, however, dictated something much less directed for its next course of action. The key to overthrowing the Tyrants in this immortal, barren realm. Murder. The impossible task of murder. Yet Death is not so easily contained. The overturning of the Tyrants, though enabled by Death, spelled the end of the Primordial Era. Worlds flourished with mortal life, their souls flocking to the Feltheous after death, seeing it as a massive cavernous expanse of grays and mauve. The job of managing the whole of Glawiad's souls could not be done by Grimm-Feltheous alone, and so the ranks of the Reapers were created. When a new being was born with the blessing of Feltheous, the ability to manipulate souls, the Primordial who granted it would appear. Now bearing the modest title of Reaper Grimm, he offered his new subject the job title of Reaper, a domain within the Feltheous, and the ability to do whatever they pleased with the souls under their watch. Those who refused would be killed, their spark of the High Reaper's energy returned to the cycle for a more satisfactory employee to be created. The numbers of the Primordials dwindled, and one by one, they were killed off. Unbeknownst to any of the living, the Primordials had special souls that were locked away by the highest sapient power in the universe. Amaranth-Azurade, greedy as she ever was, preserved her Primordial children in isolation from one another, each one in their own personal hell. Locked away for all of time, to be used in the creation of the next universe if and when it needed to happen. She spoke to Valasier in his own Primordial Hell, compensation for being the unexpected first death. All knowledge that could be asked was available to Valasier's soul for the rest of time. Mortal life continued to thrive while the Primordials faded away. The Tyrants of the Gateworlds were slaughtered in the well-deserved rebellion against them, and the Guardians now had more ability to manage travel. The Primordials responsible for the flourishing of life decided to flood Glawiad with planets, creating paradise after paradise. They were seen as more mythical figures and gods as time passed, sparking the legends of the curse of twins and the gods who left their creations behind in their hubris. One by one, every Primordial fell, with only the elusive Reaper Grimm remaining. Hiding out within his ether, existing to keep the afterlife he created around, fearing his death while hiding behind his bueraucracy of scythe-wielding landlords. The mortal races created by Amaranth-Azurade's accidental children flourished through Glawiad, unaware that the stories of curses they told would someday become more than just mere tales...
Galvyria Act 0
fandom.100th-millennium
# Galvyria Act I = Act I - Accursed Twins = "Fight fire with fire, kill venom with venom..."<br>49,711 BE<br>The Wyndir twins stood upon the cracked isle Bastion, high above Sespira's skies. The crimson abomination loomed above them, feasting on their pain, their injuries, unleashing furious vermillion thunder with every beat of their hearts. Kaiyos and Gemitra dodged the best they could with their battered bodies. Kaiyos had more than enough physical stamina to go around, but he was running low on Essence. Gemitra was in quite the opposite situation, his breath running heavy as he used his Echo to move at dizzying speeds. They were going to die, most likely. Kaiyos hesitated for a fraction of a second and heard the squelch of flesh tearing flesh. Gemitra had pushed him out of the way of a spined tentacle from the utterly colossal Haemagora and suffered the consequences. Gemitra held out a hand as he coughed blood onto the barren stone. Offering all the Essence he had left, he simply nodded towards Kaiyos. Their fate was inevitable, but perhaps they could push back the Haemagora long enough that someone else would succeed them. Kaiyos, teary-eyed and worn out, took the Essence, and combined the twin echoes of order and chaos to create a devious ward on the Skyshard. Cursing the Skyshard to attract warriors from across the realm, Kaiyos put all of his energy into his rage at the Haemagora. The Blights, the faceless pestilence monsters that had taken everything from him, from countless others. Emotional acid welled up from his stomach. Rage buried long ago resurfaced in violent shocks. Energy of pure malice, pure anguish. Years of stress and powerlessness and pain, fighting without a foreseeable goal or end, just staving off the inevitable loss of everything, just pretending that this one battle would make things okay, just acting like he still had a place in this inhospitable and forsaken realm. The toxic power that charred its way through his lungs felt chartreuse, viscous and frothing with electric heat, and yet it looked like nothing. Just a surge of overwhelming power that took its toll. "Ever since the damned Primordials, twins have always been a curse. Only malice and evil has ever come from twins. That is the absolute law of history. The twin Primordials that fought so often that all were thrust into mortality, the twin tyrants above the 16 Gateworlds of old, and the twin plagues spreading across the realm this instant. As I stand here with my twin, my broken fate, and I see the plague approaching, I realize it now. It takes a curse to break a curse, and even if we die here, I will enchant this land to bring more accursed twins. I will set in motion the undoing of these blights and not even death will stop me from repaying the galaxy for my birth! Haemagora, I will not let you take my world!" The words that sprang from his screaming gut were pounded into the heavenly isle with such magical force that all but the enchanted stone was obliterated. The structure was turned inside out and crushed, the bodies of the twins were gone, and all that remained was a blank rocky canvas and an untold well of residual magic. An Amaranth glow shone from the Skyshard into the eyes of the fateseers. Ascent of Mourners. The short days of Sespira were a curse moreso than a blessing. Did the people of the world live for thousands of years? Technically, yes. But they didn't experience that time. The slim sliver of daytime was all the time they had, since night brought with it the petrification of all beings. Again, the motionless suspension did count as sleep, so the people were always rested, but it still counted as most of a day's worth of time lost compared to the rest of the realm. Terve pondered the idea of leaving, looking up to the merlot-splattered sky. "Right. Haemagora has the world all but surrounded." The lone Skyshard, Bastion, loomed above with its guarding presence. A slim shield against the carmine Blight that hoped to take Sespira for its mass. Terve felt through the stony soil and dense wood that someone was approaching him rapidly. He tensed before realizing that the footstep pattern was of his twin brother, Melos. The messy-haired and slender young man ran up to Terve's stone amphitheater, panting with a terrified glint in his eye. As Terve opened his mouth to ask what was wrong, Melos blurted out "Bastion!" before basically screaming about a glowing ribbon or something. Melos vigorously pointed to the Skyshard, and as Terve craned his neck to see it, a sky-splitting howl of unrestrained anger resonated from it across the entire world. A violent flash of gold and plum light enveloped the whole thing, arcing with fire and lightning through the Haemagora's massive tentaculous flesh graspers. The whole of Bastion exploded and then imploded, becoming a blank slate of new stone. The crimson abomination faded in the sky just a bit, reeling and shrieking in pain. "Terve we, we have to-" Melos coughed, "Bastion, we have to go now! It's glowing some Amaranth color and I don't think that's good!" Terve couldn't see a glow, but he didn't want to stay put on Sespira when something that exciting just happened. Nodding to Melos, Terve raised his fists into the air with force, severing a disk of stone from his little rock garden and hurling the two towards the Skyshard. Control over stone may not have helped much to protect his family, but as the barely older Matryana brother, Terve was not going to miss the rare opportunity to be useful with it. The two landed on Bastion's recombined rocks, a perfectly flat elliptical surface. The stone felt somehow different to Terve's Echo than it used to, almost like it had some kind of built up pressure while still being relaxed. It certainly wasn't normal Skyshard rock anymore. Melos looked around, both bewildered and disappointed. He also seemed to be looking into the stone, despite not having any connection to it. "Melos, you should try gathering water from the atmosphere. I don't think this big old rock is gonna help you out." Terve knew that Melos' fluid-controlling Echo wouldn't be of much use high up here, but he honestly didn't feel confident enough to protect the two of them on his own. The Haemagora wriggled far above. "Was somebody on here before, fighting that thing directly?" It was a stretch to believe, but what else could have done whatever the hell this was to Bastion? Terve mixed up the oblong village-sized island's terrain with his Echo, creating ditches for rivers and lakes and adding hills and boulders. If the rumors of the Haemagora's lobotomized army were true, then Terve felt more confident in less simple terrain. Melos meditated on one of the taller hills, slowly thickening a torus of water around him by wringing the sky dry of it. It seemed that things would be peaceful, at least for a while. As the sun set over Sespira's short daytime horizon and the curtain of frozen night arrived, Terve looked up at the sinewy plague far above him, to watch it suddenly jump forward several hours in time.
Galvyria Act I
fandom.100th-millennium
# Garrea Garrea is the innermost planet in the Dorok System, the capital of Mandras, and a major world of the United Nations of Florathel. Garrea is relatively desolate compared to most homeworlds, due to its tidal lock to its parent star and the resultant temperature extremes on the subsolar point and night side. As of now, Garrea has a relatively low population compared to other major worlds like Artaclate, Saleas, and Carlea. Properties. Garrea is relatively small, being only ~4,700 km in radius, and its mass is similarly low. Unlike many inhabited worlds, the planet's biodiversity is relatively low, due to its extremely harsh conditions. Aside from this, and the smaller scales, Garrea is very much habitable. Its system is more oxygen-rich than normal, and as a result Garrea has more tectonic activity and a stronger magnetic field than what would be expected of a planet this size, nearly 5.5 billion years old. Atmosphere. Garrea's atmosphere is relatively thin, due to the effects of highly powerful bursts of solar wind from its parent star. These flares are mostly negated by Garrea's powerful magnetic field, otherwise the planet's atmosphere wouldn't even exist. Due to its advanced age, Garrea also has a high percentage of Argon compared to younger planets. Aside from these statistics, Garrea's atmosphere also contains little oxygen, due to the paucity of plant life here. The native Rorazals have evolved to be perfectly comfortable under these conditions, but it is uncomfortable or even lethal for most other oxygen breathing species. Orbit & Rotation. Garrea is the innermost planet orbiting the M-type star Dorok. As Dorok is a red dwarf, Garrea must orbit very close in to allow for habitability, and despite its insanely close orbit of only 14.39 days it is still quite cold. The eccentricity and inclination of Garrea's orbit is negligible. Garrea is tidally locked due to its distance from the star, and as such rotates in the same period at which it orbits. Due to this, the perpetual night-side of the planet is locked in eternal darkness and is covered in kilometers of ice, and the region beneath the sun is incredibly arid and uninhabitable. Thus, only the the twilight regions are truly inhabited by more than the hardy desert people. Infrastructure. Although it lacks moons, Garrea has a huge amount of stuff orbiting it. Today, Garrea's sphere of influence is so full that it is impossible to find a location more than 100 kilometers away from a structure of some kind. This makes it very difficult to navigate within it, and as such Garrea has some of the most advanced positioning systems of any planet in the galaxy. There is also a huge network of artificial orbital rings of varying sizes. These rings are the most efficient way to leave and reach the planetary surface, and are also notable habitation structures. Freely orbiting the planet is a hundreds-of-billions-strong cloud of large habitation cylinders that each have populations of around 4,000. Another feature of the numerous orbital rings surrounding the planet is a "spacecraft railgun", allowing smaller spaceships to be slung at insane speeds out of the system to enable activation of the Quantum Shift Drive. Unfortunately larger spacecraft cannot be fired in this way because they generally are not designed for that kind of acceleration. Geography. Garrea's tectonic plates are very sluggish, due to the planet's advanced age and corresponding core cooling. However, in the period of time before they began slowing down, Garrea developed a set of seven large bodies of continental crust. Today, three of them are both on the day side and above water, although those three have merged into a supercontinent, Sonian, as of today. There are two large oceans on Garrea, split by the supercontinent of Sonian. These are the Caleinar Ocean, the larger of the two, and the Avidon Ocean. These oceans were named in prehistory, but no one has any idea why they were named the way they were. Garrea's oceans are much less affected by the temperature gradient moving away from the subsolar point because thats how water works, and as such are more biodiverse than the planet's landmasses. Most of the supercontinent of Sonian is incredibly high-temperature, and only the twilight regions have anything other than hot desert. As such, the vast majority of the population of the planet lives in the twilight regions, relegating most of the rest of the planet to either autonomous resource extraction or to the bands of wandering desert peoples. Due to the planet's tidal lock, the entirety of the night side of Garrea is covered in a massive ice sheet varying in thickness from 0.4-4.1 km. As the ice sheet ever-so-slightly makes it over the terminator, it begins melting, creating large freshwater lakes or rivers around its edge. However, most of the rest of the ice cap is completely uninhabitable. Hidden beneath the ice sheet are three other bodies of continental crust. However, no one knows what they're like because they're under kilometers of ice. There also appear to be vast lakes beneath the ice shell.
Garrea
fandom.100th-millennium
# Gatlantian Tech Empire of Grand Gatlantia The empire takes its technology very seriously, much of its economy and dedicated to the technology development sector occupying the second place in the imperial economy after only the military sector. In addition to the empire developing a technology derived from the technologies of precursor civilizations, the empire was then able to reverse-engineer in various precursor technology. This allowed the Empire to develop various technologies such as solar fusion reactors, powerful particle beam weapon, and powerful phaser shield generators. The hull of Gatlantian ships is made of Trilitium-steel, a strong and malleable metallic alloy. Trilitium is stronger than titanium and steel, found mainly in various types of celestial bodies but at great depths. The precursor technology is very advanced and probably belonged to a 3rd scale civilization and is still being extensively studied by the empire. Some precursor artifacts were known to be much older than most civilizations. by several million years. The Precursors also left a small number of mysterious artifacts in deep space known. across the empire as pillars, it was probably some kind of power generator as they released large amounts of energy and radiation. They were generally considered unstable and dangerous. Gatlantian scientists recorded strange phenomena near the pillars, they released large pulses of energy, which would fry any approaching machine. WEAPONS. Particle beam weapons. They are a family of advanced technology energy beam weapons. The empire's particle weapons use a high-energy beam of atomic or subatomic particles to damage the target, disrupting its atomic/ molecular structure, there are more powerfull models than neutral particle arrays such as the Spinal mounted particle beam, which is a unique gigantic particle emitter equipped mainly in the artillery cruisers, battlecruisers, battleships and the large 30km dreadnoughts. A particle beam array was a weapon composed of a linear array of numerous emitters of neutral particles located in strategic areas of an imperial warship or battle station. During the firing sequence of some arrays mounted on imperial warships, the particle energies would travel along the range of the emitter and converge in the best position for firing, but warships can fire their emitters in dispersion mode, firing more than an emitter at the same time at higher firing rate. The Empire also uses Particle Guns in the Imperial Army such as the M90-A Particle Assault Rifle is an energy weapon that has a high firing rate this battery powered weapon fires ionized particles at its targets instead of accelerating small projectiles.That weapon is used by the legionaries and also by the praetorians of the imperial guard. Kinetic weapons. A long time ago, the empire stopped using kinetic weapons in the imperial army, with great exceptions as they are still used by the army's MBTs, but kinetic weapons were not totally abandoned, still being widely used in the imperial navy, being equipped on the large warships and the empire will continue to invest in the development of increasingly modern and powerful coilguns. The Magnetic Acceleration Cannon also called by the name of Gauss or Gauss Driver, also known as MAC, is the most powerful kinetic weapon available to the imperial navy. The MAC is the only non-energy weapon. This weapon consists of a giant cannon that fires a massive metallic projectile. To do this, it uses a linear system of magnetic fields, firing the projectile at absurd speeds and producing a great amount of kinetic energy. The fired projectile can reach incredible speeds of 30,000 km per second, approximately 20% of light speed. This weapon can also be equipped in smaller and less powerful versions such as the mass driver. The mass driver repeater is mounted on small and medium turrets placed in the leteral in the warships of the imperial navy, they have a very fast firing rate, firing 40 projectiles in 60 seconds. If the enemy ship gets too close, these mass drivers are the last line of defense for the warship used for short-range combat, it fires a 3-meter projectile, having the ability to shoot down shield. Mass driver repeaters: Are kinetic weapons equipped in all Imperial Navy warships for medium and short-range combat. The mass driver's operating principle is essentially the same as a spine-mounted railgun, which magnetically accelerates a projectile at extremely high speeds. All existing mass drivers use energized electromagnetic coils and electromagnets, these weapons are mounted on double and quadruple batteries along the leteral of an imperial warship. Plasma Weapons. Plasma weapons are more robust and much more effective than laser-based weapons. They use an energy cell to supply energy to the internal components, these weapons use hydrogen as a fuel source, this fuel is then boiled and contained within a magnetic field until it changes from a cold liquid to an ionized gas. The plasma launchers used by the Imperial Navy ships are plasma-based explosive launchers, it fires a sequence of super-explosive, plasma projectiles. The Heavy plasma launcher (equiped in the capital ships) is also capable of overheating if its rate of fire is not controlled. The soldiers of the imperial army also have plasma swords, perhaps the most deadly weapon available to the imperial army, used mainly if the enemy gets too close. The empire also uses plasma weapons on its main warships this weapon is called plasma turret. The Plasma turrets are very common weapons equipped in every warship of the imperial navy with the exception of fighters. The plama within the cannon of this turret is stabilized using magnetic fields. Without the field, the plasma dissipates too quickly for real use. The field controls and contains the plasma, without interfering with the shot, when fired, the turret fires a plasma ball that has a high proportion of damage towards its target. ARMOR AND SHIELDS. The defensive system of an imperial warship is divided into 3 lines of defense the Phaser energy shield, the Plasma barrier and finally the Trilitium-steel hull armor. Phaser Deflector Shield (Active Defence). Phaser barrier also called Phaser Deflector shields, were a type of force field that surrounds a starship, space station to protect against enemy attacks or space anomalies. These shields create a layer, or layers, of energy distortion forming a kind of particle screen that contains gravitons around the object to be protected. Shield energies can be emitted from a Phaser barrier generator. The Phaser barrier can defend against particle weapon attacks,  plasma weapon, kinetic weapons and against other energy weapon attacks however, continuous or extremely powerful Particle Discharges can progressively dissipate the integrity of a shield to the point of failure. Plasma barrier (Passive Defence). The shields used by the imperial navy and even civilian ships are divided into two layers, the plasma barrier is the second defense line of a imperial warship, it is a passive defense. Plasma shields, is a type of force field that works on the basis of Plasma. These shields create a layer of high concentration of plasma around the object to be protected. In the ships, the shield contained several sections depending on the size of the ship, neither matter nor highly concentrated energy could normally penetrate an plasma shield. When the shields were energized at a high level, most of the materials or energies that came into contact with the shields were harmlessly diverted. These shields are powered by the highly energized plasma generated by the fusion reactors and the plasma is channeled through plasma conductors and then sent to the shield generators. Plasma shields are a very simple form of force field and yet are a reliable defensive form that offers protection against various types of weapons. These shields are extremely effective for defending against laser weapons, charged particle beams and opposite plasma munitions,in addition, it is a simple system since it uses fusion energy, it uses plasma that is produced in fusion reactors as energy and if advanced enough can somewhat stop the kinetic energy or at least reduce their impact. Trilitium-steel Armor. Trilitium-steel is a metal alloy formed essentially by a Trilitium alloy and a Titanium alloy combined with carbon for flexibility it results in a form of heat and shock resistant ceramic/ablative material that is widely used in the imperial military industry they are called Trilitium-Steel. This high-quality metal is used in the manufacture of tanks, power armor, and the hulls of imperial warships, this powerful metal is capable of absorbing and dissipating even the most extreme thermal and directed energy attacks, and conducts many other forms of electromagnetic radiation in order to disperse it over a wide area. This makes Trilitium-Steel especially effective in providing protection against targeted energy, particle weapons and kinetic weapons. It is also used to manufacture light armor for the standard infantry of the Imperial Army's Infantry Division. Vehicle protection ranges from various forms of reactive armor for light to medium vehicles and angular ablative armor for heavier. Trilitium-steel consists of a Trilitium alloy, a titanium alloy intertwined with carbon nanotubes for strength and flexibility. Over the era of the imperial calendar this metal has been constantly refined and miniaturized to make it stronger than carbon nanotubes and titanium combined. Trilitium: It is a light, strong, metallic white, lustrous and corrosion resistant transition metal, solid at room temperature. Trilitium is widely used in the industrial sector used to manufacture metal alloys and also the simple Trilitium alloy is commonly used as a strong form of structural support.
Gatlantian Tech
fandom.100th-millennium
# Generatrixes
Generatrixes
fandom.100th-millennium
# Giakos Description. Giakos, also known as "Giants," "Goliaths," and "Tallfolk" are an intelligent bipedal mammalian race found throughout all of planet Haven. The Giakos are a member of the Edian Races, a group of ten individual races all descendent from the Inomeni race, the Edia, who once held dominion over the whole of the world. Giakos are fairly uncommon across the world, their number far overshadowed by their sister Edian-races of Mythra, Sylvian and Gnarvesh. As such, one will not often find Giakos in great number across the world, though the sight of one may only bring about slight notice depending as to where the observer comes from. Giakos live often solitary lives, not often living in communities of their own kind, usually either living totally alone, or assimilated within communities primarily made of other races, most typically those also of the Edian Races. Due to their low numbers, Giakos are not often seen in positions of power throughout the ages, however those who have had made a great impact in the course of Haven's world history. The name of "Giakos" literally translates from the Edian word for "Giant," or "Large," so named due to the Giakos' most defining trait, that being their tall, large, and bulky stature. Giakos are the most massive of all the Edian Races, as only the Oathreni come anywhere near their inherent bulk, as even the smallest of Giakos will stand at least seven feet tall, and have a thick, muscular frame. Their large bodies so developed to better adapt to the Giakos' native environment of icy artic wastes, and snow-blanketed tundra. Despite their low number, Giakos are famed the world over due to their impressive height and build. Stories of the Giants appear throughout much of Haven's world folklore. A rather prominent point of the stories is that of individual Giakos who were afflicted with "Giant's Wrath," an inherent ailment that can affect a number of the Giakos' population, causing rapid growth of their bodies, making them even larger in height and build, as well as addling the respective Giakos' mind, driving them mad and violent against all around them, leading to much destruction of both land, and people. These Giakos, known to them as the "Gigawrathus," while being fairly rare to come to be are still much feared by the Giakos, ever-fearing the Giant's Wrath will one day over take them as well, making much of the world's population deeply fearful of the Giakos, often times barring them from entry in some areas, while the more extreme may even execute them before the ailment can manifest. Biology. Appearance Giakos, stand alone amongst their like in the Edian races, and as such, they are immensely easy to identify due to their tall stature, and large bodies, with the shortest of Giakos standing at least seven feet tall, (2,1 meters) with the tallest of their race reaching titanic heights of twenty-four feet tall, (7.3 meters) often times, their tall stature leaves their bodies very muscular and heavy, easily weighing in the upper thousands of pounds. Their tall and large bodies were specially developed to be able to allow the individual Giakos to be able to operate within their hostile native environments of extremely cold regions, such as tundra and artic wastes, alongside snow-blanketed mountain ranges. With their large bodies, they are better able to insulate themselves and keep their body's functions warm enough to continue to operate unhindered, while also able to combat large predators that often times make their homes within colder regions of the world. An individual Giakos' skin is oftentimes very rough, covered with thick callouses to be better able to withstand the hostile weather and environment, though this is not universal. Their faces often chiseled, with strong jawlines and cheekbones, with a large, well-rounded nose. The color of their skin, when compared to the other Edian Races, is much more placid in hue, only adopting more muted colors such as gray, faded blues, and whites, never showing much in the wat of bright vibrancy. However, a rather unique trait amongst the Giakos is that many of their number are born with special tattoo-like birthmarks, known to the Giakos as the "Giant's Threads." These birthmarks can adopt a vast variety of colors such as green, red, yellow, and silver, though most often they take the shade of blue or black. Giakos are oftentimes held as the single-most uniform of the Edian Races, as they all share in the commonalities of tall statures and muscular builds, with only very rare deviation, as almost none of the Giakos' number possess a thin body or a stature below seven-feet tall. Those rare few that do may be easily mistaken for Mythra, as without their titanic height and build, they would be almost impossible to distinguish from a Mythra who shares in their skin tone, unless of course, the respective Giakos' skin had the Giant's Threads birth markings across it. Physiology. Similar to most of the Edian Races, nearly all of the specialized abilities the Giakos have inherent to themselves are so developed to allow the Giakos to better survive and thrive in their native hostile environments, those, of course, being extremely cold regions of the world. Their large bodies allow a Giakos to wander icy wastes in total nudity if they so wished for several days, their internal organs all kept very well insulated and warm from the hostile elements by the thick layers of muscular flesh and fat that surrounded them. As a result, even in below-freezing temperatures, a Giakos will hardly notice the cold, making them by far the most well-adapted of the Edian Races to live in these environments. As well, a Giakos' body naturally radiates heat outward from their skin from the internal heat kept within themselves, to prevent their organs from outright boiling within themselves, making an individual Giakos a living heater. Oftentimes, mother Giakos will hold their children close to themselves in order to keep them warm from the cold, or if a Giakos is particularly close with one not of their race, and thus faces much more danger in the cold, then they will hold onto them to keep them warm and shielded from the elements. This insulation is a fairly double-edged sword, however, as in hot or sunny environments, a Giakos will have to strip to near, or total nudity to keep cool as their large bodies keep in so much heat. If a Giakos finds themselves in a hot environment, it will be a fairly uncomfortable experience, until' they are able to seek shaded or cooled shelter from the heat, finding themselves feeling dizzy, light-headed, dazed, and sluggish, unable to move at their normal full capacity. To prevent themselves from totally passing out, the individual Giakos' skin is so developed to be able to pour out immense amounts of sweat from the Giakos' large sweat glands. Several liters of sweat will pour from the Giakos body and drip to the hot ground, making it appear as if the individual Giakos had just gotten out of the water. Unlike most races, however, as the Giakos will have to deal with the sweat more often than not, the aroma it produces is fairly pleasant, said to be akin to that of soap. The most impressive trait inherent to the Giakos would have to be their titanic abilities of strength and durability, as even the weakest Giakos can carry over five hundred pounds of weight, while the strongest have been said to hold up to five thousand pounds. The Giakos are the physically strongest of the Edian Races, the only race to which comes near their physical power is that of the Oathreni, though even they will fall short in a contest of strength. This would have made the Giakos the defacto-alphas of the Edian Races, however as the Giakos' lack much in the way of inherent intellect, they are often outplayed by their sister-Edian races as they lack their means of strategy and ingenuity. The durability of the Giakos, much like their inherent strength, is also very impressive, as it was so developed to allow the Giakos to combat large predators, able to withstand being flung near a hundred feet in the air and hurled back to the earth, making the individual Giakos often times only have to rely on their own bodies for strength and defense rather than created accouterments.
Giakos
fandom.100th-millennium
# Gladiolus A system of rogue four planets and forty satellites all connected by light hours worth of machinery, chains and megastructures. Though void of organic life, Gladiolus is thriving with true artificial intelligence. Being born from an unsustainable civilization of now extinct wasteful natives, the living machines that reside here hold an interesting outlook on lifeforms. Unlike what many people around Sinister may think, citizens of Gladiolus welcome all refugees and tourists whether organic or inorganic. Racism and other mindsets that halt diversity and thus innovation are absent from the machines of this system. History. Billions of creatures that boasted about their superior intelligence and wealthy statuses flooded through the rich planet of Gladiolus. Smog from countless factories choked the air, conditioning the organisms on this planet to enjoy their own suffering. It was as if they were doomed from the start. The process of their evolution cultivated their minds to thoroughly enjoy patterns; although this helped birth effective herd behaviors, it also created the large flaw of fear of change. This civilization was lucky enough to get into the cycle of competition and construction, allowing them to create pseudo-artificial intelligence before they were promptly wiped off of the planet. After taking the same role of life, the machinery and AI began slowly reproducing themselves, soon being able to mimic evolution completely. Through this rather accelerated process, the world was covered in new mechanical life. After welcoming collaboration with other advanced civilizations such as Limehold and Isocel, Gladiolus learned about the unobservable properties of the High-Warlock. Though surprised that something like the High-Warlock could exist, the ambitious scientists began thinking of the implications of bishops and the like. Since the hivemind known as Apiary can use her bishop abilities from any one of her bodies, then it is reasonable to assume that the Warlock’s abilities are based on the mind and not the physical. On a societal level, this knowledge of mind-based power began to deeply root itself in culture and conversation. The citizens of Gladiolus rejoiced as they realized they could theoretically test if they actually count as living creatures in the grand scheme of the universe by consuming a fragment of the Warlock. In their usual haste-driven fashion, the machinery launched a mission to the High-Warlock in order to retrieve a crystal fragment. The countless beings of circuits and flesh-mimicking springs looked on hopefully at the sky. It was not much of a wait due to their acute control over their own perception of reality. Almost exactly 1,000 years after the mission first started, the shuttle arrived home to a crowd of excited civilians. Trade heavy nations such as the Order of Cobalt Sorcery and Limehold listened intently to the news, equally as curious as to what the Warlock’s gift would affect. Surprising more than half of Sinister, the machine known as Kelday proudly announced that they were now an aluminum bishop. Technology and Architecture. Engraved Lithium. By burning intricate cross hatched patterns into lithium at a close distance to the High-Warlock, Gladiolus craftsman were able to create the first synthetic Pseudo-Pylons in Sinister. Although with the risk of being affected by the Warlock's time dilation, these fearless crystal smiths carefully construct these rare items to sell for fortunes. The Friendly Project. Collaborating with the tech savvy planet of Limehold, Gladiolus assisted in the production of the megastructure known as the Friendly Project. Even today this weapon is known as one of the most powerful objects in the galaxy.
Gladiolus
fandom.100th-millennium
# Gnarvesh Description. Gnarvesh, also known as "Dwarves," "Halflings," "Gnomes," and "Littlefolk" are an intelligent bipedal mammalian race found throughout all of planet Haven, and are a member of the Edian Races, a group of ten individual races all descendent from the Inomeni race, the Edia, who once held dominion over the whole of the world. Gnarvesh are an immensely populace race, second-most of the Edian Races, only behind that of the Mythra. As a result, Gnarvesh can be found in nearly every corner of the globe. For much of world history, the Gnarvesh have lacked much power and influence over Haven's political stage, not often holding positions of great power, usually lagging behind those of their contemporary Edian sister-races of Mythra and Sylvians, commonly only ever holding power in small, tight-knit Gnarvesh communities. This is due to the Gnarvesh's small stature, as it is often times difficult for one of that size to be able to hold their own in combat against those who are much larger. The name "Gnarvesh" derives from the Edian word meaning "Folk of the Mountains," so named for the Gnarvesh's native domain, that of high cliffs and mountain ranges. While inherently, the Gnarvesh are best suited for the high and rocky terrain of mountains and high hills and cliffs, throughout the years Gnarvesh have found themselves able to acclimate to nearly any environment or terrain, including fertile plains, verdant groves, temperate forests and even the hostility of arid deserts, and frigid tundra. Gnarvesh are famed across the whole of the world for their people's great levels of hardiness and tenacity in the face of adversity. An old adage one may here while wondering about is "Stubborn as a Dwarf," a rather popular phrase across the lands due to the truth behind it, as Gnarvesh are extremely stubborn, strong-hearted, and willful. For a Gnarvesh, it is either their way, or no way at all, and they will try their absolute hardest to mold the world, and those around them to follow in the vision or belief they wish to enact. Biology. Appearance Gnarvesh are one of the easiest of the Edian Races to discern from the rest of their sister-races, and that of course would be their short stature, standing at an average three feet, (0.91 meters) while the tallest of their kind only being in the upper four feet, (1.2 meters) while their fairly bulky bodies weighing in at an average one hundred and fifty pounds. (68 kilograms) Their short stature and thick build has been specially developed by the Gnarvesh to be able to withstand the hostility of their native mountainous environments, being able to easily traverse the rocky crags and outcroppings, while also being able to operate in high, low oxygen altitudes due to less need for oxygen flow when compared to other races of the world. The face of the Gnarvesh is typically fairly rounded, with chiseled cheeks, rough complexions, and for the males, often times with a great amount of facial hair. Their ears are rather elongated, though not as much as races like the Sylvians, while their noses are often times quite large and bulging out, though this isn't uniform amongst them. Their feet are fairly large when compared to other races of the world, the soles of their feet covered in thick calloused skinned, able to withstand near any type of terrain, allowing the individual Gnarvesh able to walk across hundreds of kilometers of sharp, frozen, or even volcanic rocks. Like most races of the world, the appearance of individual Gnarvesh can vary greatly from one another, from skin tone, to overall build of the body, asides from their short stature, very little is uniform amongst all of the Gnarvesh race. Their skin tone can vary quite extremely, from pale-white, to pitch black, even exotic colors like violet and green a Gnarvesh can adopt, though not as vibrant as other races such as the Sylvians. As well, the build of their person can differ heavily from one another, to the more common bulk and muscle, to the more rare slender and sleek, all dependent on the native environment in which the respective individual Gnarvesh was born to. Throughout a Gnarvesh's life, their hair will continually grow at an extreme rate. In but a single year, the hair atop an individual Gnarvesh's head will grow a length of a full two feet, making most all Gnarvesh have a long mane of hair throughout most of the year. To keep from becoming a burden in day-to-day life, an individual will have to spend much of their time with its upkeep, be it tying it back away from their eyes, or cutting and trimming it down. As well as hair atop their heads, throughout the rest of their body, hair will continually grow out, though the rate in which this happens depends on the Gnarvesh's gender, with males experiencing body hair growth much faster than females, while females will typically experience faster head hair growth. Physiology. Nearly all of the Gnarvesh's abilities inherent to themselves are so that they are best able to survive and thrive in their native environments, that being of course high mountains, steep cliffs, and deep cavernous expanses. Their short stature and bulky build were specially developed to be able the hardships of life in mountainous expanses, able to withstand the low oxygen of higher altitudes, and being able to survive falls of incredible heights, with falls up to forty feet being able to be shrugged off by the individual Gnarvesh, while their feet and legs can withstand the hostile terrain almost endlessly. As a consequence of their muscular and bulky builds, Gnarvesh are fairly physically strong when compared to other Edian Races. They are fairly difficult to push around or knock over due to their stout bodies, and if one manages to knock them to the earth, they will quickly return to their feet. While they are also able to carry a great deal of weight for an Edian race, able to carry great weights that some other races would find extremely difficult, as even the weakest of Gnarvesh's can carry at least over a hundred pounds of items. These abilities of strength and durability were specially developed to offset their race's inherent short stature, as if they cannot rely on physical height, then they must rely on physical strength. One of the most impressive features of the Gnarvesh is their eyes, specially developed to be able to perceive things in the great dark found within cavernous expanses, as the light of day is snuffed out by the cavern walls. Having near-total night vision, a Gnarvesh can see in perfect clarity at nearly any light level, however, in total darkness, a Gnarvesh would have to first get accustomed to the dark, though they would have a much easier time of it than any other Edian race. Alongside their eye's ability to see in the dark, the Gnarvesh race inherently possesses a knack for discerning patterns within things such as cracks in stone walls, or the accents of a crafted door, making them able to see sudden changes in said pattern other races may not be able to. Despite their elongated ears, a Gnarvesh's earing is typically at its best within areas with much echoes, such as caverns and mountain ranges, as they lack much close earing range. While not as powerful as a Sylvian's, a Gnarvesh's earing within vast areas is still fairly impressive, being able to detect faint echoes of predators in a cavern wall, or a would-be rockfall or avalanche in the mountains
Gnarvesh
fandom.100th-millennium
# Golden Hand Syndicate "When you're a mercenary, war becomes your business. And let me tell ya, in Verpletter, business is good."- Anonymous G.H.S. trooperThe Golden Hand Syndicate (G.H.S.), often referred to simply as “The Syndicate”, is perhaps the most infamous mercenary group in the Verpletter region of Aylathiya. History. The Scattered Colonists. TBA Konrad's Unification Campaign. TBA The Birth of the Syndicate. TBA Operations Outside Verpletter. TBA Organization. The Syndicate is often described by outsiders as little more than a collection of loosely-bounded scoundrels with little cohesion. However, there exists a rigid structure in the Syndicate's various ranks. Syndicate Army. While they are a mercenary group, the Syndicate operates with a level of organization and professionalism on par with that of any nation's armed forces. This is theorized to be done in mockery of the many nations of Verpletter. Syndicate Astronavy. The Syndicate's overall combat doctrine primarily focuses on swift hit-and-run attacks before the enemy has a chance to react, so they don't have a lot of heavily-armored warships. However, they do make use of such ships should the need arise.
Golden Hand Syndicate
fandom.100th-millennium
# Graeberry Description. Graeberries are a type of redberry bush that is both native and endemic to the snowy island of Norheim, growing along the icy beaches of the frigid Graecoast. As the island of Norheim is quite a remote and isolated place, Graeberries are one of the few plants that can survive in the harsh conditions there, making them an essential piece of the isle's ecosystem, and are thus considered to be a valuable resource. They are often harvested by the local inhabitants, who use the berries for both food and medicine. The bushes are also used as a source of fuel, as the twigs and branches can be burned for warmth in campfires and hearths. Physical. Graeberries are small, thorny bushes that grow to be about three feet tall. (0.91 meters) They have dark green leaves that are glossy and thick, and they are covered in small, bright red berries that have a round shape and are about the size of a marble, and a slick glossy surface. The skin of the berry is thin and delicate, while its "flesh" is juicy and firm. These berries are round and plump, with a slightly tart taste, and grow during Norheim's late summer and early autumn months. Despite the harsh conditions on Norheim, Graeberries are able to thrive, as they are hardy plants that are able to survive the cold and snowy eather, and they are able to grow in rocky, poor soil. The plant has a deep taproot that helps it to survive in the harsh conditions of the Arctic, and adorning its stems, many sharp thorns protrude several inches in length, which is used by the plant as a means to protect its stems from would-be predators. The leaves of the Graeberry bush are evergreen, which keeps the plant protected against the harsh weather during winter, thus allowing the plant to survive the brutal conditions of Norheim Isle. The leaves themselves are somewhat spiky, and their surfaces are smooth and waxy. Usage. Ecosystem. Graeberries play an important role in the ecosystem of Norheim, serving as a primary source of food, they provide nourishment for a variety of animals, including birds, bears and other mammals. The bush's root system helps to hold the soil and prevent erosion, and the leaves and berries provide cover and food for small animals. Graeberry bushes also provide a habitat for a variety of insects, which in turn serve as food for other animals. For example, the green leaves of the bush attract Snowbees and other pollinators, and the berries provide food for mammals such as the Brilgruk and Tuluska. Culinary/Cultural Usage. Due to Norheim's isolated location and harsh climate, Graeberries are not widely known outside of the island. However, they are highly prized by the local population for their taste and nutritional value, for the indigenous people of the island have learned to sustainably harvest them for millennia. Graeberries are rich in vitamins and antioxidants, making them a popular choice for jams, jellies, and preserves. They can also be eaten fresh or used to make a unique and delicious liqueur. Graeberries are also said to have many medicinal properties, as they are able to help boost the immune system in many races which call the island home. Many people on Norheim use the berries to make teas that can help to relieve cold and flu symptoms, and can also be used to make a poultice that is said to help relieve pain and inflammation. In addition to their culinary uses, Graeberries also have a place in the island's cultural and traditional history. They are considered a symbol of resilience and survival on the island, and they are greatly respected by the local inhabitants., and they also play a central role in many of the island's rituals and ceremonies. During the winter solstice, it is common for the people of Norheim to dance around fires wearing masks adorned with Graeberry vines. This tradition commemorates the return of spring after the long, cold, dark winter. In the ancient past, during the reign of the Kingdom of Nagrunok, some of the island's most revered leaders were adorned with crowns made from Graeberry vines.
Graeberry
fandom.100th-millennium
# Gran Lux Gran Lux was an intergalactic trade conglomerate operating across Cosmoria from 25,804 CE to 89,653 CE. The organization was essentially a sovereign state in its own right, controlling rogue planets across Cosmoria's core, a sizeable population, and had official diplomatic standing to many nations. Occupying three star systems and dozens of rogue planets at its height, Gran Lux had access to large sums of capital, impressive military might, and a monopoly on speedy trade across the center of Cosmoria. As trade grew, Gran Lux became increasingly wealthy. Lulls in intergalactic trade were often disastrous and the loss of their lucrative monopoly spelled the end of this polity. As the Hex Drive, Gran Lux's premier form of travel, finally became reproducible, it lost its edge. This forced Gran Lux to greatly decrease the fees associated with shipment, further digging into its profit margins. The tipping point was 89,651 CE when Sagittarium released the blueprints for its military Hex Drive, allowing for merchants to privately own the craft instead of rent them from governments. Two years later, Gran Lux dissolved as its various leaders split the conglomerate's assets and went their separate ways. History. Background. The origins of Gran Lux are shrouded with mystery. Due to various conflicts during the time it formed, little can be gleaned from historical records. Worse, virtually all the planets where it could have emerged had most of their surfaces destroyed during ancient nameless conflicts between nameless factions fighting over forgotten ends. What is known is that a small detachment of Lentomos escaped the destruction of their world. Anywhere from one to two hundred, the last of their species, fled into interstellar space. This detachment brought with it thousands of artifacts from their home-world ranging in size from small trinkets to entire ships. One of these artifacts, the "GLS Middle Journey" was a Triumvirate-designed spacecraft capable of speeds in excess of nearly every other method at the time. The "Middle Journey" would prove useful as the basis for survival of the Lentomos. Beginning as a small operation transporting refugees across wide tracts of space quickly, the Lentomos created Gran Aylathiya Shipping, a small company employing the entire species. Able to charge exorbitant prices for one-way trips anywhere in Cosmoria, the species soon gained the capital to begin research into duplicating this device. Diving deep into Thaumaturgy, they discovered Virtual Magi, artificially created computers capable of using one specific aspect of Thaumaturgy. Far ahead of their time, they would mass-produce these beings and created hundreds of prototypes. Using nothing but guess-work, they annihilated whole continents as ships moving at ultra-relativistic speeds collided with them. Nearly finishing the job of their ancient enemies themselves, they would create the "GLS Planates", the first fully functional Hex Drive beyond the original "Middle Journey". While slow, the "Planetes" was still far faster than conventional FTL, growing the operation for the Lentomos. By 21,000 CE, they had over one thousand of these devices shipping gigatons of material daily. They would gain contracts from across Aylathiya shipping intra and internationally. Zalanthium would be one of the largest destinations as trade between the its nations and Aylathiya began increasing. Improvements to the Hex Drive, still beyond the means of any nation in the universe at the time, would give Gran Aylathiya Shipping a total edge over its competition. Gran Lux formed in 25,804 CE as the Lentomos established a new headquarters on the planet Tchruv. Gran Aylathiya Shipping was a para-state organization ran like a corporation in which the entire Lentomo people owned the company; Gran Lux was a para-state organization ran like a government in which each of the Lentomo received a portion of the profits but only the elites had a say in the operation of the company. Gran Lux had well over two billion employees, far more than the one million Lentomos that existed across the entire universe. Lobbying. As Gran Lux gained power it gained influence. In nations where merchants had full protection from extortion and were traded fairly, Gran Lux charged decreased rates for shipment. This put pressure on nearly every government to cultivate favorable conditions for trade, allowing other merchants to gain a footing. With more trade going on, there was more shipment that needed to take place, benefiting Gran Lux. Trade with the Providence Union would begin falling drastically right around the creation of Gran Lux, hurting the organization.
Gran Lux
fandom.100th-millennium
# Greater Martial Consilium <ns>0</ns> <revision> <parentid>106096</parentid> <timestamp>2023-03-15T04:34:35Z</timestamp> <contributor> <username>Duodecillionaire</username> </contributor> <minor/> <comment>/* Organizations Represented in the Consilium */</comment> <origin>106253</origin> <model>wikitext</model> <format>text/x-wiki</format> The everlasting campaign to unite Martial Space has resulted in a series of international organizations, conglomerates, or empires that have control over the Crown, a nearly religious idea that amounts to "the right to rule." The crown was originally owned by the Kaiser, the head of a dynasty of Humans ruling from Aegyn. Afterwards, another group "stole" the crown and divided it amongst each of the members of the Neo-Terran Party. From there, the crown was rebuilt and officially owned by a single Imperator. As the Dominion of Astraeus came into power, the Crown became the state and vice versa. The most recent iteration sees the crown officially divided between every single citizen, in theory creating a republic in which the role of the Imperator is mediated by a constitution called the Edict of Decency. The Greater Martial Consilium (usually referred to as the GM) is a large international organization jointly ruled by the Imperator and a council of representatives from across Martial Space. The GM is often seen as the latest in a series of imperial projects designed to replace the Triumvirate Civilization, the only empire to have ever fully united Martial Space. Officially, the Greater Martial Consilium is the means by which the nations of Martial Space can protect itself from outside forces, maintain friendly conditions for trade, and secure peace. The nation has dominion over the 15 stars comprising Martial Space. Headed by a single monarch, the GM represents the largest military power in its territory and rarely goes contested. The Greater Martial Consilium directly controls Eos, giving the central government direct control over half of Martial Space's population as well as the lion's share of its production capability. The modern Consilium is the latest in a series of united Martial states in history. It was established by the Treaty of Hiroseh originally as a meeting between the various powers to discuss trade, military agreements, and peace treaties. After almost one thousand years of this, the various powers grew accustomed to this council, called The Consilium. This eventually caused the unification of central military, headed by Imperatrix Lydia, and the Consilium. History of Sovereignty in Martial Space. Origin of the Crown. The history of the Greater Martial Consilium begins not in 97,821 CE when it was officially founded. It began well before the common era around the small star of Tryvya. On this world the founders of the Triumvirate Civilization drafted the articles that would unify their territory into one large empire. While other civilizations existed at the time, none have been so influential as the Triumvirate. Thus begins history, with sovereignty over the region being split between three immortal entities. These three nearly deific forces, often referred to as "gods" by the most primitive civilizations, are the basis for the "Crown." The Three had rightful sovereignty simply because of what they were. The fact that they had sovereignty justified their sovereignty. Even so, there were rebellions; however, these rebellions were more gambles to get attention than actual attempts at succession. The idea that the Triumvirate would fall, that the Three would lose their sovereignty, was absurd. They were immortal, had the strongest military in Cosmoria, and no rebel has ever so much as touched the capital. It was such a shock that rebellions began working during the War of the Final Transition that not only the central government but the rebels themselves had a difficult time planning beyond the opening moves. The Administrator, the de facto leader of The Three, responded by exterminating much of the life in Martial Space. This, an attempt to destroy Ma'eau one of the Three who sided with the rebels, destroyed the Triumvirate. The Three went their separate ways and left their territory ungoverned for the most part. They still officially had control over it, however, leading to every subsequent government declaring that they were the "rightful successor to the Triumvirate." The Kaiser. Eris Noolov was an uploaded mind which existed across thousands of servers across Aegyn. She was the local governor of the planet and declared that, since those on Aegyn remained loyal to the Triumvirate, they inherited the right to rule. The word "Kaiser," meaning ruler, would apply to this new ruler. The Kaiser soon had sovereignty over Erstes Konsortium, a decentralized government formed out of nearly ever Human organization in Cosmoria. In the center of Erstes Konsortium was the Sixth Ministry, a vast government apparatus which claimed direct descent from the Triumvirate's "Five Ministries." There existed challenges to the rule of the Kaiser, however. Not only were there dozens of organizations which directly opposed the Kaiser's rule, the Three still existed. They were an active political force and constantly proved challenging for the Kaiser to contend with. The Great Intendancy, what was left of the Triumvirate's military, was the largest force opposed to the Kaiser. Erstes Konsortium was more a trade cartel that was devoted to the flow of goods from Aylathiya to Florathel between which its territory lied. It was woefully ill-equipped to handle the actual governance of such a chaotic territory. It would be constantly challenged for the rest of its rule. Mars. The idea of Mars in 17,809 CE, would give a new meaning to what it meant to be "sovereign." The Neo-Terran Party, the worshipers of Mars, became the largest political force within Erstes Konsortium. Powerful warriors devoted to the very idea of "glorious war to restore Human sovereignty," the Neo-Terrans obliterated both Ma'eau and Titania, the two most meddlesome members of the Three. The Neo-Terrans believed that sovereignty lied not with those who ruled but in the hearts of those devoted to Mars, the ultimate sovereign. This group of radicals took power in 27,945 CE, forming the Neo-Terran Co-Prosperity Sphere. By this point they had come to accept all species within "Martial Space," the territory "graced by Mars," worthy of their god's rule. At this time, however, Mars was mostly a religious idea. While worshipers of Mars certainly gained increased fighting prowess, they were Paladins, a common phenomenon in history. The worship of Mars became the default religion, heavily syncretizing with Ibaradism. The idea of the "sovereign" as a divinely-appointed ruler created an absolute monarchy. The region was blessed with a strategic position, resources, and a rapidly growing population, but consistently incompetent emperors immune to any criticism drove their empire into the ground. The State as Divine. Tenshi, an independent state then outside of Martial Space, was so much more competently run that the small territory managed to conquer much of Martial Space. Ursa Syndicate was a competently-run trade syndicate that allied itself with Tenshi for their similar beliefs. Both believed that the state, not the monarch, was divinely appointed. This belief, practically a worship of the central bureaucracy, prompted both organizations to unite in 59,809 CE. They vanquished the emperor of the Sphere and jointly ruled it as the heads of its new vast central government. At this point, Mars was a very real entity, responsible for the destruction of several nations that opposed Martial Space. The first co-rulers of the new state, Tange Meiko III and Nicodemus Penrose IV, had the full approval of the being. This began a relatively short-lived tradition of the government using the approval of Mars to appoint new leaders in a very literal sense. With true divine backing, Tenshi and the Ursa Syndicate formed the Dominion of Astraeus. Abandonment of Mars. The very deity that Martial Space once worshiped became increasingly unruly as time went on. First sabotaging military bases to outright murdering political elites, the rich and powerful would slowly grow to hate Mars. At this point they devised a plan to contain Mars within a "figurehead" that they could use to influence the public. A complex ritual devised specifically to dispel beings like Mars began, killing hundreds before finally finding a suitable host. A powerful Magi, Maximillian von Velevev, would be the first person to contain Mars within his Pylon. Thus began the tradition of Mars being contained within the Emperor, now known as the Imperator. During this time, the Confederacy of Borealis, a colossal worker's syndicate, effectively ruled the Dominion. It derived its right to rule by virtue of it simply being a democratic institution. It represented the workers of the Dominion and therefore earned its right to rule from them. Other organizations used similar justifications. In fact, the only institution which rejected this idea was the aristocracy. They believed that they deserved their right to rule as descendants Neo-Terran Party officials. Jezebel's War and Contemporary Sovereignty. It was the difference between the Confederacy and the Aristocracy that would lead to Jezebel's War. This massive conflict saw the ideas of divine rule clash with rule by every individual. Despite the Confederacy losing the conflict, its ideas would win as Imperatrix Wren, who was sympathetic to its cause, took power by containing Mars. Wren was adamant that she had no right to rule save for by the consent of the governed, all of whom made up Mars and therefore had an equal claim to power. The war determined who would rule, and it was the people who would ultimately have the right to rule. The merchant class, suppressed for years by the aristocracy, took advantage of their newly-found rights to greatly expand trade. The Dominion began opening up to external trade beyond merely taxing trade that passed through its territory. It was in this environment that the Consilium formed, a congress of powerful organizations, private and public, that governed Martial Space. When the central government, mostly the vast military and bureaus that ran it, joined the Consilium, it gained official sovereignty. The Consilium is composed of both the concept of sovereignty, the Imperator who possesses Mars, and dozens of organizations that directly represent their constituents. Society. Central to the governance of the Greater Martial Consilium is the entity known as Mars. This new being, a disturbance in the Noosphere, or collective thought, was at first an idea, the representation of the people of Martial Space. With time, the idea would become increasingly literal as the worshipers of it gained preternatural abilities in conflict as though they gained the favor of some deity. Eventually, Mars would become an intelligent force capable of actively making decisions about what it wanted for Martial Space which rarely, if ever, agreed with the government ruling it. The first time the government captured Mars, in 73,156 CE, they contained the being within the emperor, a symbol of their ultimate sovereignty. The concept of Mars being the embodiment of the people has greatly influenced the government and politics of Martial Space. While the idea of Mars was originally Human, it is believed that every intelligent being in Martial Space contributes to sustaining the entity. Not much is known about the exact mechanics of this, but this reality has created a single national identity across species. The idea that there is a significant difference between species with even very different biochemistries is at this point absurd. External species are regarded as simple "barbarians," untouched by the glory of Mars and therefore chasing after "pagan" religions. The Greater Martial Consilium is mostly a post-scarcity society; the majority of citizens that live in developed areas have the access to everything they need to live an average lifespan. This lifespan of 200 years is very low for a civilization of this caliber, brought down by high competition for the Thaumic technology required to maintain consciousness for longer. For those who can afford it, the average life span is not much better, coming in at 300 years. The reason for these relatively low lifespans is simply the increased stress Mars places on the pylon of this region's inhabitants. Uploaded minds, a large component of the population, live for about a millennium. The power of Mars sustains the life of the emperor for as long as several millennia. Government Overview. The Greater Martial Consilium is an ultra-decentralized corporatist nation. Imperator Sebas Blanc-Drusus is the current head of state and government. As for political divisions, they are not determined by territory but by "collegia" or "corpora". Essentially, the economy, governance, and much of the military is divided amongst various groups whose rank is determined by the amount of energy they control. These groups are classified by a tier system and receive representatives proportional to their tier. Currently, there are 50 organizations represented within the Consilium ranging from tier I to VI. There are a handful of individuals which qualify as "corpora" and even a few machines that also claim the title. Due to essentially being composed of thousands of civilizations, the central government cannot maintain its rule through force alone. Cooperation with local governments and power structures is essential for the government to maintain its dominance over the vast amount of territory it controls. Communities that demonstrate loyalty to the emperor are allowed to impose their own taxes, maintain their own laws, and are occasionally exempt from paying tribute to the central government. The most effective emperors have balanced the interests of the various factions within the GM including local governments, the collegia, the merchant classes, and the military. The Nobility. The Nobility of Martial Space, a distinct class created during the days of the Dominion of Astaeus, maintain a large amount of power to this day. They enjoy certain privileges not afforded to the "commoners," which means that the nobility get representation in government while the commoners do not. Most noble titles are inherited, but many are elected, meaning that the title, and therefore the ability to vote in the Consilium, is used by a number of individuals. The nobility can trace its origin to the Oligarchs which ruled Erstes Konsortium; many court practices, titles, and families have managed to remain relevant from this ancient civilization. The Kingdom of Sarepha has also has a tremendous influence on the nobility, introducing the idea of marriage to the political landscape. Every title, save for "Duke," has a "Free" variant in which they answer to no one except for the emperor. Few nobles will willingly divide their territory or influence by giving their subordinates the "free" title. The emperor has given most of them, but they can also be won as the terms of a war for independence. The Peerage. There are various titles, some of which exist outside of a clear hierarchy, that are recognized by the emperor and therefore valid. Some titles, such as "King" and "Grand Duke" are banned due to the treasonous connotations of these titles. Minor Nobility. The Minor Nobles do not receive representation in government. Individuals with these titles are usually indistinguishable from normal civilians and conventional organizations are free to give out these titles without approval of the emperor. Unlike the Peerage, of which there are fewer than one two hundred titles in circulation, there are millions who have these lesser titles. Officials employed by the members of the Peerage often have these titles. Unranked Nobility. There are various heritable titles that exist outside of the conventional ranking system. These titles are recognized by the Central Government but most of them are historical remnants from older time periods. A handful still have representation in the government but some, such as "Kaiser" are permanently banned or simply extinct. Organizations Represented in the Consilium. Organizations can only attain representation in the Consilium if they are operated by a member of the Peerage. The emperor usually gives these organizations titles where the official leader of the organization has the title, but has to follow internal preceding about how to vote in the Consilium. Economy. The economy of the region is measured solely in energy production. Capable of producing over a little over 1 L⊙ worth of energy, the vast productive value of the Greater Martial Consilium can hardly be understated. Despite rampant disorder claiming most of the GM's territory, its raw productive value is bested by only a handful of nations. Universally, the Consilium ranks among economic superpowers for the sheer volume of trade entering and leaving its borders. The vast majority of the economy is controlled privately but large para-state organizations. These organizations, operating more similarly to governments than companies, are often democratic and non-profit, thus giving their constituents vast amounts of wealth. The state controls most of the rest of the economy, whether in the form of leftover aristocrats which have become more akin to land-owners or in the central government. The remaining portion of the economy is controlled by large-scale private corporations, small businesses, and small worker cooperatives. They usually align themselves to some larger organization or another, leaving little room for large independent companies. Consequently, wealth is very widely distributed and mostly democratically controlled. Currency. The life blood of the Consilium is antimatter. In terms of raw amount, over 10^18 kilograms of the substance exist within the Consilium at any given time. This vast sum of energy, which is equivalent to wealth, represents about 300% of the Consilium's monthly energy production, such is the importance of the accumulation of this substance. The Greater Martial Consilium will only accept antimatter from outside nations. Fiat currencies are despised and even antimatter-backed currencies, with two exceptions, are also scorned. The only two currencies accepted besides raw antimatter are Carosi and Fex, both backed by a gram of antimatter. Since transporting this volatile substance is incredibly costly, Carosi and Fex can be transported instead. Existing as pure data, they can even be transferred across encrypted channels for very little energy. Capable of being redeemed at what are known as "banks," or incredibly energy-dense objects, these currencies are the only two stable enough to be trusted. Carosi are redeemable at Mili and Petra while Fex are redeemable at Demiurge and Scipio. Trade. Since resources come at a premium within the GM, most organizations specialize in one resource or another to synthesize. Vast fusion arrays capable synthesizing elements beyond iron, especially trans-uranic elements, occupy virtually every star system. Imports from neighboring nations for small quantities of much cheaper material is often necessary for less widely-produced materials. Every second, over a giga-ton of material is imported into the Greater Martial Consilium, mostly from Sagittarium, the Commonwealth of Aggregate Aylathiya, and, lately, much of Florathel. The Consilium only pays for goods in antimatter. As far as exports are concerned, processed goods, war vessels, and Eitr are common. Vast amounts of trade flows through Martial Space from other nations, due in large part to the Hyperlanes that pass through Martial Space. While historically taxed, now the Consilium simply monitors merchant vessels and only taxes certain strategic materials to encourage local production. Diplomatic Relations. A somewhat xenophobic nation, direct diplomatic action is often impossible. While close trading partners force the central government to pay mind to the outside universe, nations far from the Consilium have no such luxury. To access the vast amount of resources within the nation requires a certain level of creativity. Rather than going directly to the central government, external nations will often engage directly with organizations within the Consilium. The below table only details national relations with the central government. <br>
Greater Martial Consilium
fandom.100th-millennium
# Greater Martial Consilium/History
Greater Martial Consilium/History
fandom.100th-millennium
# Gunships Gunships are a type of shuttle designed for combat purposes, being deployed alongside ground forces in order to provide a form of mobile heavy fire support. They are often equipped with a variety of weapons in order to deal with multiple types of targets. Although gunships are designed to operate within a planet's atmosphere, they can still fly in space. Characteristics. Gunships are a powerful force on the battlefield, their heavy weaponry making short work of most opponents they come across. Due to their destructive capabilities, they almost always end up being high-priority targets. Gunships also see service with many law enforcement agencies across the universe. However, these gunships often come with limited armaments in order to limit any possible collateral damage. Despite this, they are more than capable of dealing with most criminals they encounter. Criminal groups also make great use of gunships, which are often stolen from military bases. These gunships are often fitted out with all sorts of illegal modifications in order to keep them one step ahead of the law. Notable Examples. TBA
Gunships
fandom.100th-millennium
# Gyldinhal ""When we heard about the coming earthquake, we had no idea where to go next. This place saved us, we would all give our lives to defend it"."- Shalax IronhandThe Gyldinhal is the primary headquarters of the Golden Hand Syndicate. It is a large, heavily-armed space station orbiting high above the barren planet of Vesroth. History. Wartime Service. TBA The Station's New Occupants. TBA A Hive of Scum and Villainy. TBA Notable Features. Drydock. Large warships like frigates and cruisers are too big to fit in the hangar bays, and as such must attach themselves to the drydock. This massive facility is capable of housing several warships at once, servicing them with repair drones and cleaning crews, as well as outfitting them with munitions and supplies so they may take to the stars again in search of glory and plunder. Armory. Originally, the Syndicate only had scavenged and cobbled together weapons from what they could get on Vesroth. Now they have amassed a collection of armaments large enough to make any warlord blush. When not in use, weapons are stored in the armory, which contains enough arms to bury a planet in ordinance. Weapons Emplacements. Being built as a military station, the "Gyldinhal" was outfitted with formidable weapons emplacements in order to drive off any attackers. When the Syndicate took over, they knew that the old guns wouldn't be enough to repel an invasion, so they retrofitted the Gyldinhal with improved gun batteries. Generator Room. When the "Gyldinhal" was first built, it was powered by an enormous plasma reactor. The Syndicate used this same reactor for a time when they came to occupy the station, but it began to wear out. After searching Verpletter for a solution, they came to learn of an experimental antimatter reactor being built in a secret lab. One successful raid later, and the "Gyldinhal" now has a near-infinite source of energy. Growth Bays. The growth bays were not originally a part of the "Gyldinhal" when the station was first built. They were originally a part of the "Voyager", the exploration ship that crash landed on Vesroth and were moved onto the station. They allow for food production in order to keep the Syndicate well-fed. Hangar Bays. In addition to its expansive drydock, the "Gyldinhal" also comes with multiple hangar bays for smaller craft like shuttles and starfighters. The hangars also house the station's compliment of mining drones, which scour Vesroth's asteroid rings for valuable minerals to harvest. Orbital Sentry Guns. The batteries on the "Gyldinhal" are not the only defenses it has to rely on. Multiple armed satellites orbit around the station, waiting for any foe dumb enough to trigger the alarm and spring into action. Their modular hardpoints allow for their weapons to be swapped out and replaced should the need arise. Foundry. Any minerals collected by the "Gyldinhal's" mining drones are sent to the station's foundry, where they are melted down and separated into their base metals. The metals are then refined into more useful forms such as weaponry, ammunition, or armor plating for warships. Trophy Room. Located deep within the "Gyldinhal" is the trophy room, where the Syndicate's greatest conquests are displayed. All manner of objects can be found here, from the skulls of gargantuan alien beasts to the captured treasures of several rival factions. Command Deck. Situated at the top of the "Gyldinhal", the command deck acts as the "brain" for the entire station. It is from here that Konrad and the Syndicate's higher-ups plot and scheme about where the Syndicate will strike next. It also houses the central command console, which controls the functions of the entire station. Internal Defenses. In the off chance that an intruder manages to make it into the "Gyldinhal", the station has a number of defensive systems to rely on. Toxic gas, laser grids, and hidden flame jets are just some of the ways to dispose of unwanted visitors.
Gyldinhal
fandom.100th-millennium
# Hasteria Supercluster
Hasteria Supercluster
fandom.100th-millennium
# Haven Inhabitants / Characters / Timeline "Speak to me again, about the fair maiden Haven. Her beautiful locks of verdant greens and blue. Her crimson-ringed dress of harmonious silk. Her fair skin of fertile enchantment. I give thanks to the fair maiden Haven, for she is the land who would herald our kind to this Amaranth Realm of wonders."-Ancient Edian Prayer Description. Haven. Lyarth. Heaven Below. Great Jewel of Thavma. The World Majestic. It goes by many names, yet they all describe the same, that being a world of unmatched beauty and magical majesty. Often referred to simply as "the world" by its collective inhabitants, Haven is the primary plane of the Mavimyst, a member of the Thavmatic Void's Outer Realms. Haven is a temperate terra world with countless life covering its entire surface. It has served as the birthplace of an innumerable amount of sapient races, leading to a vast diversity in planetary culture throughout the millennia, as both Alizarin and Inomeni have long forged massive empires across the land, carving out their own dynasties, each lasting untold centuries. As the jewel of the Mavimyst, Haven has long been the desire of collective Typhonia, as the Divines endlessly send forth both magical manipulation, and their own progeny to the world in the desire to turn its peoples and lands as apart of their respective domain. Both the Divine of the Heavens, and those who command the Hells, alongside all in-between hold such lust and desire for Haven that an eternal war of the Divine has been waged in order to claim it. For thousands upon thousands of years, planet Haven has occupied its position as the jewel of the Mavimyst, the most precious of its seven planes, and as such, it has held the most dynamic history out of them all. Countless civilizations rose and fell within its borders, untold generations of lived and died in its lands, and endless war has been waged by its inhabitants for total control of its sacred lands and seas. At the present day, Haven is host to numerous different political powers and kingdoms, and the two most powerful and prevalent upon the world stage are the Westland Empire of Bariquel, and the Eastern Union of Rahmiel. However, countless millennia before their time, the whole of the world was under the sole dominion of the Edian Empire, before their ultimate collapse thousands of years before our present. Time Once Remembered. Despite its current position as the Great Jewel of Thavma, Haven did not originate from its endless blackened void. In fact, at two separate periods throughout its history, Haven occupied the Amaranth Realm of Ambrosia. Haven originated like all other planets of the Cosmos, crafted at the Dawn Epoch, and it stood as the third respective world of the Hope System. However, due to the machinations of the very first of the Divine, the Golden Sovereign. it would be eternally tied to the Mavimyst of his creation. Prior to Haven's second entrance into the Mavimyst, it was inhabited by a single mortalborne race, the Havriel, who would soon find themselves expanding their power across the Realm of Resonance. They would find great success in this regard, their people propagating themselves to numerous worlds beyond their home world. Unfortunately for them, however, due to the machinations of powers much beyond their control, they would meet their end following the righteous crusade laden against them by the all-powerful cosmic superpower of the Sanlagosa Concordant. The Havriel across all of Ambrosia were hunted by the unstoppable Sanlagosa to near total extinction down to the last. Haven would be burned to near glass. It would take the intervention of Imagindarium's very Great Dyad of Syx Corsage and Seven Novum to prevent Haven's total destruction. From their desperation to keep the world safe, an Amaranth Contravene would whisk Haven into the Mavimyst for the final time, eternally locking the planet away from the Amaranth Realm and writing it in eternal Remnant cosmic law that it shall remain extant in the Cosmos for all eternity, even after time's Ultimate End. The existence of both Haven's previous place in Ambrosia, and that of the Havriel has remained unknown throughout the vast majority of the planet's modern races. As such, the time in which Haven was apart of the Amaranth Realm is known as the "Time Once Remembered," lacking any and all forms of official documentation worldwide. Etymology. The name of "Haven" has been an ever-persistent title of the planet ever since its first inhabitants, the Inomeni race of the Edia, used it as a tangential title alongside its primary Edian name, "Lyarth." It is derived from Haven's pastoral and beautifully persistent landscapes its continents can produce, particularly its innumerable dense forests and woodlands have been given the notion as if they are each their own havens away from that of the Cosmos beyond. Though the name of Haven would be second of that to "Lyarth," then dominant name of the planet throughout the Edia's first reign. The name of Lyarth is derived from the word in the language of the Divine Typhonians meaning "ours," and or "belonging to us," as reference to the Edia's claim of ownership over the planet. After the Edia's demise, and the subsequent rise of the Alizarin race, the Havriel, the name Haven persisted as it is an apt description of the planet's geography and overall nature. And even after the Havriel's own demise, and Haven's reentering into the Mavimyst, the name Haven would "still" persist, continuing to be the planet's dominant name into the modern-day alongside the more simple term of "the world." Cosmology. Astrography. As previously mentioned, Haven was once apart of the Amaranth Realm of Ambrosia. Located within right upon the middle of the Realm of Resonance, Haven was the third planet of the Hope System, and the only of its like, housing both life, and vast oceans, lakes and seas of liquid water. As the home world of the Havriel, once they began to stretch their cosmic arms out into the stars, Haven was made to be the capital of the Havenborne Alliance of Ambrosia, with the vast majority of the Havriel population being housed there. Now, in the modern-age, Haven is located at the absolute "center" of the Thavmatic Void, surrounded by the Thirteen Realms arranged in a circular pattern known as Typhonia-Circulacium. As such, both Haven, and the wider Mavimyst is constantly showered in a crushing swath of magical energies originating from the collective Realms. The most adjacent to the Mavimyst itself is the hellish realm of Apotheosis, thus making it the most prevalent in this regard. Cosmic Interpretation. As Haven's Time Once Remembered era remains elusive to the vast majority of the planet's modern population, the true origins of the world are unknown to the Havenborne Races. As a result, the creation of the planet is laden in myth and legend, with uncountable ancient lore being written which describes the innumerable different methods and reasons as to why Haven was created as it was. The most common motif in Haven's creation myths would be that the Divine Typhonians, known to exist to the Havenborne Races thanks to their constant interference in the Mavimyst, crafted Haven, alongside the other planes of the Mavimyst from their collective domains in the Thirteen Realms as a means for mortal life to flourish. The possible litany of contradictions between two different Divine creation accounts can be quite numerous, and several faiths of the world would attempt to reconcile different myths of creation into a single, harmonious, and standardized chronological account, often with very little success. Alongside contradictions in accounts and methods of creation, often the reason as to why Haven was in fact "created" can lead to a different swath of possible contradiction, as two different stories, by two different authors, with two different purposes will only meet in congruous detail by circumstance. Due to generations of this belief being reinforced, very few of the world questions the veracity of the notion of Divine Intervention in Haven's creation, with almost every individual believing in at least one form of Divine creation, most often one which has a prevalence in their region of origin. Forever sundered from that of Ambrosia, Haven's inhabitants are shown but a distant view of the universe beyond that of the Mavimyst, as wonder and rampant speculation persists amongst them. As such, the true depth of the cosmos is eternally locked away from the Havenborne Races, and only that of the surrounding Realms of Thavma can possibly be known to them. The most prevalent and popular view of the wider Cosmos the world-over is that of a geocentric model, wherein Haven, being located at the center of Typhonia-Circulacium, is heralded as the absolute center and focal point of the entire universe, with all other worlds and realms in creation circling about the homeworld of mortal kind. Physical. Climate. Haven experiences an extremely varied climate across it, with each region of the planet holding its own unique climate, varying depending on each hemisphere, with areas warm enough to create boiling deserts, while others are cold enough to create mazes of icebergs. On the majority of landmasses situated across the relative center of the planet, a very temperate climate is experienced, allowing for massive forests filled with countless forms of flora and fauna to stretch for endless kilometers. While towards the southern and northern poles of the planet, an endless bitter winter exists across millions of kilometers, freezing all those who are not accustomed to its chill. The atmosphere of Haven is primarily comprised of rich amounts of nitrogen, with it accounting for nearly eighty percent of the entire atmosphere's chemical composition, leading to the planet's piercing sapphire-blue coloring. This thick atmosphere has allowed millions of different lifeforms to develop all across the planet. Other gases that make up the planet's atmosphere are oxygen, which almost makes up the remainder, with elements of helium, hydrogen, and carbon dioxide filling out the rest. Current Geography. Haven hosts a vast variety of geographical landmarks, biomes, and landscapes, to the point in which one could describe the planet as an amalgamation of several different types of the world combined into one. The difference between two regions of a continent can be as different from one another in both life and landscape then two entirely different planes of reality can be. From verdant green forests to vast sweltering deserts, frozen wastes, and even lands made of crystalized materials, Haven hosts a grand swath of varied and wonderous lands. The tectonic plates which dictate the respective continents are quite active, often shifting and bending the surface below the lands which piece above sea level, causing great mountain ranges to span thousands of miles upon the continents and islands of the world. Alongside other grandiose surface features, such as canyons, crags, and plateaus. As Haven is constantly bombarded with magical energies from the surrounding Thirteen Realms, several landscapes across the world have been altered by the foreign elements now being introduced to them. As a result of this endless stream of collective magical energies, certain lands of Haven are transformed to both match those found within the respective alternate planes of reality, as well as wholly new interpretations of lands and concepts, mixing both those that are Havenborne and those which come from wider Thavma. These types of lands are typically fairly rare when compared to the more common land types found across the world, usually being in self-isolated pockets upon the continents and select islands. Prior Geography. Before Haven's reentrance into the Mavimyst, the geographical features of which Haven's continents displayed were far less grandiose in nature, often displaying landmarks which are much more typical for your average *Terra planet. Primarily, the surface of Haven's continents were that of barren, rocky deserts with many snow-capped mountains located all across them. Dense woodlands hugged along these vast swaths of desolate land heading towards the ocean's collective coastlines. While upon the north and south poles of the planet, a seemingly endless expanse of ice and snow-dominate. Upon its return to the Mavimyst, Haven's former surface would entirely "revert" back to when the Edia first lay claim to it. Unlike the time of their dominance, however, the collective lands of the world reverted back to a state prior to their intervention upon them, leaving every and all resources and landmarks of the world totally untouched by any sapient race's hands, making the planet Haven a variable nexus of seemingly infinite resources to the modern-day. Mysterial Field. Nature. Due to the inherent link placed upon the planet to that of the Mavimyst, Haven's very existence within the Mavimyst invisibly interacts with that of the Realm's own Penumbral Scales which dictate the delicate balance between the Light and Darkness that constitute it. From this interaction, a great field, known as the "Mysterial Field," is created which surrounds Haven in an extremely dense field of supercharged electromagnetic particles of magical nature, which themselves cause additional aberrations upon the planet itself, further adding to the constant magical interpellation. Acting as an invisible shield to that of Haven, the Mysterial Field is what actively prevents all who inhabit Haven from falling victim to the Mavimyst's Penumbral Scales' resetting of themselves following the Mavishift, as their very spirits would be destroyed upon the absolutely crushing weight of the on-rushing Light and Dark energies sent back into the Mavimyst, and by extension towards that of Haven. During the Mavishift, as the energies of both Light and Darkness are sent forth toward Haven, the Mysterial Field will receive the largest brunt of their immense presence, whilst much fewer and diluted amounts of said energies descend down to the planet below, lessened to a point in which collective life is not at risk of annihilation. Alongside acting as a barrier between the consequences of the Mavishift and Haven proper, the Mysterial Field acts as a buffer between the magical energies pouring forth from the collective Realms of Thavma towards Haven. At every moment in time, the Mysterial Field experiences infinite magical pressure exerted upon it from both the Thirteen Realms that surround, as well as the Outer Realms deeper within the Thavmatic Void. It will continually house and trap the greatest brunt of these eternal magical forces, with much more diluted remnants of these energies falling down to Haven proper. As a result of this endless entrapment of mythical forces, the Mysterial Field is the second-most magically concentrated force in existence, only lesser to that of Ambrosia's own Amaranth Veil. Mana. Throughout the countless centuries Haven has been enveloped by the Mysterial Field, it has become an intrinsic facet to all life on the planet, as now without it, no life could possibly hope to flourish upon the planet. As consequence of the Mysterial Field's existence, contained within each and every lifeform of the world lies a specialized field of energy linked to it known as "Mana." Mana is the means by which a living entity is connected to the Mysterial Field that surrounds them, giving all who inhabit the world an inherent link to that of all other life upon the planet, regardless of any commonality in nature or origin as all are equally apart of the same mythical field of energy. The amount of Mana contained within any one lifeform can vary depending on several factors. Sapient life, when compared to non-sapient life, has a much stronger link towards the Mysterial Field as a whole, and thus by default contains a significantly higher mana count. However, even amongst the sapient races of the world, the level of that connection is dependent on several factors such as what respective race they are, or what their parentage and ancestry may have been. In certain cases, a person may be born as an aberration and contain much more Mana than their race would typically command. Beings born with substantial amounts of Mana are known by the collective world as "Magically Sensitive." The term of Magically Sensitive is in reference to their ability to manipulate the surrounding magical energies trapped within the Mysterial Field, allowing them to manifest innumerable magical effects upon the planet. Those who are Magically Sensitive are not only born with a higher Mana count than those who are not, thus making them able to manipulate the magical forces of the world, but they are also able to replenish and increase the amount of mana contained within them. The act of magical manipulation will drain the individual of their Mana, the severity of which being dependent on the respective level of manipulation. The potency of Magical Sensitivity can increase in an individual over time as their Mana count ever increases throughout, be it naturally, or by self-increasing. Those who are particularly magically sensitive are even able to hear the constant mythical humming sound the Mysterial Field itself produces, as the endless mass of power contained therein sings out in an infinite, majestic choir. Rings. Haven has four rings encircling the planet, named the Rings of Harmony by the planet's collective inhabitants. The Rings of Harmony were created when an ancient moon of Haven, named "Harmony," entered the planet's Roche Limit, tearing the moon apart and thus forming the rings we see today. The rings themselves are mostly made up of iron rich rock, as Harmony's original core was almost entirely made of iron, this has given each ring a distinctive red coloring. Ring Harmonia. The first and largest ring of Harmony, the Ring Harmonia is a massive thick ring of rock debris that orbits Haven in an encircling line of around fifty thousand kilometers squared. It is the most dense region of the Rings of Harmony, with most objects in the ring only orbiting at an average distance of around one hundred kilometers from each other, but as Haven's gravity keeps the debris in orbit, they do not collide with each other very often despite their close proximity. Ring Armonia. The second ring from Haven is the Ring Armonia. It, while holding a shorter diameter then the Ring of Harmonia, is still an impressive ring, spanning a distance of around thirty-eight kilometers squared. The orbital debris within this ring are fairly sparsely placed, with an average distance between them being around one thousand five hundred kilometers. However, the orbital debris that makes up the composition of the ring are the largest and thickest of all the rings, making it appear larger and more bold from space. Ring Concordia. The third respective ring of Haven, the Ring Concordia, is the only ring to not have formed from the destruction of the moon Harmony. Instead, many micrometeorite impacts upon debris located in the Ring of Armonia eventually formed a distinctive ring of small and thin dust. As a result, the Ring Concordia is both the thinnest and smallest of the planetary rings, only consisting of small dust particles around the size of a pebble. Ring Garmoniya. The fourth and final planetary ring, the Ring Garmoniya is the longest of the four rings, spanning an area of around two thousand kilometers squared, as well as having the second most dense population of debris, at an average distance between objects being around two hundred and fifty kilometers squared. Unlike the other rings, the debris of Garmoniya is mostly slate rock, lacking the rich iron its sister rings have in spades, leaving the ring almost invisible next to the blackness of space. Major Moons. Haven's position as the central plane of the Mavimyst means all other worlds that are a part of the realm are under its gravitational influence, and thus act as moons to it. In total, five planes of the Mavimyst act in this way, encircling the planet in a great orbital dance. However, only select ones are visible from Haven throughout the planet's year. during their yearly orbit, they fall into sort of "demi-planes" from Haven's perspective, as the Mavimyst's spatial boundaries warp and obscure the view of the moons from the surface, however, they physically remain in place. Hearth. The first and primary moon of Haven, the white and barren world of Hearth, it is the most significant of the planet's moons both in culture, and gravitational influence, as it dictates the worlds tides. Often regarded as the only actual moon of the planet, the word is used interchangeably with its actual name. Orbiting Haven at a distance of around 300,000 kilometers, and holding a diameter of 3,500 kilometers, Hearth is the most prominent fixture in the night sky, dominating a large portion of the heavens, and providing great light for the darkened nightly surface. Dwarf Moons. Alongside the five major moons in orbital resonance with planet Haven, seven smaller dwarf, or "minor moons," are in gravitational balance with the world. Each is easily visible from the surface of the planet, and has thus held much reverence in the collective cultures of the world, appearing in countless pieces of cultural art and iconography, along with being a focal point in many world religions and mythologies. The dwarf moons themselves have little to no physical effect on Haven, though they do each add their own unique coloration to the planet's night sky. Obelisk. The first and largest of Haven's dwarf moons, the azure-colored Obelisk orbits above the Ring Harmonia, appearing quite large in the sky to Haven's perspective. It is a massive object, at around five hundred kilometers in diameter, and is comprised of numerous endemic materials and metals. Alongside this, it is host to numerous creatures exclusive to itself, and as such, it can be regarded as a world of its own right, holding an entire ecosystem that exists entirely independent from any other plane of the Mavimyst.
Haven
fandom.100th-millennium
# Haven Character Encyclopedia Andromeda Thrice-Honored Avalyth Saynawin Azulami Nauzin Black Candle Blue-Eyes the White Cat Diana Lyasin
Haven Character Encyclopedia
fandom.100th-millennium
# Havenborne Races Overview / Characters / Timeline Inhabitants. Haven is inhabited by a great menagerie of different sentient races across every corner of its collective lands, ultimately placing the world as the most diverse plane of all Thavma. Over a hundred distinctive races call the planet home, with many holding numerous "sub-races" as well. Each sentient race of Haven is segmented into racial groups comprised of members sharing inherent traits with them, from ancestry, or physical form. These racial groups are even further categorized in "master groups," which link different racial groups together due to some sort of commonality. These master groups comprise those of the Civilized, Wayfarer, Aquatic, Perelyte, Elder, and Outworld Races. This page is a WIP Civilized Races. The Civilized Races refers to the five largest racial groups of Haven who, out of sheer number, have dominated most of the world throughout history. Its respective members comprise the collective Edian, Solvalin, Lunalin, Lithreni, and Avelreni Races, as well as their various sub-races. The term is often used colloquially for all five aforementioned racial groups without regard to the vast differences in appearance or ancestry between them. While there has never been a single universal definition of what constitutes a "civilized race," it generally refers to races that have developed significantly beyond the boundaries of single regions of the world, and have formed modern states with advanced economies, social structures, and legal systems on a global stage. Edian Races. The most prolific and populace racial group in all the world, the Edian Races are the descendants of the immortal Inomeni race known as the Edia, who reigned over the whole of the world for thousands of years during the long-form Archaistic Era. For much of known history to the modern day, the Edian Races have held unparalleled dominion over the known world, having spread through the length and breadth of the globe, conquering and incorporating the land as their own. As well as being the most populace, the Edian Races comprise the most individual races of any of the Civilized Races, holding ten distinctive races underneath their umbrella. Mythra. Mythra, known as "Destined Mothers" in the Edian tongue, are the most populace race of not only the Edian Races, but in the whole of the world. This Race of Men can be found in nearly every region across the globe, thronging in great numbers. The Mythran people are renowned for their ingenuity, creativity, and industrious natures, which have enabled them to overcome any obstacle set before them. They are the only race of the world able to comingle their genetic traits with one outside of their own racial group, crossbreeding with totally foreign races and creating the Wayfarer racial group known as the "Mythreni Races," further adding to their global dominance. Sylvian. Sylvians, "Forestborne" in the ancient Edian language, are so named for their native habitat, that being the many great forests across the world. While less prevalent than the Mythra, they can be found across most every region of the globe, making them amongst the most common races one will find. The Elves are most famed for their grace in their culture, etiquette, and bodies. Alongside their slim, graceful forms, the Sylvians are the single most magically adept Edian Race, having the largest magically sensitive population of them all, thanks to centuries of selective breeding ensuring a higher chance of the trait passing down the generational lines. Gnarvesh. Gnarvesh, "Folk of the Mountains" in Edia, are the hardy third facet of the Edian Races, who typically inhabit the many mountainous regions across the world. They can be found in nearly any corner of the globe, as they are amongst the most populace races the world over. The Dwarves of Haven are most famed for their great skills of coordination in craftsmanship, with the act of building magnificent stone-laden halls both above and underground intrinsic to their very being(s). Alongside this, they are well known for their passion towards mining, which has led them to explore many hidden recesses of the Gleaming Abyss. Giakos. Giakos, "Giant" in the language of the Edia, are so named in reference to their most prominent inborn trait, that being their immensely tall and large stature. The most inherently strong of the Edian Races, the Giants are amongst the most feared races of all the world, with few beings able to match them in strength and ferocity in battle. Giakos make up a small fraction of the total population of all the Edian Races, with their populations being far outshined by some of their sister-races, despite the fact the Giakos are amongst the original four of the Edia blood to arise, having been bred by the ancient Edia with complete physical prowess in mind.
Havenborne Races
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# Havonis
Havonis
fandom.100th-millennium
# Havonis Prime Overview. Havonis Prime, Also known as Havos Prime is a terrestrial planet in the Havonis Space Region of the Middle Worlds of the Hasteria Supercluster. This world is the original homeworld of the Havonian Species, a major species of Hasteria that once were almost exterminated, and their home glassed. Havonis Prime is an abnormally large world, being almost 22,283 Km in diameter. Its primary terrain consists of grasslands, Forests and Oceans. A standard day lasts 30 Hours, while a year lasts 380 days. It is the 4th planet of the System. Early History. Almost nothing is known about its early history, or even its formation, due to the planet's astronomical size. Some historians believe that a collision with another planetary body lead to its massive expansion, but this claim is highly disputed. At some point, billions of years later, sentient life, now known as havonians began to appear, and the earliest ruins can be found within the Plains of Hosva, where the future Capital City would be. Giant castles were prevalent during this time of war, with many of these still standing to this day. At some point after these events, the Havonians developed their first space stations and ships, with FTL Travel and advanced Communications following this, making first contact with Thandetian and Cemayan Colony Worlds in about 18,041 CE. Hasteria soon after this Exodus Era. The Exodus Era led to one of the worst periods in Hasterian History. The Volvoran Empire went on a crusade of assimilation, with many worlds falling victim to their conquest. Havonis Prime was one such world, falling relatively quickly despite tough resistance. Billions of Havonians were killed during the 20-year occupation, but many managed to escape via colony ships, some to remote Worlds, where they would later adapt and become a completely new species (Yorapi Species of Yorapip), others went as far north as the Jewel Cluster Region of the Eulciar Galaxy. This move saved the species from extinction. The Volvora Plague caused a severe weakness in the Volroran ranks, with the Help of the Cemayans and Thandetians, as well as their subspecies, Havonian resistance forces successfully managed to push them out of their planet, and eventually out of the System, and not stopping until liberating all of Havonis Space, and assisting other worlds, such as the world of Runzeonides. Havonis Prime was devastated but recovered quickly and its population soon restored to its pre-war number of 25 Billion. Prosperity Era. With peace restored largely restored across Hasteria, many worlds experienced an economic boom. Havonis Prime also experienced a massive population boom, going from 25 to 41 billion in only 200 years.
Havonis Prime
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# Hex Drive Hex Drives are a form of faster-than-light reactionless propulsion based on the essential equality of energy and information. Spacetime in front of the drive is converted into information via the Hex Effect, dragging the craft forward as space rushes in to fill the void left behind. Hex Drives number among the fastest forms of superluminal travel, however, their low capacity remains a major limiting factor for the devices. Revolutionizing intergalactic trade, Hex Drives became essential for various civilizations with an abundance of one resource over another. Gran Lux had a total monopoly on the technology until the 85,000s CE as other civilizations finally perfected the devices. They have greatly increased the volume of international trade, allowing for a far more unified Cosmoria than would otherwise be possible. History. While earlier civilizations are likely to have invented a Hex Drive of some sort, the earliest confirmed ship of this type was the "GLS Snow Flower", a craft created by the Triumvirate Civilization around the 5,000s BCE. This device was more of an experiment with the Noosphere than it was a propulsion device per se. Its ability to "flash" space for fractions of a millisecond in and out of existence proved useful in only a handful of applications. The technology was later perfected by the precursor of Gran Lux, Gran Aylathiya Shipping. Their first ships were orders of magnitude faster than the existing Warp Drive, but their high cost made only the longest of trips profitable. The emerging markets in Zalanthium and Florathel would soon change this, as gigatons of material began crossing the void every day. Promising transit times within weeks, compared to the months other FTL propulsion systems promised, gave Gran Aylathiya Shipping and its successor organization an incredible edge on the competition. Hex Effect. The Hex Effect, so-called because of the hexagonal design of Gran Lux's Hex Drives, is capable of blurring the line between information and physical matter. To do so, the Hex Drive employs what is known as a Virtual Magi. Using a very specific form of thaumaturgy, this machine is capable of changing the local make-up of reality from material to ideal, from matter to information. This small bubble of information manifests as a brief disappearance of the "idealized" material, in this case spacetime itself. The Hex Drive takes advantage of this by propelling itself, through normal means, before the re-manifestation of the idealized spacetime. The space time emerges "behind" the craft, creating what is known as "spacetime flux." This flux is the main force driving the ship forward. This flux manifests as a ring of blue light around the drive as a tremendous amount of energy is released in the process of converting matter into information. Brilliantly bright, Hex Drives are often visible in the night skies of planets dozens of astronomical units away. So much energy is used by these devices that vast solar arrays are needed to charge them, making the devices prohibitively expensive for use by most people or institutions.
Hex Drive
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# Hiveminds Hiveminds are thaumic ships that are piloted by extremely powerful Magi that can control a large number of smaller thaumic ships. The Magi project their will into the pilots of smaller thaumic ships, controlling their actions as they see fit. Due to the rarity of Magi being able to wield such power, hiveminds are also quite rare. Characteristics. Like regular thaumic ships, hiveminds are composed of an aeternically-sensitive metal frame that the Magi can then manipulate as they see fit. However, the main difference is that the frames seen in hiveminds are often much larger than regular thaumic ships, sometimes reaching the size of corvettes. This is largely due to the fact that many powerful Magi often feel uncomfortable being confined to the smaller frame of a regular thaumic ship. In battle, hiveminds are capable of firing beams of Aeternal Energy from their surfaces like regular thaumic ships. However, their real power comes from the ability of the Magi piloting the hivemind to manipulate a large number of smaller thaumic ships. They do this by projecting their will across the Lux Aeterna and into the minds of Magi who pilot these smaller vessels. This allows them to greatly improve the coordination of their peers. However, this power comes at a price. The Magi being manipulated will often go into shock after the Magi piloting the hivemind gives them control of their actions back. This is often enough to drive many weaker Magi insane, which inadvertently makes them suitable candidates for piloting lux bombs. Notable Examples. TBA
Hiveminds
fandom.100th-millennium
# Howling One "It was supposed to be our finest achievement, a testament to our great nation's supremacy. It was supposed to be the crown jewel of our mighty fleet. It became our greatest mistake, one that haunts us to this day."— Anonymous Kriegsleute captainThe Howling One is a derelict Kriegsleute warship drifting throughout the Verpletter region of Aylathiya and beyond. It appears out of nowhere, sometimes for weeks or even months, sometimes only for a few seconds, before vanishing without a trace. However, its disappearances are not due to any sensor-jamming equipment or cloaking technology, but instead due to the ship vanishing into the Lux Aeterna itself. For millennia it has plagued the Kriegsleute, decimating entire battlegroups before a chance to counterattack. Survivors of these raids often report hearing screaming in their heads, usually those of their comrades who were caught in the ship's grasp. Characteristics. The "Howling One" appears as a derelict dreadnought, one with a distinctly Kriegsleute design. It bristles with half-destroyed gun turrets and jammed launch tubes, befitting of a vessel belonging to such a warlike nation. It is heavily damaged, the outer hull covered in large holes and the superstructure being practically nonexistent. In fact, the ship's frame is broken in so many places that the only reason it hasn't split apart yet is due to the residual Aeternal Energy holding it together. A dark cloud seems to follow the ship wherever it drifts, largely covering most of the vessel. Were one to fly a ship into this cloud, they would find their instruments going haywire, often causing them to spin out of control and crash. As such, only thaumic ships can stand a chance at getting close. At the front of the ship lies a gigantic cracked crystal, the one used in its rift devourer before it was destroyed. It still pulsates with power, flashing brighter than a star on certain occasions. This usually occurs shortly after the ship appears, the crystal's energy drawing in anything around it. Only ships with powerful engines have a chance at escaping this pull, the unlucky ones being dragged into the shroud covering the ship. Those poor souls caught in its grip find snaking tendrils of energy tearing through their ship, dragging people out and leaving only the empty husk of their vessel behind. What happens to those who are taken none can say, but the most popular theory is that their life essence is drained, used to feed the damned souls aboard the Howling One. History. The Promise of Power. The Howling One's origins lie within a secret military project undertaken by the Kriegsleute, one in which they tried to unlock the secrets of the Lux Aeterna. As the nation has next to no Magi, largely due to their beliefs regarding Magi as cowards lacking proper strength, they were at a notable disadvantage compared to their neighbors. However, when they learned of rift weaponry, they quickly set about trying to produce their own. Despite numerous setbacks, they were able to create a prototype, but they lacked the energy to power it. They then dispatched spies all across Verpletter, sending them to capture any Magi they could find, bringing them back to specialized facilities. These poor souls would then be forced to use their power to fuel the Kriegsleute's rift weapons, hooked up to special machines that produced intense pain in case of disobedience. For a time, the Kriegsleute was satisfied, deploying their new weapons to great effect against their foes. They were greatly pleased at their new technology, capturing more Magi as the demand increased. The demand would soon skyrocket after a space battle with the Commune Federation, in which the Federation deployed a ship equipped with a rift devourer. It decimated the Kriegsleute fleet, the survivors reporting back to Kriegsleute high command about its devastaing power. The Prototype. Work began straight away on constructing a new ship, one in which the rift devourer would be mounted in. The ship, named the "Might of Krieg", would be one of the most powerful warships ever to be constructed in Verpletter. It's conventional armament, coupled with its rift devourer, would make short work of anything foolish enough to stand before it. However, the rift devourer required much more Aeternal Energy to activate than their other rift weapons, forcing them to capture much more Magi in order to feed the weapon's demands. In order to make sure the weapon would not have an extremely long downtime after firing, they decided to hook the Magi directly to the weapon itself, forcibly draining their energy to fuel it. When it was finally done, the ship was unveiled at a Kriegsleute space station, a massive crowd waiting to see just how powerful their new weapon would be. The "Might of Krieg's" rift devourer was then aimed at a nearby asteroid belt, the crystal charging with Aeternal Energy. Within the ship, the weapon's energy chamber filled with the agonized screams of the captive Magi, echoing all throughout the rest of the ship. Desperate for a way out, they drew as much power as they could, trying to break free from their bonds. However, all that energy was just going straight into the weapon. It would soon reach a crescendo, the crystal burning bright with the rage of all the Magi held hostage. While the Kriegsleute generals were busy celebrating, they were too distracted to notice the crystal start to crack, clouds of dark Aeternal Energy leaking out. The cracks then got larger, more energy creeping out until much of the ship was enveloped in the shroud. By the time the Kriegsleute officials noticed, it was already too late, the weapon's firing mechanism locked in place and unable to be shut off. Aeternal Vengence. With a massive, thaumically-charged bang, the weapon fired, unleashing a massive torrent of Aeternal Energy. The sheer amount was far too much for the ship to handle, opening up a massive rift right in the center of the ship. The rift would soon grow to encompass the entire station, drawing it in along with most of the ships around it. The few able to flee reported the ship's destruction to high command, still traumatized from seeing their comrades sucked into the Lux Aeterna. The Kriegsleute leaders then declared the project a failure, locking the documents detailing the event under high security. While it was presumed that the "Might of Krieg" was forever lost to the drifting tides of the Lux Aeterna, the ship would later be spotted again a few years later, drifting aimlessly near the border of Kriegsleute territory. A scout ship was sent to investigate, but as they got closer, they found themselves being pulled towards the ship, unable to escape as their engines gave out. Once close enough, the crew heard the ship's boarding alarms going off, Aeternal tendrils burrowing deep through their hull. With said tendrils came the spectral forms of the once-captive Magi, now reduced to angry spirits. The crew of that scout ship was never seen again, though their vessel was soon recovered some time after the "Might of Krieg" disappeared again. Reviewing the footage recovered from the ship, Kriegsleute high command were horrified to discover what happened to their scouts, quickly setting about giving new orders to their troops. Should the "Might of Krieg" ever be spotted again, now called the "Howling One" due to the angry screams heard by those near the ship, it should be shot on sight. Known Appearances. TBA
Howling One
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# Human
Human
fandom.100th-millennium
# Humanity
Humanity
fandom.100th-millennium
# Humans Humans ("Embla plumbata"), or Marsálfar, are a species of carbon-based bipedal humanoids originating from the planet Aegyn in Aylathiya. Humans are primarily located in the Aylathiya arm of Cosmoria as well as Azurullya. Humans are widely known as one of the most expansionist species in Cosmoria and consistently rank amongst the most populace species therein. This species is directly descended from the Svartálfar. Due to certain psychological tendencies, the species can often be xenophobic and hostile, having an easy time undergoing "dehumanization," the process by which another tribe or group is no longer considered "Human." Many species, particularly in the first part of their interstellar history, were avoidant or distrustful of humans. Humans are bipedal vertebrates with a tough endoskeleton composed of protein strengthened by calcium compounds. Their brains and the majority of their sensory organs reside in a case of bone resting atop their shoulders. On their two arms and two legs are generally five digits, although some populations have six. Humans, while originally having large amounts of hair, have lost the majority of their hair as they evolved, with most of it remaining on the head and crotch, with certain, usually male, individuals having large amounts of hair across the rest of the face and body. Humans share their home system of Helyar with another species known as the Kya. Due to the Kya's marine environment, Humans had a leg up on them, resulting in Helyar being dominated by Humans for most of its history. As of late, the Kya's sovereignty over Helyar has increased greatly, with many considering it to belong to them as Humans have largely abandoned the system. Features. Humans metabolize organic carbon-based compounds using oxygen as the principle electron-acceptor in this metabolism. They use water as their solvent and their internal fluid is slightly basic compared to pure water. Other prominent elements include nitrogen and phosphorous as both are used in abundance in their double-helixed genetic material known as DNA. Generally, Humans are a bidepal species that range in heights from 1.5 - 2.2 meters (although some may result in abnormally different heights from genetic defects), with 2 legs used for motion and 2 arms. Each arm is capped with hands that generally possess 5 digits used for grasping and using tools, their main advantage in natural settings. Humans have natural fibers, or hairs that extend from the top of their skull and the skin of their body, used as heat insulation. They have 2 eyes with pupils that come in a range colors such as green, brown, hazel or blue. Other colors, such as purple, yellow, and cyan are common among certain populations of Humans as well. Their nose set slightly below and between these eyes and above the mouth which is used as a sensor for smelling and for breathing. History. Humans are considered to have emerged in roughly 300,000 BCE, as the Svartálfar which settled on Aegyn lost their identity and replaced it with a far more primitive one. Genetically, the drift would become complete around the year 100,000 BCE as Humans developed a multitude of adaptations for their new world. Skin pigmentation and hair cover increased while immune systems became more complex. Social pressure increased greatly in this time as well, creating Humanity's rigidly tribal social structure. First forming civilization in 73,000 BCE, Humanity would begin asserting the authority they once had over nature. Vast continent-spanning empires would reshape the natural world as entire forests were razed to make way for farmland and inconvenient species were driven extinct. In about 72,000 BCE, Sedrua encountered Humanity and "uplifted" them, granting them virtually unlimited materials from a small asteroid in exchange for loyalty. This would last over 40,000 years as Human civilization developed very slowly. Around this time, Humanity's progenitor, Moonmoon would be born, granting the gift of Thaumaturgy to the primitive world. Human Magi, or users of Thaumaturgy, would soon craft primitive breathing apparatuses and propel themselves to nearby habitable worlds. Albedo would be the first settled followed by Petra and Thalsiedeln. These planets soon had vast populations as the Magi ruling class deported millions to work the fields on these new worlds. As Humanity came under the control of the Triumvirate Civilization, they would be united under the province of Anthrovia. The collapse of the Triumvirate Civilization in 1 CE saw Humanity, a now-advanced interstellar species, quickly ascend to take power. With the help of a nearby relative, the Humeiga, Humans would form Erstes Konsortium and rule over Martial Space. As mind-uploading became increasingly popular, the majority of Humans would upload themselves into virtual utopias, those that remained would form an aristocratic ruling class, easily forcing their virtual brethren into submission. Today, Humans remain diverse in form and culture, with several subspecies and variants already forming. With sizeable populations in most regions, Humanity has been nothing short of a universe-defining species whose legacy will endure for millennia onward.
Humans
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# Humeiga When you see a humeiga for the first time, you may think you are dealing with a human so much that the species are similar. (A human) Humeiga, also call Sabeiga (in honor of Sabeusna Atès) since 15,362 BCE, is a species quasi identical to human, because their are a the same visual and composition. But there the average height and weight is less than a human to be more adaptive on a more cold environment. It is the species founder of Regnum Aureiga. Species. Humeigas are very similar to humans, so some informations can be redundant. Humeigas have a metabolize organic carbon-based compounds using oxygen as the principle electron-acceptor in this metabolism. They use the same solvent like humans, ie water, and their internal fluid is slightly basic compared to pure water. Their DNA are most composed of nitrogen and phosphorous. Humeigas are a bidepal species that range in heights from 1.4 - 1.8 meters (although some may result in abnormally different heights from genetic defects), with 2 arms and 2 legs, each with hands that generally possess 4 digits, used for grasping and using tools. Humeigas, have natural fibers, or hairs that extend from the top of their skull and the skin of their body, used as heat insulation, where is more efficace than those of humans, and is also used as a form of fashion. They have 2 eyes with pupils that come in a natural range colors such as red, brown, green or blue used as sight, and a nose set slightly below and between these eyes which is used as a sensor for smelling and breathing. Humeigas and humans are compatible for have descendents together, but descendents have less chance to have descendents if descendants breeds with a no-[humeiga-human]. History of the Humeiga civilization. Ancient civilization. Data for ancient civilization has been added with elements of discoveries. Culture. Humeigaity culture first of all designates the observable cultural practices of the inhabitants of Aureiga (139,742,000,000, estimate in years 100,000). Humeigaity culture also defines what Aureiga has been since ancient civilization, as one of the greatest cultural centers of Aureiga. Influence. The influence of this culture is exercised in many fields, both artistic and scientific. The culture influence most Aureiga and colonies of Melyos System, the other colonies can be have the culture but with mix with culture of other civilizations. Languages. With discoveries concerning the ancient civilization, it can be noted that there were several languages but which were similar, before the single humaigaity language was established, the Lapeito. This language also influenced Humans to the invention of their new language, Boreal Basic. Traditions. Religions. Long before scientific discoveries were made, the humaigaity population worshiped Melyos and Selos, even in the old civilization. Little by little they started to worshiped some other celestial bodies like Junest, Saring and Zeuters. When a children become a adult (around 16 years old), there are a tradition where the children made some sporting and intellectual events during the day of his birthday. This allows them both to know their level and also to meet other people born on the same day. Symbols. The flag of Regnum Aureiga was created in 18,298 BCE. The star represent Melyos, the color gold represent Selos and prosperity, the red the blood of life. The National anthem of Regnum Aureiga is "Aureiga Usonys" (United Aureiga), create some days after the unification of Aureigaty 17,092 BCE, when Sabeusna Atès was the leader. This song is famous even for others species. Architecture. The architecture of building are most white for have a best isolation and also some red roofs, most for estetic design. The more famous are the Capitol on Zàlepar and the city of Deyà. Calendar. The calendar of a year is divide in 20 months or 365 days, where 15 months are divide in 18 days and the other 5 months are divide in 19 days. A week is divide in 5 days. The calendar used is the "temedar" sabeunay, a calendar create during when Sabeusna Atès was the leader in this epoch. The calendar is based with Aureiga around Melyos and also Selos around Aureiga. The year 0 exist in this calendar, is correspond to 17,945 BCE when Regnum (del) Aureiga was proclamed. Each 4 years, a day is add in the calendar, for to catch up a day lost during this 4 years to be the more closer to the sideral year of Aureiga, and also of to fix with the phases of Selos view from Aureiga. The year is named "anear del Aulos" and the extra day add in the end of the last month is named "Aulos". The first was made in the year 0 of the calendar. The first day and the mid-day are approximate when is the solstice on Aureiga. "Jates de wenay" (days of the week): "Moses del anear" (months of the year): Lapeito. Lapeito is a language use by humeigas created in 19,596 BCE with the invention of the modern writing. In this language, verbs aren't influence by the number and adjectives, professions, subjects (I, me, mine...) aren't influenced by the gender.
Humeiga
fandom.100th-millennium
# Hyperlane A Hyperlane is a volume of space connecting two or more star systems that has been deliberately cleared of particles and other obstacles for the purposes of maximizing the efficiency and safe speed of faster-than-light technologies. History. All civilizations which discover FTL quickly figured out that in regular interstellar space the density of atoms and the occasional specks of dust significantly increased energy consumption in Warp Drives or similar drives such as Hex Drives. As greater cargoes were transported via Warp Drive, the largest craft became uneconomical given the drag created by the dust. Between two heavily-trading star systems, long lines of satellites created areas of lower density using pulses of ions similar to stellar wind. These long lines are greatly expensive, meaning that only the most highly-used trade routes would get them. Additionally, they required constant maintenance as the stars changed in position relative to one another. It is not clearly known which species first created hyperlanes, but many ancient unused (typically heavily damaged) hyperlanes have been identified scattered throughout Cosmoria. The oldest probes which were likely part of hyperlanes are dated at over 1 million years old. Other less likely candidates have been found, but they are so degraded that their exact purpose was unclear. Anemoi Line. For nearly one million years, civilizations located on opposite sides of Cosmoria's core, the Lux Aeterna, have desired to trade. The obvious solution, traveling directly through the core, is usually difficult, especially for large freighters. Shielding against the Lux Aeterna's "corrosive" environment is expensive especially for the razor-thin margins many merchants have operated under. Governments willing to boost trade and thus their own economies began the construction of the largest hyperlane in history, the Anemoi Line. Construction began in about 800,000 BCE and was spear-headed by the Providence Union. It took nearly 1,000 years to build as sub-light craft slowly dropped off components. The line started in the Varona System where several other hyperlanes join it before it cuts through Morid, skirting the core. It passed through Martial Space and ended at Zushilo. Allowing for fast trade across nearly all civilizations in the galaxy, it would become even more profitable as Ma'eau fought its civil war, buying vast amounts of material for the fight. As more civilizations emerged both in Martial Space and Aylathiya, the line expanded to encompass nearly all of the stars therein. Currently, the line is as well-traveled as ever, with gigatonnes of material flowing through it at any time. Eos, Aylathiya's Sphere, Maea, and Telva are important nexuses through which most international trade flows through. Construction. In all cases, hyperlanes must be constructed from both ends of the lane - typically, these are points in the outer regions of a star system, relatively devoid of dust and almost always beyond the orbits of the large planets. On each side, a hyperlane anchor would be placed, and they must be maintained in the exact spot relative to the star - in other words, they must be equipped with engines strong enough to counter the gravitational pull of the star in question. While this is typically extremely small considering its location, a sufficient displacement of this anchor would cause the hyperlane to rapidly degrade. Once both anchors are placed and aimed at one another, more craft would be "strung" along the hyperlane, held in place by engines and powered via laser transmission down the line. Most of the nodes of a hyperlane, the stations that maintain the clear space, were put in place by slower-than-light vessels historically. Most precise faster-than-light systems now allow for the speedy construction of hyperlanes. They are currently built at a rate of one light year per two years, much faster than the original speed of one light year per decade. Importance. Hyperlanes are of economic and strategic importance in interstellar civilizations. As they effectively cut travel time and costs in half or even more between two systems, trade and transport between these systems are practically guaranteed to jump after one's construction. They are also extremely useful in traversing difficult space such as nebulas and dense cores, and in creating a transport corridor between a state's core territories and more peripheral regions. They are generally considered one of the three key technologies enabling galactic empires. Limitations. Hyperlanes have a carrying capacity. The oldest lanes were 100 meters across, meaning that only smaller ships could use them to leave room for two-way travel. Some of these ancient lanes exist to this day. Jams were common in these older lanes as many more massive freighters traveled slowly down the lane compared to smaller ships. More modern lines are well over a kilometer across, greatly increasing throughput. Large freighters travel down the middle of the lane while smaller ships squeeze by at nearly maximum speed. Collisions, while rare, are devastating. They can tear up much of the lane as material shreds through its nodes. Additionally, they can be easily targeted during times of war. Targeting an international hyperlane, especially the Amenoi Line, is a sure way to earn the hatred of every nation in Cosmoria; however, internal hyperlanes are fair game in times of war.
Hyperlane
fandom.100th-millennium
# Hypnos Hypnos is a temperate terra moon orbiting the rogue gas giant, Erebus. It contains countless robotic machines that have an unknown origin. It is said that the strongest machines, called The Brains, loosely control the area of Hypnos in urban complexes. The Brains are also recorded to be sapient, and they exhibit unique properties. They are currently presumed to be a civilization, and have been theorized to create every machine on this planet. Geography. The surface of Hypnos' is an endless, jet-black wasteland, with the odd city or machine producing a bit of light every so often. Surprisingly there are also oceans on Hypnos, although analysis of these stygian seas reveal them to be lifeless so far. The polar areas are frozen over, giving rise to immense polar ice caps. These regions haven't been touched by the Brains or any of their subjects, presumably due to the hostile environment. Climate. For a moon of a rogue planet its climate is curiously comfortable, sitting at a toasty 27°C along the equatorial zone, likely a result of Erebus' gravitational tug on Hypnos. The polar areas however, are much colder, with ice caps forming at either end of the moon. Weather-wise it's calm and predictable inland, with little to no rains in most areas. Towards the continental coasts however, rainstorms and sometimes tsunamis can occur. It is for this reason that the machines build their settlements far away from the coasts. Discovery. It was discovered in 2648 CE, when a strange signal was detected coming from the vicinity of a rogue gas giant. When it was first visited by a ship, one of the crew members noticed what looked like strange lights on the surface. A small stealth probe was launched from the ship to take a closer look and to the crew's surprise, analysis revealed that the object was a humid terrestrial world, kept above freezing by the gravitational pull of its parent planet, Erebus. A set robotic drones were sent to the surface to investigate the surface for any discrepancies. The crew at large, including much of the Federal population, was intrigued by a discovery of sentient robotic organisms which followed sapient 'brain'-like structures on cities. Contact was attempted numerous times to no avail, with ground crews and similar being unable to communicate with the sapient mechanical life. Inhabitants. A list detailing all the robotic entities encountered on the surface before the drone's mysterious deactivation. Their purpose for existing on their world is still widely unknown. The Brains:. The enigmatic Overseers of this perplexing world. They are strange bio-mechanical entities that reside in glass domes on pedestal-like structures. The name for them is of course derived from their eerie resemblance to a baseline brain, as well as the fact they regulate the other machines on the surface. They are protected by layers upon layers of metal, built by the machines they control. They presumably control all activity within the cities they inhabit. The 62 known copies of The Brain are strewn across multiple cities and hubs. All Brains have almost the same exact size, rounding down to 120 meters in height, and width. Some Brains extract minerals straight from Hypnos, and do not need help from Sentinels. Almost every contact with The Brains has come out to be mysterious, containing unknown words, phrases, and gestures that are generally difficult to understand and translate. There is a running theory that the Brains could be the literal brains of an intelligent race that inhabited Hypnos prior to its ejection from its original system. The fact that they are semi-organic makes this all the more credible. CITIES: The Cities themselves act like a hive of machines that coalesce into a network of highways, tall structures for machines to recharge, and mines that extract minerals from Hypnos. The Cities are circular in shape, and come with different rings, or sectors, with The Brains in the middle of each one. Some of the cities have monorail systems braching out of them, leading far into the Hypnosian deserts, each terminating at a platform. It would appear gathered resources are loaded onto these monorails to transport them back to the cities. Sometimes machines will board these back to the cities, most likely for occasional maintenance or repair if needed. DRILLERS: Height: 3 m to 4 m Weight: 300 kg to 400 kg Drillers: These machines are used to drill underground and create entrances to resource deposits as well as scan for minerals. They sometimes relay information to Miners, which in turn help them excavate the land. It has been seen that Drillers can grow appendages to aid them in excavating for minerals. How they do this is unknown. MINERS: Height: 1.5 m to 2 m Weight: 50 kg to 150 kg These vaguely humanoid robots serve the function of gathering valuable minerals from resource deposits. Some of them are even sent to some of the other Erebusian moons on automated spacecraft. The reason that they send them to other moons is theorized to be so other cities can be made in the future. Interestingly, they appear somewhat communal as several have been inserted to communicate with each other via beeping and light changing. Wether this is simple work orders or a possible sign of salience is unclear at this point in time. Miners are relatively scattered lowly across Hypnos, and there is a population tally of only 50,000. ROLLERS: Radius: 3 m to 11 m Weight: 1,000 kg to 15,000 kg Not much is known about these machines. They have been observed to slowly roll across the surface. Rollers are almost spherical in shape and have a blue light at their center. They are about 3 meters in radius, while the largest ones can be upward of 11. It is theorized that while rolling on the surface, they check for trace minerals in the air, or on the surface. This can be used to find new surface-level deposits. Rollers are equipped with tiny lasers that have been seen chipping off rock in some mines. This has proven that they also collect resources while not randomly rolling around. SENTINELS: Length 3 to 4 m Weight 150 kg to 200 kg These mechanical constructs fly close to the ground, only 1.6 meters in the air. They currently act as surveillance drones, that appear to scan for any threats. Countless amounts of Sentinels protect The Brains, and have been proven to be effective against foreign invasions. They possess an oval shaped, oscillating robotic eye on their faces and can fire lasers, that fend off any threat. Sentinels often seem to relay information back to The Brains, giving them updates. These machines are the strongest small-order machine on the planet. Obelisks:. Length: 50m The name is rather self explanatory, several of these jet-black obelisks can be found across each of the cities. It is believed that they act as communication relays to check up on off-world operations on Hypnos' sister moons. SPIKES: Length: 20 m to 210 m Weight: 72,000 kg to 1,200,000 kg These triangular, pointy structures can excrete tiny nanites, which are now on called 'Bugs'. They possess markings and circles that have orange light protruding from them on the surface. The Bugs seem to inhabit the Spikes, and they live on its faint glow. Spikes also inhabit the other creatures listed from before, mostly consisting of Miners and Sentinels. The tallest of these structures is 41.3 meters tall. BUGS: Length: 900 μm to 2 mm Weight: 10 mg - 25 mg These machine entities are to be avoided at all costs. Any instances of inhalation of Bugs will result in rapid multiplication of said machines. They will end up protruding outside of skin, tissues, and eventually use electrolytes in a biological's body to make more versions of themselves. It also drains the power of synthetic organisms. It is recommended that if anyone approach 'Bugs', they should wear a mask and protective suit at all times. One should not approach the Bugs within a 5 meter radius, unless they possess the proper training, and equipment. Despite their name, they barely have any resemblance to an actual insect, having a sharp triangular body and six legs. In the event that a strike team should capture a Bug, or multiple Bugs, they should check the containment level of The Bugs. If its level and population exceeds (2.5 and 5 Trillion respectively), The Bugs on Hypnos should be declared a planetary threat. Wire Bushes:. Length: 2-6ft The name given to odd, bush-like constructs found just outside each of the cities. As the name implies, they look like several, dark blue wires poking out the ground in small formations. Their purpose is unknown as they have only been observed emitting flashes of electricity which has led some to theorize that they could act as charging stations for Rollers and Miners. OVERSEERS:. Length: 10m Width: 10m Weight: 5 - 10 Tonnes Overseers are artificial satellites put into orbit by chemical rockets. These rockets were built by The Brains, with the purpose of making communications to other cities much easier to accomplish. They are also used to contact any incoming ships. Some Overseers are equipped with a section of a Brain's knowledge, making them sapient. Overseers also attain a high level of autonomy. New Overseers that are being launched are occasionally equipped with small laser cannons, as a way to deter any foreign craft or would-be attackers. Organic life? What look to be large, possibly skeletal structures have been found in some areas of the surface along with what look like fossilized remains of possible plant life. It is highly likely that Hypnos harboured life in the past, presumably intelligent as well if the Brains are indeed native. These were discovered during the first expedition.
Hypnos
fandom.100th-millennium
# Ibaradism Throughout history, especially amongst primitive civilizations, a certain fear pervades society, the fear of nature itself. In a desperate attempt to gain influence over an otherwise terrifying and uncaring world, they develop gods and religious rituals. As civilizations gain control over their home worlds, often time gaining power surpassing that afforded to their gods in myth, they move away from these beliefs. With all manner of terrifying things firmly under their control, civilizations lose the need for their gods, what is there for an interstellar civilization to fear besides other civilizations? One religious order to break the mold is that of the Ibaradists, whose religion was not based on a fear of natural disasters or death, but of an embrace of their inevitability. Ibaradism is a decentralized monolatric Atlin religion most heavily influenced by Titania. This religion is one of the largest religions in the universe with over 3.98 trillion practitioners. Its adherents, known as Ibaradists, make up the majority of the population in many regions, in particular Blumeheim. The core belief of this religion is that the embrace of what is natural, accepting what is outside of one's control, and becoming at peace with the universe is the key to internal peace. Ibaradists believe that personal spiritual knowledge or enlightenment is the only way to be freed from the "mortal coil," what is generally perceived to be a pathetic state of existence suitable for only the lowest of life forms. By achieving enlightenment, Ibaradists believe their minds will be free enough upon death to escape reincarnation. The religion remains diverse in its many variants as well as individual interpretations of cosmology, prophecy, justification, and ritualism. The variants generally hold in common a distinction between the true supreme beings, of which Ibarados is a part, and the illusions of power achieved by civilizations upon reaching a certain technological level. Classical Ibaradism began in 74,841 BCE in the Blumeheim region of Eos as Titania began her ministry. It was originally only practiced among a minority of the Atlins until it spread to Orcubor in the early 73,000s BCE. The religion remained remarkably uniform until the death of Titania in 13,684 CE. The death of what Ibaradists believed to be an immortal prophetess caused wide-scale panic, culminating in the founding of Empyros, a fascist theocracy dedicated to cleansing the universe of infidels. Eventually, Empyros would collapse and the modern Ibaradist religion would form. History. As the Atlins entered the galactic stage, not as willing participants but as subjects to the Orcubor government, they found themselves within a hostile universe. As was normal in Martial Space, the Atlins were exposed to all manner of beings whose very nature defied empiricism. The Ekrosian Guardians, The Administrator, and Nocturne represented society-upending forces. While many fled to the old religions, such as the worship of the stars or ancestors, many turned to these new beings for worship. Aeternalism quickly spread amongst the Atlins while the Orcubor stuck to a strictly monotheistic religion simply called Holo's Call. In this environment, where only religion could provide not only answers but a sense of security, a new movement began. Chased off world for spreading what were called "slanderous lies" against the Angels of Aeternalism, a small group of worshipers would begin worshiping the goddess Ibarados in about 115,000 BCE. They came to the conclusion that even the Angels ultimately had no control over reality, making the worship of them pointless. To this group, Ibarados was the universe itself, the ultimate power of nature. Titania would enter the universe in 114,448 BCE, reaching out to this small group of faithful shortly thereafter. Possessing seemingly divine powers, Titania affirmed the teachings of this small group while adding thousands of addenda, expanding on them greatly. Vast numbers converted to the new religion as Titania's charismatic presentation of cosmology, coupled with its consistency in explaining reality, drew many new converts. The religion would become immensely popular as Titania became one of the three rulers of the Triumvirate Civilization, the other two leaders canonizing the religion in official state accounts of history and science. Similar in belief to both Aeternalism and the Cabal of the Amaranth Truth, Ibaradism was a bridge between the Triumvirate and its neighbors in Sedrua and the Commonwealth of Aggregate Aylathiya. However, as Titania continued to expand on the religion, the gap between it and its sister traditions expanded. This coupled with a move towards monotheism and further syncretism with other religions such as the Un'oit tradition would keep the nations at odds with one another. The fall of the Triumvirate in 1 CE as its three leaders went their separate ways caused Titania to found a new nation Florenta in which she would rule. In this time, the religion remained remarkably stagnant as Titania standardized practice across her territory. Disaster struck when, in 13,684 CE, the Neo-Terran Party killed Titania and left Florenta in chaos. What emerged from the remains was Empyros, a fascist theocracy. As the priesthood spiraled into fanaticism, Empyros began a purge of religious orders across Martial Space. They believed that it was up to them to return the universe to its natural state. This culminated in the Great Empyreal Crusade as hoards of religious radicals swept across Aylathiya. In protest of the war, the Church of the Fae Queen (CFQ) formed as vast numbers fell away. The fall and defascization of Empyros after the Great Empyreal Crusade resulted in the execution of the vast majority of its priest class. Classical Ibaradism soon became replaced by modern Ibaradism afterwards as the CFQ rushed to fill in the vacuum left behind by the state church. After the conflict, new branches formed as vast numbers of refugees fled to other galaxies. Florathel would see shifts in its largest religion, Marwanism, as Ibaradists began influencing its theology. Additionally, Martial Civil Religion would emerge heavily influenced by the teachings of Titania. Currently, the CFQ remains the most influential Ibaradist church. Morality. The dominant view of morality is based on a system of virtue ethics with the achievement of personal virtue seen as the highest good. Following the collapse of Empyros, a movement emphasizing "Siuos," meaning "good-spirited-ness," became the standard view. Fundamentally, practitioners value finding inner peace by embracing nature. To the Ibaradist, nature is neither good or bad but just is. Good and bad only exists within minds as impressions of what nature has done. Given this view, Ibaradists came to the conclusion that holding onto the things of the material universe, which is believed to be fleeting and meaningless, is ultimately harmful. Through meditation and, in many cases, psychological restructuring, Ibaradists seek to achieve "Siuos" by abandoning the universe. When attachment is removed, harmful actions such as murder, theft, lying, etc. are necessarily removed as these things are said to stem from desires for material gain. This moral system applies to the gods as well. Deities and religions that preach chaotic, selfish, or materialist points of view are said to be foolish and a product of the hopeless condition of mortals. The principle "evil" deity, Kokos, is believed to be the ultimate embodiment of these negative traits. Ibaradists believe that acting with accordance to nature makes the universe more orderly. Intelligent life is special in that it can decide how it behaves. This means that intelligent life is the only part of the universe that can embrace chaos. Once "Siuos" is achieved, it is said that the universe becomes more orderly and one achieves perfect inner peace. Once inner peace is achieved, most believe that the soul becomes light enough to escape the universe, itself finally in sync with nature. Types of Heavenly Beings. Deities. The highest beings within the Cosmos, who reside in the realm known as "The Empyrean" are the gods. Gods are considered to embody parts of nature, making them neither good nor evil. The Church of the Fae Queen's official stance is that "gods are metaphors for nature." Even so, roughly a third of Ibaradists believe the beings to physically exist. Whether they are theists who believe the gods to be literal or pantheists who believe that the gods are nature itself, Ibaradists effectively worship nature and strive to fit into "the grand machine." Aeons. The higher realms of the cosmos are populated by "aeons," which are spiritual beings not unlike the lesser gods or angels of other mythoi. The Aeons were free to do as they liked with their fabulous powers and many of the gods worshiped across the universe are believed to be Aeons. Those that accept their place in nature are said to follow Ibarados while those that are evil are generally seen as slaves to their own whims or desires. The names of Aeons usually end in "-ot." Aeons are created beings while gods are spontaneously generating beings. Even so, they represent power far beyond anything that exists within Cosmoria. Almost all Aeons are the descendants of the gods Argentos and Lunalunos, with a small number coming from Ibarados. These beings are thought to have formed randomly throughout time and mostly within the higher realms. Some Ibaradists believe that aeons can and have formed in the material universe. Lacking a physical form, these beings are generally depicted as their most common "avatars" or "possessions." Theistic Ibaradists believe in Aeons while the pantheists only pay heed to the gods themselves. Automat. Beings of infinite-regression, whose complexity cannot ever hoped to be modeled, are called Automat. While often believed to be made of gear and axle, they are by no means reproducible technology. Only the gods could create beings such as these, whose graceful and infinitely complex movements and motives exist as a testimony to their power. Mortals who approach these beings invariably turn away as humbled, just viewing this power alone enough to cause anyone to praise them as gods. To a Ibaradist, however, worshiping even these magnificent beings is heretical, for yet more magnificent entities exist. With terrifying might of their own, Automat are beings who are just barely capable of existing within Cosmoria. Examples include The Administrator, Delyatu and beings such as the Cerulean Kings, all of which are nigh incomprehensible aberrations resting upon the fabric of reality. Automat are improper to worship and are considered to be beings of chaos whose existence is a product of the corruption of Kokos. Names for these beings have the most diversity as they universally have existing names. A growing number of Ibaradists have canonized the High Warlock as an Automat. Fae. Fae are only one step above mortals and are said to be the most numerous spiritual beings. Beings such as Mother Sydiah and the other Angels in Aeternalism, Mars, and Eve are all considered Fae. Titania is believed to be the Queen of the Fae as well as the most beautiful object within the universe when viewed from the outside. Fae are generally considered servants of Argentos or Kokos who use their power and influence to misguide the people of the cosmos simply out of spite for Ibarados. Given their general behavior throughout history, one could reasonably come to this conclusion, especially given the endless conflicts that these beings caused. They are said to often war with the Automat and sometimes even Aeons; their hubris causing them to seek power well beyond their means. Classical Deities. A minority of Ibaradists have a literal interpretation of the wide range of deities, meaning that they believe that the various stories of gods across the cosmos are literal occurrences rather than metaphors. Classical Ibaradists interpret these myths to be metaphorical emanations of Ibarados (or Kokos) whose interactions can only be conveyed by story while modern Ibaradists believe that these stories are foolish inventions by mortals to explain nature. Ibarados. Due to the innate qualities of reality, Ibarados is said to have spontaneously formed. Before Ibarados existed the Void of Totality, a philosophical nothing in which nothing existed save for the capacity for things to exist. The moment Ibarados emerged, this perfect nothing was forever destroyed, her energy creating the modern Void of Creation. While the difference between the Void of Totality and Void of Creation are few, the transition between the two marked a turning point in reality. As Ibarados' mere existence allowed for energy to exist in its modern form. With the building blocks for reality, Ibarados spoke the first thoughts to have ever existed:<br> "Do" <br>This one word is said to have created things such as Amaranth, Imagindarium, and Ambrosia. Ibaradists believe that the stories of Ambrosia and its heroes, as described in the Amaranth Echoes and believed as canon by the Aeternalists, were true events initiated by the goddess Ibarados. This primordial reality, called Ambros, was devoid of free will and represented Ibarados' first attempt at creation. After Ambros ran its course, Ibarados decided to create beings like herself, with free will.<br> "Be" <br>The next word spoken caused the quantum field to emerge, creating Cosmoria. The goddess molded the fields from chaotic phenomena into the orderly fields seen today. Most of them were higher dimensional processes that could create spiritual and idealized objects and planes. The minority were three-dimensional and useless for creating perfect realities and were thus left in their chaotic form. Ibarados is the creator goddess of the entirety of reality save for the physical realm. As the chief goddess, worship by Ibaradists is mostly directed to this being. It is widely believed that humbling oneself before Ibarados in life, essentially admitting one's weakness compared to her through worship, is a key step to achieve salvation. Others believe that salvation is not why one should worship Ibarados; they believe that Ibarados is worthy of worship simply because of who she is with no regard for benefits. Ibarados is described to be immovable, invisible, intangible, immaculate, and virtually ineffable. While Ibarados is commonly personified as female, the goddess is often believed to be hermaphroditic or entirely above the concept of sex or gender altogether. While never stated directly, Ibarados is characterized as behaving with mercy, love, and pity whenever dealing with lesser beings; however, she also does not tolerate any form of arrogance whatsoever. As Ibaradism has become increasingly popular among Humans and other bipedal predatory species, Ibarados is most often depicted as a Humanoid bathed in light. Upon her head rests two lenses, granting her omniscience, while her hair or clothes are portrayed as Amaranth-colored. To other species, Ibarados is depicted in forms closer to them or as amalgamations of other species. The vibrant Amaranth and her twin lenses remain constant across depictions. Kokos. Where Ibarados is described as beyond comprehension and infinitely complex, Kokos is a simple being. Kokos is often thought of as taking on the forms of platonic solids, most commonly cubes, spheres, or pyramids. Kokos is often considered to be the source of all evil, while others consider it to be the accidental creator of evil in its lust for power and status. Many believe that certain teachings and religions are created or manipulated by Kokos to maximize its influence. Ibaradists believe that the Lux Aeterna is the physical form of Kokos and refuse to engage in the practice of Thaumaturgy because of it. Kokos represents resisting nature just the Lux Aeterna resists the standard physical laws. Argentos (Silver). Argentos is a concept directly based on the very real being known as Silver Azurade. In these belief systems, Argentos is believed to be a chaos god responsible for the fall of Kokos. Based on a figure within the Theocracy of Silverstar's pantheon, Ibaradists came to despise the religion for its worship of the being. Since those within the Theocracy will deny that their deity is much like the Ibaradist descriptions, Silver and Argentos are considered different beings. Silver Azurade is said to be a minute emanation of the actual Argentos, explaining Silver's rejection of Ibaradist belief. Argentos is believed to be the cohort ruler of reality, second only to Ibarados. Argentos wields a significant amount of power, is the creator of most of the gods in the pantheon, and is responsible for a large number of the realms in the universe. Additionally, Argentos is credited with the creation of the Automat. Argentos is depicted as an orb within which lies a thunderstorm. The orb is encased within a cube of blindingly white material. Around this orb are much smaller structures orbiting the being in unpredictable paths. The structures are nearly countless and absorb light rather than emit it. One of the structures has a humanoid form and is said to be the Silver Azurade as described in the Theocracy. Lunalunos. Lunalunos the third god (or goddess) within the hierarchy and is associated with technology. The being is exclusively depicted as a Human, without gender, who wears similar lenses to Ibarados. Lunalunos spends their time operating an ancient device with a myriad of buttons across its surface. When pressed, the button will cause an arm to strike a parchment, leaving behind a mark on it. This mark, while called a "letter", is actually a two-dimensional fractal whose exact nature depicts all of reality at its current moment. Continually typing away at this machine, Lunalunos records the events of the entire Cosmos, documenting the glorious works of Ibarados. Lunalunos is the most talented of the gods in the creation of Automat. Many believe that Lunalunos was responsible for the creation of the majority of Automat, including those within Cosmoria. Many associated Lunalunos with the Cybersphere. Creation Narrative. Creation of Heaven. Heaven, known as The Empyrean, was one of the first of Ibarados' creations. Shortly after, she began creating the rest of the cosmos. Alone and free to mold them however she pleased, Ibarados created a vast array of realms, each unique from the last. In many of the myths, Ibarados views these realms as what are essentially decorations, ranging in size from the size of an atom to light years across. While Ibarados was busy creating the cosmos, she grew lonely, not a single other being existed to keep her company. Reality itself, in response to this loneliness, would cause the spontaneous generation of the being known as Argentos. Argentos, gendered as male, became Ibarados' consort and kept her company. Argentos, however, grew bored with The Empyrean. Unlike Ibarados who enjoyed perfection, Argentos grew to enjoy chaos. Argentos would often leave The Empyrean for years at a time to try his hand at creation. First he created simple spirits that could do little more than stay in place. With time, Argentos' skill would increase, allowing for him to create all manner of beings, called Automat. These were the first sapient beings in creation beyond Ibarados and Argentos. Automat are not pure spirits like the gods; they behave much like physical matter does by a set of rules. They are often characterized to be made up of cogs and metal that contain a spirit within. Soon after their creation, they began spreading out across the cosmos. Ibarados, blind to the existence of these beings, continued creating the Cosmos on her own. Argentos, after creating the Automat, began fashioning for himself a companion that would keep him company on his excursions. This companion would be the first aeon and would be named "Lunalunos." Lunalunos is described as "sparklingly beautiful" but does not have a gender ascribed to them. Argentos was satisfied with Lunalunos who would keep him company as he experimented with the cosmos. Argentos and Lunalunos are believed to be the pinnacle of creation. Despite Lunalunos being a created being instead of a spontaneously generated one, they are still treated as a god. The Creation of the Material Universe. After some amount of time, Ibarados took a break from creating the cosmos, having completed most of it. Ibarados looked across her creation, failing to see it in much detail. Her vision was limited to what was immediately in her presence, causing most of what happened in creation to go unnoticed. Some time later, Ibarados saw, in little detail, the large number of lesser creatures fluttering across the expanse and decided that she wanted to try her hand at creating lesser beings. At this moment, Ibarados created chemistry and, using this complicated process, she created the first forms of life. She found Lunalunos and Argentos to show them her creation. When she got close enough to see the Automat, made with gears, she grew frustrated. Using chemistry, she was unable to make beings as majestic as them. Ibarados soon gave up, casting the life form out of heaven. This life form would sit in place for millions of years, gradually forming into a spherical shape. Eventually, the life form became perfectly spherical and gained a sort of mind. It returned to heaven to inquire about its origins. Ibarados looked at the sphere and saw that is had developed a spirit. She gave it a body like an Automat's before returning to creating heaven, doing little to interact with it otherwise. Lunalunos, however, took interest in the sphere. They began telling the sphere about all matters such as the origin of things and heaven. The sphere would soon be called "Kokos." Kokos would grow to hate Ibarados for making her imperfect, upset with her own nature. While all the other beings were capable of elegantly moving through space and time, Kokos' inefficient body required constant maintenance. Kokos, alienated from her "mother," began listening to the teachings of Argentos. Argentos believed that it was best for everyone to live according to their own desires, eventually inspiring Kokos to defy the will of Ibarados by descending into what would become the three-dimensional universe. Kokos began manipulating the remaining Cosmic Primordia to form the material universe. After receiving no punishment or even acknowledgement from Ibarados, Kokos continued creating just as her mother had. As a being made of chemical reactions, Kokos influenced the material universe to have chemistry, especially as the spirit-based forms of higher reality were impossible in the material universe. Ibarados' Response. It would soon come to pass, sixty million years before the common era, that Ibarados would finally complete the work of the Cosmos. Upon finishing, the goddess would once more return to heaven to rest. Ibarados' rest was short as it was interrupted by thoughts of her only child. Ibarados, remembering her daughter, decided to look to see what she has done and how she had been. It was then that Ibarados discovered the physical universe, chief among Kokos' creation as well as one of the more common locations for leisure among the Automat. Ibarados, herself much more powerful than any of the beings who entered it, nearly destroyed it. Her immense power caused a series of great calamities, believed to be what allowed for many of the Automat to begin interacting with the universe itself. Moreover, Ibarados was unable to see into the material universe due to its physical form. Ibarados grew perplexed with her daughter's creation. To her it was fragile and invisible, making learning even the smallest thing about it impossible. Ibarados summoned Lunalunos, asking the god to tell her what was happening in Kokos' domain. Lunalunos relayed a story of uncountably many individuals suffering; lesser beings that were not perfect like the Automat or spiritual like the Aeons. Ibarados wept, unable to intervene. Looking through her creation, she could find no way to interact with the physical universe, no way to reduce her power enough to venture within. Eventually, she would find that Lunalunos held great skill in the creation of Automat. In exchange for giving Lunalunos great power, Lunalunos would craft a pair of lenses allowing Ibarados to see not only into Cosmoria, but across all of her creation. Her lenses were themselves a two-spirited Automat named "Meganot." Equipped with these spiritual lenses, Ibarados was finally able to witness the horrors that Kokos had made. Immediately, Ibarados cursed Kokos by locking her into the physical universe. Even so, the untold numbers of suffering beings caused Ibarados to gather the remainder of her power to create Titania. Titania's task was to counter the false religions of Cosmoria and relay to the people a means by which they could free themselves from them Turbulence. Kokos, separated from the goodness of heaven, began desperately trying to reenter. Argentos, in his selfishness, abandoned his faithful pupil out of fear that Ibarados would lock him in the material universe as well. With no other beings to talk to, Kokos would in the universe, with nothing more to do but maintain her creation. For this reason, many associated Kokos with Azurade. After Ibarados began to rest once more. Other aeons would move into the material universe from time to time, marveling at its unique properties compared to the other realms of the cosmos. These newer aeons were mostly descended from Argentos and Lunalunos who themselves would, from time to time, also visit the material universe. The mortals would begin fighting wars over whichever aeon or automat they worshiped, distressing most of the aeons as they just wanted to help the mortals. Aeons are said to have been heavily involved in the universe for at least 7 million years, but this greatly increased around the formation of Sedrua and the Triumvirate Civilization, who Ibaradists believe were ruled by Aeons either coming from heaven or from the Lux Aeterna, Kokos' forsaken realm. Eschatology. The end of the universe as well as the end of an individual's life are covered under the study of Ibaradist eschatology. The major issues are the end of the physical world, the afterlife, the validity of other religious practices, and the new universe that would replace the old one. A relative constant is the belief that the physical universe will not last forever. Whether due to heat death, divine judgement, or an apocalypse, the material universe is believed to come to an end. Once destroyed, Kokos is said to be killed and all of her followers slain with her. Those that sought the truth will be cleansed of their material forms and will be free to reside in the spiritual cosmos. A small sect believes that Kokos will create a new universe after learning of her mistakes, a universe where nature and humans were indistinguishable, a paradise by any Ibaradist's definition. Variants. Ibaradism, being so large as it is, can be divided into five main denominations, Classical, Modernist, Dualism, Kamist, and Deism. Numerous schisms shook the religion after the death of Titania, creating a vast array of different churches. The five groups each have large organizations representing their faiths. Most of these organizations are united under the Church of the Fae Queen, one of the largest interdenominational religious organization in Cosmoria and the only one with sovereignty over large tracts of space. Classical Ibaradism. Classical Ibaradism derives its teachings from the writings of Titania. This doctrine of only accepting Titania's writings is the main characteristic of Classical Ibaradism. The oldest of the five main branches, this sect claims that its beliefs are the most accurate. They tend to take a literal view of the writings and they regularly worship Ibarados in elaborate planet-spanning rituals and rites. Modernism. Mordernists are the dominant branch and the branch endorsed by the Church of the Fae Queen. With a metaphorical view of the stories, the Modernists are pantheist in that they believe that nature itself is divine. Rather than place their faith in a being to protect them, they find solace in the sheer futility of existence. Dualist Ibaradism. Dualist Ibaradism paints Kokos and Ibarados as equal and opposite forces on reality. They believe that Kokos represents pure evil and Ibarados pure good. Generally taking a liberal but literal view on Titania's writings, Dualists tend to incorporate writings made by Ma'eau and The Administrator, Titania's two co-rulers, as accurate depictions of reality. Kamism. Kamism is an omnist faction of Ibaradism, accepting all deities as equally divine emanations of Ibarados, who this sect call "Kyuos." With a great deal of influence from Aeternalism, the Lux Aeterna is considered a deity and the High Warlock is considered an Automat created by the Lux Aeterna. This sect is quick to accept new beings into the pantheon. Kamists believe that personal virtue will allow for one to live in paradise after they die. Kyoism. Kyoism is the belief in intelligent design, the word derived from the Ibaradist word for reality, "Kyuos." The least religious of the sects, Kyoism is accepted widely across society, especially in Martial Space, as a means to explain phenomena beyond the scope of science. Influence on Culture. Ibaradism's over 200,000 year history has been hugely impactful on the broader history of Cosmoria. Ibaradist ideas have been greatly influential in the areas of art, architecture, literature, philosophy, and even science. Since its spread from Alphos to across Martial Space, it has become the default religious view of the region, even the non-religious in Martial Space practice many of its tenants. Compared to even many of the religious outside of Martial Space, the average self-identifying Martial atheist will engage more with religion on a daily basis. The default view of much of the society in and around Martial Space is that "natural" means inherently good. In contrast, "artificial" often has the connotation of defying the will of the universe in some way. The words are so loaded that "organic" and "synthetic" have come to replace them in scientific discussions. Syncretism. Related Religions. Proto-Ibaradism, more widely known as Holo's Call, was a religion concerned with the fatalist view that the universe was managed by an uncaring deity, Holos. They believed that joy could be found in accepting Holo's will, or Call, by living a "natural life." Created amongst the Llaens, the themes of this religion bares a striking resemblance to early Ibaradism and the current iteration of the religion. Aeternalism and Alecisism have both contributed to Ibaradism in that the figures in both religions have been adopted. Not much in the way of themes have been preserved between the religions, however. Effect on Other Religions. Marwanism has been greatly affected by Ibaradism, going so far as to accept Ibarados not as a creator deity but as a regional god for the region of Martial Space.. Martial Civil Religion, the worship of the Martial State, emperor, or Mars broadly, has also heavily syncretized with Ibaradism. The practitioners of this religion identify Mars as a messianic figure that will deliver this universe from "chaos," the conception of which is based heavily on the idea of Kokos. Most believers say that Titania was the first prophet and Mars the second. The Martial Faith holds that nature itself demands that Mars should rule it, making the worship or following of Mars an inherent good. The Un'oit Religion was entirely subsumed into Ibaradism following their conquest of Hathia. Its figures were substituted for the Ibaradist deities. Criticisms. Alecisists are the most vocal critics of Ibaradism, believing it to falsely portray its religious figures. Additionally, many criticize it for being a religion of "submission," as the core tenant of embracing what is natural necessitates abandoning ones own desires. While Ibaradist scholars have often pushed backed against these claims, it remains true that Ibaradism's interpretation of religious figures and history are less than accurate. Many philosophers of the atheist persuasion believe Ibaradism to have contributed greatly to the stagnation of Martial Space following the collapse of the Triumvirate. They cite a devotion to building temples and meditation over actually acting on the physical universe as the main set back. Martial Civil Religion seeks to correct this, only to posit what is often described as a "totalitarian devotion to the state," less than desirable for the more libertarian-minded. Titanium Paladins. A Titanium Paladin is a Paladin that draws power from their devotion of Ibaradism. One of the oldest orders of Paladin, the Titanium Paladins were a universally-feared group during the early part of the common era. Abilities ranged from simple durability increases to flight for the less experienced and the summoning of what were called "Automat Avatars" for the most advanced. The Automat Avatars, appearing less like physical beings and more like the concept of gears or machinery, were powerful engines of destruction capable of effortlessly destroying large cities. From the destruction of the Svartálfar to the Ekrosian Guardians, similar beings have had a large impact on the history of Martial Space. With the mass execution of the priest class and the total destruction of entire worlds, the ability to summon these "machines" has been lost. To this day, still-existing orders have been looking for ways to summon them.
Ibaradism
fandom.100th-millennium
# Ilera Soteris Ilera Carissa Caranda Soteris (born 99,468 CE) is a Tairanian politician who is the current 103rd President of Tairane Federation, she is the fourth woman and the youngest ever to hold this position. She is a member and party leader of the Democratic Liberal Group (DLG), and was previously elected as party leader in 99,501 CE. Soteris was born on 99,468 CE in Cors Tairane, Ioleria Prime as the only daughter of Decima and Agina Soteris. She has a younger brother, Enys Soteris, who is three years younger. Soteris attended the prestigious Ioleria Preparatory Academy, and later studied law at the University of Tairane. She received her doctoral degree in 99,492 CE. In 99,494 CE she ran for the position of Councilwoman of Cors Tairane. She was successful and served two year terms as councilor before being elected City Magistrate of Cors Tairane in 99,499 CE. During her tenure as City Magistrate, Soteris gained a reputation as an effective leader and competent administrator. In 99,500 CE, Soteris was elected as the DLG's party leader. She ran for presidency in the following year and won with a landslide victory, becoming the fourth woman to hold office and the 103rd President of Tairane Federation. Soteris is the first DLG president in fifty years, and the first Iolerian president in seventy years. As President, Soteris has pursued an active foreign policy. She has worked to improve relations with Tairane Federation's neighbours, and has also sought to increase Tairane Federation's involvement in intersystem affairs. She has also worked to increase the transparency of the Federation, and has ordered several federal classified documents to be cleared in public domain. She has been criticized by some for her handling of national affairs, and the economy, but her popularity remains high. Soteris has also implemented a number of domestic reforms, including increasing funding for national education and extensive public healthcare. Under her administration, Tairane Federation has also become more economically bullish and stable. Early childhood. Ilera Carissa Caranda Soteris was born on 99,468 CE in the outskirts of Cors Tairane Eperopolitan Area as the only daughter of Decima and Agina Soteris. She has a younger brother, Enys Soteris, who is three years younger. Her father worked as a senior engineer for a regional firm, while her mother was a unassuming homemaker. The modest family lived in a middle-class neighbourhood within the Cors Tairane Eperopolitan Area. As a child, Soteris was noted for her fierce inquisitiveness and intellect, and she was often top of her class. She excelled in all her subjects, and showed a particular aptitude for public speaking and mathematics. Soteris was also an active child, in addition to participation in sports. She was also a member of the Cors Tairane Youth Association, where she served as president for two years. Soteris attended the prestigious Ioleria Preparatory Academy, which she graduated from in 99,487 CE. She later studied law at the University of Tairane. During her time at university, Soteris became involved in student politics. She was elected as Chairwoman of the Student Society in 99,489 CE. In 99,492 CE she received her doctoral degree after completing her thesis on "The Evolution of Tairanian Jurisprudence Precedence". Education. Ioleria Preparatory Academy. Soteris attended the prestigious Ioleria Preparatory Academy, which she graduated from in 99,487 CE. The school is one of the most competitive schools to get into as it only accepts students in the top 5% of their class. The Preparatory Academy provides a curriculum that covers all the major subjects. The first three years focuses on core subjects such as basic sciences such as mathematics, physics and chemistry, plus electives. The next two years puts more emphasis on more advanced sciences such as biology, planetary science, astronomy, and so forth. The last year is devoted to electives, where final year students can choose to study subjects to their choosing such as; art, music, politics, foreign languages, and among others. Soteris graduated from the Preparatory Academy with honours in all her subjects. She was also active in extracurricular activities, as she was a member of the Cors Tairane Youth Association, where she served as president for two years. University of Tairane. After graduating from the Preparatory Academy, Soteris studied law at the University of Tairane. The University of Tairane is the oldest and most prestigious university in Tairane Federation, and is one of the largest universities in terms of campus size. The university has a reputation for producing some of the best legal and academic minds throughout Tairane Federation. During her time at university, Soteris became involved in student politics. She was elected as President of the Student Union in 99,489 CE. In this position, she was responsible for representing the interests of all students at the university. She also sat on a number of committees, including the disciplinary committee and budget committee. Soteris was also active in extracurricular campus activities, as she was a member of the debate society and thespian guilds. She also participated in athletics, as she was a member of the university's fencing team. In 99,492 CE she received her doctoral degree after completing her thesis on "The Evolution of Tairanian Jurisprudence". Soteris later credited her time at the university for giving her the confidence to pursue a career in politics. She also said that the experience of being a student leader was invaluable in preparing her for a future political career. Political career. Early political career (99,494-99,500 CE). After graduating from university, Soteris ran for the position of Councilwoman of Cors Tairane in 99,494 CE. The election was held under the first past the post system. Soteris won the election with 53% of the vote. She was sworn in as councilor on 99,495 CE. As a councilor, Soteris served on a number of delegations, including the finance committee and city committee. She was also elected as Deputy Mayor in 99,496 CE. In this position, she was responsible for representing the mayor in his absence. Soteris's term as councilor ended in 99,498 CE. She did not run for re-election, as she instead ran for the position of City Magistrate of Cors Tairane. The election was held under the single transferable vote system. Soteris won the election with 58% of the vote after three rounds of voting. She took office on 99,499 CE and served a two year term before being replaced by her successor. During her tenure as magistrate, Soteris gained a reputation as an effective leader and competent administrator. Under her leadership, Cors Tairane experienced significant economic growth and social development. Her popularity increased significantly during her time in office, which laid the foundations for her future political career. Regional politics. After graduating from university, Soteris ran for the position of Councilwoman of Cors Tairane in the 99,494 CE local elections. She was successful and served two year terms as councilor before being elected City Magistrate of Cors Tairane in 99,499 CE. During her tenure as City Magistrate, Soteris gained a reputation as an effective leader and competent administrator. She was responsible for the construction of several public infrastructure projects within Cors Tairane. These projects included a new spaceport, an orbital elevator, and an hypertransit network extension, further connecting Cors Tairane to other major metropolitan areas on Arathel and Maeradina. In 99,500 CE, Soteris ran for election as the DLG's party leader after incumbent party leader Simos Adam Leandon stepped down due to health reasons. She won the leadership election with sixty percent of the vote. Under her leadership, the DLG saw an increase in support from voters across Tairane Federation. In the following year's presidential election, she ran against incumbent Ivos Carile of the National Unity Party (NUP). The faction is based on Mocryon, a major Tairane Federation world located within the Federal Core Systems, and had been in power for fifty years at that point, and were seen by many as corrupt, sybaritic, and out-of-touch with average Tairane citizens. The NUP ran on a platform of languid promises change and reform, promising to reduce federal corruption and overspending deficits if they were elected into office. Soteris predictably won the election with an overwhelming seventy percent of the vote; she became both the first woman and the youngest to be ever elected president in all of Tairane history, and also the first Iolerian president in seventy years. President of Tairane Federation. Soteris was inaugurated as the 103rd President of Tairane Federation on 99,502 CE. In her inauguration speech, Soteris thanks her supporters, and promised to work towards a more better future, as well as to increase Tairane Federation's involvement in intersytem and galactic affairs. She also pledged to reduce corruption and increase economic development. The speech transcript as it follows:" " As president, Soteris has worked to improve relations with Tairane Federation's neighbours. She has made several state visits to Frontier systems, and has hosted a number of foreign dignitaries at the Presidential Palace in Ioleria Prime. Soteris has also sought to increase Tairane Federation's involvement in intersystem affairs. In 99,505 CE she attended the centennial meeting of the Federation Council, where she gave a speech calling for increased cooperation between star systems. The speech was well-received by other delegates, and helped raise awareness of Tairane issues among the wider galactic community. Soteris' handling of national affairs has been mixed. She has been criticized by some for her handling of the economy, which entered into recession shortly after she took office. However, others have praised her for her efforts in reducing corruption and increasing transparency within the government. Her popularity remains high; a recent poll showed that eighty percent of respondents approved of her performance her administration. Soteris has also implemented a number of domestic reforms. She has increased funding for national education, and has also worked to increase the availability of universal healthcare. Under her administration, Tairane Federation has also become more economically stable. Soteris' economic policies have been credited with helping Tairane weather the recent economic recession events.
Ilera Soteris
fandom.100th-millennium
# Indar World of Indar This piece of fiction takes place in the Greater Celestial Concord Overview / Locations / Characters "The second I stepped off the hyperspeed train and onto the bustling cityscape of Indar, I was struck by the city's energetic and vibrant nature. The air was alive with the sounds of countless people talking, the tone of hovering trams flying above me, the smell of exotic spices emanating from the snack stands, and the sight of soaring, neon-lit skyscrapers shrouding the horizon." "Exploring the urban sprawl, I discovered a tapestry of races and cultures unlike any other, almost as if I had set foot on a hundred worlds at once. Indar was a constantly growing cityscape, a place where anything was possible and anything could happen. I felt alive and energized just being there, and I knew that I would never forget my time on this incredible world." The world of Indar is believed to be the crown jewel of Zalanthium's dreamy forest of stars, a melting pot of countless distinct races and cultures across Cosmoria. The heart of Auralia's civilization, the planet's landscape is enveloped by an ever-present luminary cityscape. It took many centuries of exponential growth and unceasing struggles for Indar to ascend to what many thought to be a mere dream, and an optimistic one at that. Home to a worldly society rich in culture and diverse in its people, Indar's wealth and prestige have endowed its people with a sense of pride and commitment to their home. The people of Indar have never been united under a singular authority, a trait that has led to the rise of a unique political world spanning its bustling cityscapes. The myriad countries of Indar aim to spread their influence across the urban jungle, led by their set of political goals and societal ideals. Over many centuries, the society of Indar has undergone both peace and conflict, building up to the ongoing golden age of unity and compassion guided by the Global Union, a great alliance seeking to raise the future generations in peace. The unique atmosphere of Indar has driven its people to soar beyond what is thought to be possible, both in technological growth and societal development. Every aspect of the planet runs like clockwork, and order is ubiquitous, as illustrated by the sophisticated infrastructure of the great cityscape, built with efficiency in mind. Travel to any corner of Indar is effortless with the network of public transportation; recycling is employed to a great degree; and digital technology is seamlessly integrated into every aspect of society. It's no surprise that many call Indar a jewel of unceasing innovation. Despite the state-of-the-art technology and infrastructure of Indar, the planet is not without its share of problems. During the centuries in which the planet was urbanized, its natural state became so decrepit that many went so far as to refer to it as a failed world. The rapid growth had put a strain on the Indar's resources, and the planet's natural livelihood was greatly shaken as a consequence. On the more positive side, the people of Indar unified a century ago to undo the mistakes of their ancestors, and while it's impossible to hide from the past, it's on a positive path. History. Prehistory. Indar's tale of creation begins four billion years ago, coalescing into a molten rock in Auralia's planetary disk. During the first eons of its birth, it was an infernal pit of chaos more uninhabitable than the abyss of space. It took millennia to retain a primordial atmosphere, and the planet began to cool down. Asteroids with traces of water struck the planet and gave birth to the first clouds, which rained down on the earth and shaped Indar into an aquatic world. Shortly thereafter, volcanoes began to erupt and spew out the material that would form the planet's landmasses. During the succeeding eons, organic life began to emerge deep in the planet's seas, first as simple microbes and shortly thereafter as a dynamic ecology of flora and fauna. It wouldn't take long for the barren landscapes to grow into lush forests and verdant plains. Several extinction events critically harmed nature's presence, yet an evolutionary explosion would take place directly afterward, reshaping the planet into one blessed by nature's gentle touch. Astronomic Qualities. Ring System. The great ring system of Indar has long since become culturally significant to its people, a reminder of nature's beauty in the blue skies. Many go as far as to say that without it, Indar wouldn't even come close to what it is today. And that's not far from the truth, since the planet's urbanization relied on resources extracted from the ring system. In the present, a number of resources have been exhausted to the brink, leaving people to stretch their reach beyond. On the other hand, frozen water remains as abundant as ever, has been the source of drinking water for hundreds of generations, and will be for many more. Political World. Considering the vast population of Indar, it's to nobody's surprise that its political world consists of myriad independent countries with a multitude of beliefs and goals. Not once have the planet's cityscapes been united in purpose, the natural traits of its races destroying any prospect of a unified planetary government of this scale. What is more plausible, however, is for the many countries to live side by side in prosperity, devoid of conflict. Although it's clearly the case presently, it does not speak for nor justify the horrendous acts committed centuries ago. Population. Given the size of Indar's cityscapes, it is fair to assume that the planet's population measures in the lower trillions; however, that would be grossly inaccurate. Presently, Indar's population remains steady in the greater hundreds of billions of officially registered inhabitants, with a significant percentage of them living in more lightly populated regions. Although a great number of worlds, particularly those of Florathel, are far more populated, that does not undermine Indar's sheer scale and wealth. As a matter of fact, many experts argue that the planet's holding capacity is beginning to approach its limits, with any additional expansion in the near future necessitating a remodeling of the current infrastructure. The great population of Indar does not all come from the planet; the current generation is home to over a billion immigrants, many of whom have come seeking a new life; others have escaped from dreadful situations. Fortunately, Indar's people are generally friendly to outsiders, given outsiders are responsible for the planet's current status as a wealthy and thriving city world. On top of that, nearly a percent of Indar's people are tourists from the myriad worlds of Cosmoria, leading to the saying ""Indar's people represent a hundred worlds"." Migrated Races. Humans. Humanity's pioneers and colonists first arrived on Indar nearly two thousand years ago in the company of several Zalanthian races, marking a great milestone as one of the more distantly inhabited worlds. For centuries, mankind was the leading race of global industrialization and urbanization, with their carelessness and apathy leaving a haunting scar on the planet. On the other hand, their descendants have began addressing said violations of nature, showing their race in a more benevolent light. Native Races. Ueiskleis. The Ueiskleis are a race of highly versatile mammalians that, while not particularly inventive, are incredibly good at adapting the inventions of others. Thus, while they were relatively primitive before Indar was colonized, their technological advancement skyrocketed with the introduction of its cities. While the Ueiskleis were at first largely oppressed due to being considered non-sentient, they quickly proved their intelligence and were begrudgingly accepted back into their native lands. Though at first spite lingered between the Ueiskleis and the rest of Indar, this would fade with time. Economic Activity. Ring Extraction. The extraction of resources from the surrounding ring system of Indar is, and has been since the planet's opening centuries of urbanization, at the top of its myriad economic activities. While planetside mining operations would also remain significant, it is the ring's resources that laid the foundation upon which the planet's land would be urbanized and its wealth would flourish. Not that long ago, the ring system became exhausted of a myriad of materials, forcing the countries of Indar to spread their wings into deeper space. On the other hand, the ring's supply of icy asteroids is nowhere near the brink of exhaustion, and experts estimate it'll remain that way for many centuries to come. Society. Science and Technology. As the heart of Zalanthium's society, the technology of Indar is extraordinarily advanced, with the myriad races bringing unique and innovative advancements from distant worlds. In a broad sense, the entire planet and its population have been digitalized, the internet can be accessed from anywhere, and many mundane tasks can be completed online. In fact, many of Zalanthium's most powerful corporations and most influential inventions can be traced back to Indar's cityscapes. Furthermore, advances in medicine have partially prolonged aging and made any disease futile, with people occasionally living upwards of two centuries. Culture. Indar has a rich and complex culture, formed by hundreds of distinct communities mingling and merging over hundreds of years. Speech and Writing. Although Indar is home to many languages, and employs the widespread use of Beidon speech in its art, their ruling language of conversation is known as Aktalu, a language comprised of mostly vowels and softer consonants, which is meant to be spoken in such a manner that does not require use of a tongue. Their speech consists of two parts known as the Boermu and the Mukka. Boermu letters are sounds generally are produced by the mouth, and contains five vowels and five consonants, which correspond roughly to A, E, I, O, U, B, R, M, F, and J, respectively. There are twenty five Mukka letters, and correspond to gestures and forms of body percussion, and typically mark the start of the word, being repeated through it's entirety (example: the Mukka letter 'kul' marks a stomp, and so while saying a word starting with kul, one would stomp their feet repeatedly throughout the word). Cuisine of Indar. It's difficult to put Indar's cuisine into mere words, since it is widely believed that one needs to experience it firsthand to truly know it. By no means is it a monotonous cultural aspect; rather, it has been shaped over a thousand years by the countless races and cultures that make the great cityscapes their home. Each has contributed a staggering variety of spices, techniques, and recipes, culminating in one of Zalanthium's most widely known culinary aggregations. In fact, one of Indar's most frequently imported commodities is food, which arrives daily in unimaginably huge volumes from a selection of unique worlds. An age-old traditional saying goes by ""Indar's cuisine is the galaxy's cuisine"", emphasizing the tremendous variety. In terms of indigenous culinary characteristics, the oceans of Indar are home to monumental plantations that supply the planet's people with countless species of aquatic fruits and berries, fish and crustaceans, and other seafood. In the past century, a selection of companies have begun to make use of a diverse range of animal cells to grow synthetic meat in laboratories, introducing affordable meals to virtually every street. Described here are a number of popular Indarian dishes and recipes Biskiri Biskiri are small pastries characterized by their rich chocolate flavor. As dairy is rather scarce on Indar, they use cooking oils and small amounts of vinegar as a workaround. Biskiri are typically eaten around holidays. Byrobo Tubro Byrobo Tubro refers not to any particular dish, but rather to a technique used to create meat with an intense sweet/salty flavor. It involves the repeated process of dehydrating cured meat, and then rehydrating it in a solution of your choosing, infusing the meat with flavor. The end result is a highly adaptable, but very flavorful dish that can be served in many situations, depending on the infused flavor. Kepler Kepler is a sweet and sour salad rich in calories, prepared with a myriad aquatic vegetables and berries, and refined with flavor-enhancing chemicals. Considering the prevalence of marine cuisine on Indar, it's one of the more popular dishes. Kepler is commonplace at a multitude of pop-up food stands and restaurant chains, typically seen as a side dish. Syreli Syreli is a type of steak widespread across Indar's higher echelons of society, imported from a distant world of great natural beauty. Enriched with a multitude of spices from a variety of cultures, it is a savory and extraordinarily juicy dish typically served with a side of Sunroot. Urban Geography. The design of Indar's urban infrastructure is that of one massive, thriving ecumenopolis enveloping the planet's landmasses. Steel and stone intertwine to create sprawling urban jungles, creating a mesh of bridges and spires stretching from deep underground to the upper atmosphere, with the tallest of structures sometimes reaching even past that. Mirrors, lenses, and tinted windows are put to magnificent use to spread the ever-present natural light into the deepest crevices, such that artificial light is nearly absent during the day, and even from the bottom layers one can see the reflections of sunlight glowing from above. Indar's massive city-structure spans the whole of the planet's landmasses, although its structure does not remain the same, becoming nearly suburban near the oceans and nature reserves. As a matter of fact, Indar's urban sprawl is roughly grouped into two categories, namely, cloudbreach and skyline zones. The former encompasses the densely inhabited regions of the planet, home to extraordinarily tall buildings that often pierce the cloud layer with platforms built in-between, creating the infamous city layers of Indar. The latter, on the other hand, is a depiction of more commonplace urban centers, with virtually no layers and buildings whose height reaches a couple of kilometers at most. Free Zones. A select number of regions across Indar's cityscapes are grouped as Free Zones, urban areas that are shared by the planet's countries and typically serve a singular purpose, be that mercantile activity, financial pursuit, or a plethora of others. They're considered to be a vital aspect of the planet's prosperity, their activities generating a pile of fortune for Indar's people. Notable examples include the Great Trade Zone, established around the spaceport of Lunaris to serve commercial activities, and the Nashima Highrise, a district in which many of the planet's corporations are headquartered. Urban Infrastructure. City Layers. While Indar's cities seem gigantic from space, this view does not even begin to portray their sheer immensity. In cloudbreach zones, platforms are constructed between the towering skyscrapers, dividing the city into several layers. Each serves a distinct purpose, from the business centers of the upper atmosphere to the dark slums hidden far below. On Indar, altitude signifies wealth. An old Indarian poet-historian by the name of Palum Omi wrote the following: ""solum verum lumen solis dives oculis videre - only rich eyes see the sun's true light"", a display of the significance of sunlight to the people of Indar, as to see the sun is a luxury only given to those who live on the uppermost layers. Transportation. The urban transportation system of Indar is highly diverse and extraordinarily complex, reflective of the infrastructure it's set in. The people of Indar largely employ high-capacity public transportation to traverse local distances. Nearly every square kilometer of the urban jungle is interconnected through a network of airborne transport vehicles and subterranean railways, the better part of which is free of charge to any registered inhabitant of Indar, though select states have begun to enforce compulsory payment. When that does not cut it, the planet's web of maglev trains is frequently used, making transport to even the farthest urban areas a matter of a couple of hours. The ownership of personal transportation is extensively taxed by the myriad countries of Indar in an effort to increase the efficiency of public transportation and can even be outlawed in certain regions. Despite that, said regulations do not stop the wealthy of society from soaring through the neon cityscapes in fancy hovering cars and basking in the feel of the open road. On top of that, while not practical given the existing infrastructure, the use of aircraft is an amenity of the rich, emphasizing the social inequality present on Indar. Climate Control. It's no surprise that Indar requires climate manipulation to stay habitable for its people. Through a network of climate regulators across the cityscapes, the vast majority of Indar's climate remains unchanged, though slight temperature variations are observed, typically based on one's distance from the equator. Furthermore, said machines regulate the atmospheric pressure of the highest skyscrapers and city layers, allowing people to breathe freely even at the limits of the natural atmosphere. Sectors. Industrial Regions. Roughly eight percent of Indar's urban infrastructure is considered to be industrial, in which massive factories produce the countless goods vital to the planet's economy. The industrial regions of Indar barely see any activity, save for a few machinery operators and underground freight trains that transport the produced goods into warehouses. On occasion, a number of factory towns have been established, though the living conditions are miserable at best. Hazy clouds soar over an ochre sky while the sounds of production become nearly deafening at times. It's no surprise that the public ranks them above all others as the most miserable place to live in. Spaceports. Every single day, countless starships arrive in the massive cityscapes of Indar, and it is the job of spaceports to serve them as effectively as possible. Serving the industries of trade and tourism, they're universally recognized as the lifeblood of Indar's prosperity. The spaceports of Indar are bustling hubs of activity, filled with merchants, travelers, and smugglers hailing from countless worlds. The most noteworthy spaceport is believed to be that of Lunaris, which is linked to the orbiting Northstar station through a space elevator. Nature Reserves. The nature reserves of Indar are surprisingly lush, and they are the only places across all of Indar that are completely unpopulated. Even the ruins of Indar's previous civilizations have been removed, such that they seem nearly untouched. The very wealthy of Indar are permitted to view them in person, but for all others, they are only seen via recordings. Aquatic Infrastructure. Marine Farms. Because Indar is so protective of its nature reserves, a significant portion of its food is imported. Even still, Indar has many marine farms spread across its oceans, feeding the remaining population with genetically modified aquatic flora and fauna. Despite sourcing most of its locally harvested food from these farms, Indarian cuisine is incredibly diverse, with the myriad cultures of Indar contributing a staggering variety of spices, recipes, and techniques. Cosmic Infrastructure. Planetary Shielding. It only makes sense for Indar to be the single most strategic location in any conflict in Auralia, consequently requiring a great deal of protection against threats. If it's not the forces of a rival country, it's violent terrorists or deadly asteroids. People grew wary over generations, which wasn't helped by the fact that a successful attack against Indar's urban sprawl took place not all that long ago. Fortunately, a breakthrough in shielding technology enabled them to develop a planetary defense system unlike any other. That being, an energetic shield encircling the entire planet, protecting it from any possible attack. It took many years to construct, and when it was first activated, Indar's people felt safer than ever. On the other hand, it proved tedious for the many pilots, who then had to spend time proving their identity and having their spaceship scanned. Presently, such a method is considered far outdated by Indar's populace. In the present, the planetary shield's adaptive program accomplishes all that in merely a minute, breaching entrance fissures in a way that goes unnoticed by pilots. Many have reported that they did not notice the presence of the planetary shield for even a single moment. Interplanetary Bridge Network. Indar is the core of a vast network of bridges connecting all the planets of Auralia. This superstructure is operated by motors to adjust for the differing orbits of the planets. Large pods are launched through these bridges at speeds just below the speed of light, to allow for relatively fast interplanetary travel. These are powered by inconceivably dense engines simultaneously running fission and fusion reactors to mimic the properties of a miniature supernova thousands of times every second. Impact of Civilization. Positive Effects. The efforts to save Indar's nature have been truly herculean. A few centuries into Indar's past, one would have considered it to be a failed planet, with the immense buildup of methane and sulfur hexafluoride causing rapid rises in temperature. The people of Indar banded together for the first time in many years to eliminate these dangers. Even centuries later, the damage dealt to Indar's nature is ever-present, allowing none hide from what brutal industry and imprudent urbanization had accomplished. A century ago, the people of Indar took it upon themselves to bring back the species of flora and fauna that they had brutally harmed many thousands of years ago as an act of reparation for their wrongdoings. Nature reserves would be constructed across Indar's cityscapes and introduced to thriving and dynamic ecosystems. Furthermore, natural vegetation was introduced to many urban environments, which significantly increased the population's morale and imbued them with a newfound state of optimism. Negative Effects. As dense urbanization laid out through Indar's great landmasses, the planet's natural condition became critical. Massive arrays of factories spewed excessive carbon dioxide in the atmosphere, melting the south pole, endangering countless species, and significantly raising the sea level. To meet the growing population's demand, the planet's resources would be exhausted, while the surrounding planetary ring would be depleted of materials. Over centuries of expansion, the planet's entire natural ecosystem would be brought to a bitter end, as dense urban sprawls would be constructed on top. Imperishable waste, largely plastic, would envelop the planet in a short while, reshaping once lush areas of nature into sickening landfills. Particular emphasis would be placed upon the planet's bodies of water, which suffered from a drastic loss of biodiversity following the said period of global pollution. Moreover, the oceans of Indar would be subject to acidification, in which the surplus atmospheric carbon dioxide would reduce its acidity. Such a process would endanger the totality of aquatic life and greatly impact the planet. Even after the attempts to repair Indar's nature, the planet's atmosphere is still greatly damaged, a bitter reminder of their ancestors' apathy. Tales. Operation: Worldship By TheStellarExplorer "A hundred and twenty-four years ago, a strange world suddenly warped into Indar's surrounding space, and sparked great mystery and endless discussion. A lone shuttle with a crew of four would head there to make first contact, yet mysteriously vanished off the radar shortly upon arrival. A few recovered data logs are all that remain, with the greatest minds of the world attempting to piece together the clues and uncover what really happened in the labyrinthine corridors."
Indar
fandom.100th-millennium
# Interceptors Interceptors are starfighters designed to chase down and destroy other fighters. They are the fastest and most agile kinds of fighters, but often the least armed and armored. To improve their evasiveness, interceptors are also usually smaller than other kinds of fighters. Characteristics. Interceptors are fast, some of the fastest known ships in the entire universe. They also sport exceptional maneuverability, being able to pull off moves that would be impossible for most other ships. However, this means that they can be rather difficult to fly, as their controls are noticeably more sensitive than other fighters. Interceptors are usually lightly armed, as their primary targets are mostly other fighters and similarly-sized craft like shuttles. They are typically armed with weapons like laser cannons, autocannons, and anti-fighter missiles. Interceptors are a common sight in both official militaries and in the hands of law enforcement agencies. They are typically flown by the most elite pilots within a nation's astronavy.
Interceptors
fandom.100th-millennium
# Intergalactic Council The Intergalactic Council, often abbreviated as IC, is a military and cooperation pact, where the head quarter is on Scipio. History. In 89,121 CE, after the War of the Ancients, the Intergalactic Council was created to replace the Kacto del Auyen. The main goal is to avoid another defeat in case of another war of the type is happen. All members of KdA join the IC. Between the 89,121 CE to 90,000 CE, a large diplomatic effort is made on nations in and close to the Martial Space, as well as towards the ancient belligerents of the previous war. Vespanic Order, Entente of Ventemir, Nisrine Collective, Rendell and Enkatz and even Alkon-Aylathiya join it. In 89,375 CE, United Nations of Tiafe join IC when UNT became a protectorate of Regnum Aureiga. In 93,742 CE, Erayadan join the IC, follow by Thulcandria in 95,042 CE. In 97,821 CE, the Greater Martial Consilium is created. Therefore, all the Martial Space is grouped in the IC.
Intergalactic Council
fandom.100th-millennium
# Ioleira Prime
Ioleira Prime
fandom.100th-millennium
# Ioleria Prime Ioleria Prime is a star system located in the Inner Paleas Arm, Florathel. It consists of one F-type sequence star and nine planets: Cors Tairane (terrestrial), Stephysios (terrestrial), Laurenac (terrestrial), Orissa (gas giant), Taros (gas giant), Ral Ashara (gas giant), Ismusa (ice giant), Metene (ice giant). as well as numerous asteroids. The system is home to the Arathelian species and its capital world of Cors Tairane, and has been an integral part of the Tairane Federation central administration for millenniums since its inception. The system has a total population of ~9.3 trillion as of the last census report. Structure and composition. Ioleria Prime is a star system consisting of F-type sequence star and nine planets: Cors Tairane (terrestrial), Stephysios (terrestrial), Lineimon (terrestrial), Orissa (gas giant), Taros (gas giant), Ral Ashara (gas giant), Ismusa (ice giant), Metene (ice giant), In addition to these eight planetary bodies, the Ioleria solar system contains numerous small dwarf planets and minor satellites as well. The system has a major asteroid belt located between its two gas giants, Ral Ashara and Taros. Star. Ioleria Prime is a F-type sequence star located in the Inner Paleas Arm of the galaxy, Florathel. The star is approximately 5.43 billion years old, and is one of the major stars in its stellar cluster. It has a luminosity of 6.2L⊙, and an average surface temperature of 6400K. Inner Solar System. Inner Planets. Cors Tairane. Cors Tairane is a temperate world located in the Ioleria Prime star system with a population of ~2.53 trillion. It is first planet orbiting Ioleria Prime, and the prime administrative capital of the entire Tairane Federation, and has been so for many millenniums. The planet is host to a wide variety of lifeforms, including the Arathelian species. Cors Tairane has one natural satellite, which is known as Decura. Cors Tairane is a temperate world with a wide variety of landscapes. The planet is home to numerous large plains, towering mountain ranges, sparse deserts, lush forests, and rainforests, thick jungles, and beautiful lakes. There are also countless large metropolitan areas across the planet, which are home to billions of Tairane citizens. The capital city of Cors Tairane is named likewise to the planet, which is located in the northwest peninsula of the continent of Arathel. The atmosphere consists primarily nitrogen (78%), oxygen (21%), Argon (.93%) carbon dioxide (.042%). There are also traces amounts other gases including: water vapor, methane, carbon monoxide, sulfur dioxide and ammonia present as well but not in significant enough quantities for anyone without advanced sensor equipment or special chemical detectors to notice them by smell alone. Stephyios. Stephyios is a temperate world located in the Ioleria Prime star system. It is the second most populous planet in the Tairane Federation and within Ioleria Prime, with a total population of just over ~1.52 trillion individuals. The planet has one natural satellite known as Phoroa, which orbits very closely to Stephyios itself. Stephyios has two major landmasses: Depheos and Vythea (which make up ~15% of total surface area), as well numerous small islands dotting its oceans. The planet's climate is temperate with a large range of temperatures, from the frigid waters of the poles to the warm and humid jungles near the equator. The planet's atmosphere consists primarily nitrogen (72%), oxygen (19.48%), argon (.06%), and carbon dioxide (.040%). Laurenac. Laurenac is a terraformed arid world located in the Ioleria Prime system. It is the third planet out from the star, and has an orbit of 317 days. It has a diameter of 8,530 km, and a mass of 0.6M⊙. It has a surface gravity of 0.8g, and an atmospheric pressure of 1atm. The surface temperature averages at 33°C, and the atmospheric composition is 78% nitrogen, 21% oxygen, and 1% trace gases. Prior to its terraforming, Laurenac was a barren and lifeless world. Its surface was covered in an arid desert, with very little water. The temperature was incredibly hot, and the atmosphere was almost entirely composed of carbon dioxide. The terraforming process began in the year 3255 CE, and was completed in the year 3320 CE. The planet is home to ~1.1 trillion Arathelians, as well as a small number of other naturalized sentient species. The planet is the primary mining hub of Tairane Federation, and is responsible for a large portion of the Tairane Federation's mineral production. The planet has a total surface area of ~127 million km². Outer Solar System. Outer Planets. Orissa. Orissa is the fourth planet of Ioleria Prime and the first gas giant. It is the fourth largest gas giant, and consists primarily of hydrogen, helium, methane, ammonia, water vapor and other trace gases. The gas giant has a very dense liquid metal atmosphere, covering an iron-nickel inner core surrounded by a metallic rocky mantle. There are numerous large moons orbiting Orissa: Sargas, Corus, and Kurosa. All three are inhabited by colonies established prior to the Cors Tairane Pact, with each moon being home to several hundred billion people on average as of recent census report. Taros. Taros is a gas giant located in the Ioleria Prime star system. It is the largest planet in the system and has two major natural satellites, Taros II and Taros III. Taros is mostly composed of hydrogen and helium gas, with a small amount of methane present as well. The planet does not have a solid surface and its atmosphere is very dense. The gas giant is the central naval hub and midpoint for the Tairane Navy fleet, and is home to a large number of military facilities, and orbital shipyards. The gas giant is the auxiliary primary headquarters of the Tairane Navy beyond Cors Tairane, tasked with patrolling and defending the outer interstellar medium of Ioleria Prime. and is home to a quarter of the entire naval fleet at any given time. The gas giant hosts an array of enormous number of military facilities located on it, as well as capital-grade orbital shipyards used to construct and maintain the fleet. The planet is heavily patrolled and defended by a five task groups consisting of no more than 3 battlecruisers, 5 cruisers, 5 cutters,10 destroyers, and orbital defense platforms. Taros is also home to a large number of civilian stations and facilities, including several mining operations and research stations. Taros has a population of over ~835 billion individuals. Ral Ashara. Ral Ashara is a gas giant located in the Ioleria Prime star system. It is the second largest planet in the system and has four natural satellites, it is composed primarily of hydrogen and helium, and is the sixth planet from Ioleria Prime. The gas giant is notable for being the boundary location of the Ioleria Prime asteroid belt, which lies between Taros and Ral Ashara. The gas giant's main other notable feature is the ring system that lies around it. The rings are composed of water ice and dust, with a diameter of over 1 million kilometers in some places. The rings are also surveyed to be very dense, with an estimated thickness of up to 5 kilometers in some areas. A significant amount civilian mining facilities were constructed around the gas giant for the purpose of extracting various rare minerals from Ral Ashara's asteroids. In recent years, these facilities have been repurposed for the production of naval hardware for the Tairane Navy, and several nearby star systems in response to increased hazard with intersystem piracy. Ismusa. Ismusa is an ice giant located in the Ioleria Prime star system. It is the third largest planet in the system and has 14 known natural satellites, Ismusa is mostly composed of hydrogen, methane and helium gas, The planet does not have a solid surface and its atmosphere is very dense. The ice giant's moons are rich in water ice, which is used to supply the Tairane Federation's many water needs. Metene. Metene is the eighth and final planet of Ioleria Prime, and an ice giant, The gas giant is the final member of the "Gas Giant Belt", and is orbited by four moons; Aricos, Ohrace, Thyeco and Levise. Metene is classified as an ice giant; with the large majority of its atmospheric composition being hydrogen (~80%) with smaller traces of helium (10%), methane (5%) and water vapour (2%). The planet has no surface or solid core; though it possesses a "mantle" layer composed of high-pressure forms of water. The planet's enormous orbital distance from its parent star has resulted in some fairly extreme conditions on Metene; as its upper atmosphere is only marginally warmer than absolute zero (1.2 K). However, despite the extreme low temperatures and lack of heat from Ioleria's sun, the planet does not emit less light than would be expected for a body of its size; rather it emits far more. The reason for this phenomenon is still unknown to Tairane astronomers and astrophysicists society; though it is theorized to be caused by the energy released from radioactive decay within the planet's core. The ice giant is the farthest resupply point for civilian and naval fleets voyaging within and outside Ioleria Prime without utilizing the Tairane Hyperlane Network, and as such has no permanent population; though the ice giant does possess numerous naval and military installations to help defend the system's borders. The planet also serves as an important research facility for Tairane scientists to study the strange "aurora" and several unidentified astronomical phenomena that surround the planet. In addition, there are also several small mining facilities orbiting the planet; though many of these have been abandoned for centuries, due to the extreme conditions of Metene.
Ioleria Prime
fandom.100th-millennium
# Iriat Iriat is a small region on the far edge of Florathel, in the Elerad Sector. Iriat consists of the spehre of influence of the Xeros System and much of the interstellar space surrounding it. Its remoteness from colonized space lead to long journeys to the region, meaning that the the Xeros System and surrounding space are not well known. The Oralat Virtual Utopia, its largest native civilization, is a uniquely computer-based society created in the aftermath of the Years of Fire in the Oralat species' attempt to flee the conflict. History. Civilization first graced Iriat when the Oralat fled from Isra during the Years of Fire. After their planet's surface was reduced to lava, the nascent species went on a long trek across Florathel, reaching the Xeros System in 4.19 Million BCE. Darakett was settled shortly after, but the pure horror of the Years of Fire created a political movement advocating for mind uploads and a virtual universe for all the Oralat. A simple matrioshka brain was assembled around Xeros, to be called the Gannet Matrioshka, and much of the population of Darakett uploaded themselves into it upon its completion. The Oralat, the Xeros System, and the memory of ancient Isra faded from the universe with time. Xeros's position off the rim of Cosmoria with an artificial cloaking system built after the Great Trek shielding it from prying eyes made it difficult for anyone to find it. Their blissful isolation was shattered when an extragalactic explorer sent by Marakat came upon Toralaskis, a sub-brown dwarf drifting towards the edge of the Xeros cloaking system. Deep scans revealed the existence of Xeros, and soon contact was made via powerful communications beamed through the cloaking system. Marakat, Seldrin-Darusa, and Saw-Yos sent small colonies out to Toralaskis, setting up a dialogue with the Oralat Virtual Utopia. After the War of Saiheran Succession, Saw-Yos ceded its colony at the moon of Naval to Marakat. Today, the Oralat remain in contact with the UNF, and their advanced age means that the nation has astounding levels of technology. Contact with this ancient nation has overall been to the betterment of everyone in Florathel.
Iriat
fandom.100th-millennium
# Iriat Cloud
Iriat Cloud
fandom.100th-millennium
# Isocel The supreme capital of Sinister, sporting a crimson shine which only added to its parent’s chilling red glow. Being the most populated planet in its galaxy, Isocel has gained interstellar levels of fame both for its diversity; trade and obviously, its shape. With its abundant growth and innovation, the planet has birthed quite the number of bishops, even being the home planet of the first Icon born in Sinister. Isocel began its exponential growth as the race of Athmarr discovered the architectural genius of their planet’s crust. Using the braiding and hexagon techniques that they discovered naturally, they constructed buildings and towers that could stand on their own for millennia. This structural expertise allowed the Athmarr to expand and evolve now that they had powerful shelters from the dry and stormy environment. As the climatory limitations ceased to hold back the biological wonders of Isocel, technology and innovation boomed. This process only expanded as the population exploded. This already diverse culture soon began interacting on an interplanetary scale, trading with the likes of Limehold and Crimwol. With a growing trading network, the planet gained not only new information and technology but also immigrants that fled from planets taken over by the Order of Cobalt Sorcery. Isocel very quickly became the most populous and diverse in the galaxy, only breeding more innovation. =Tales from Isocel= Head Bishop of Isocel. After learning about Limehold’s seemingly failed expedition to the “Great Light”, now known as the High-Warlock, Isocel began their own plans to hopefully beat Limehold in this space race. The Astronaut, Ta-Djinn was chosen to travel to the Warlock. This mission was later marked as a failure due to Ta-Djinn not returning. Soon after news of Aria returning to Limehold alive due to the time dilation of the High-Warlock, Isocel’s scientists and engineers hopefully waited for Ta-Djinn’s return. After centuries of waiting, the lost astronaut still never arrived home. Though the last mission was a catastrophic failure, Isocel’s space program continued to provide funds for yet another trip to the Warlock. With the now very helpful knowledge of time-dilation, Isocel sent an Athmarr by the name of Voh-Kahn to the Warlock. Voh was an orphan and was often sitting alone during lunch of the space program training classes. After seeing this, the board of space affairs hand picked him to go on this mission in order to limit mental harm. As all the other “explorers” before him, Voh-Khan arrived at the Warlock, consumed its fruit and returned home a thousand years later. Isocel, now one of the few planets protected by a bishop, began its immediate economic and trade expansion. Not fearing the loneliness that comes with being a bishop, Voh-Khan stoically watched the black cosmos, prepared to perform his duty as the sulfur guardian of Isocel. Cult of the Warlock. As word of the High-Warlock became common knowledge across the galaxy, a select few individuals became obsessed with it. That floating and seemingly mindless monstrosity in the sky provided light and warmth to everything in the galaxy; was that not the role of god? Two sisters, twins, by the name of Du-Ira and Ro-Ira gained a mutual attraction to the crystal skeleton above. It was meant to be worshiped. It is what gave the galaxy life after all. Du-Ira was a general for Isocel’s grand military while Ro-Ira was an esteemed scientist. After her personal beliefs began clouding her usual workflow, Ro decided to research the High-Warlock. More specifically, what else the warlock could give the living beings of Sinister. She figured, if she could find more of a reason to treat the Warlock like a god, she could really appreciate the beauty of it more. Not fully expecting to find anything, Ro-Ira looked down at her charts of recorded radiation in shock. The High-Warlock is expelling some sort of new wavelength in a rhythmic pattern. This radiation has DNA altering properties like ionizing radiation; but this is different. This must be why almost every intelligent life form in Sinister is bipedal. The Warlock is emitting energy that morphs DNA during evolution. Ro-Ira sat back in her chair, shocked at what this discovery meant. After hastily submitting her research paper, she dashed to her sister. Almost instantly, the two mutually agreed to travel to the Warlock. Their borderline insanity seemed to be pushed slightly over the edge as they boarded a rented traveler ship with wide smiles. Now having reasons in faith, science, and practice to worship the Warlock, the two did so proudly. The divine crystalline skeleton graciously sat still in the middle of the galaxy, not harming a single soul while providing heat and light to those who needed it. Countless planets bask in the gifted energy of the monstrosities aura, not even realizing how thankful they should be. As the twins bowed to their king, they grinned as their hands rubbed against the brittle crystals. They were about to gain yet another gift from the Warlock. 2,300 years later, they silently returned home as neon bishops. As newly born bishops, the sisters made an effort to hide their powers. Instead of flaunting their abilities like most other bishops of their time, Ro-Ira and Du-Ira instead took on a political role. With countless speeches and public ramblings, the sisters did eventually catch a moderately sized following. Though a slow process, their bishop immortality proved useful, providing an endless amount of time to teach the world that the High-Warlock is the supreme god of Sinister and should be protected at all costs. By the year 6832 CE, the twin bishops had a cult with over ten thousand devout followers, only growing now that practically every individual on Isocel had at least heard of their names before. Revenge of Cobalt. Kindo, a refugee from the decimated planet of Hexad stared hatefully into space as his escape ship approached his new “home” of Isocel. The planet’s hard tetrahedron shape reminded him of the rough edges of the Order of Cobalt Sorcery’s mother ship. Just the thought of that disgusting fleet-sized, blue, battleship made him want to vomit. He tried to hold in his disgust as he exited the carrier ship along with the other weeping refugees beside him. In his right hand Kindo carried valuable jewelry and keepsakes to hopefully sell. Though they were imbued with happy memories of birthdays and holidays, he needed money to survive. However, in his blood stained left hand, he carried a damp blanket with the severed hands of his wife and son. It was the only parts salvageable from their bodies. Perhaps he could spread their ashes on some sort of paradise planet. As he thought about the massacre that occurred at his home, his grief began to transform and disfigure into chaotic fury. He clenched his teeth, staring off at the faint blue hues in the dark sky. That deepened sapphire color that hid behind the shadow of the cosmos seemed to force his muscles to tense in rage. Pheo’s horrific face seemed to burn itself through his brain like a laser. His anger and stress seemed to grow so intense that it felt like that terrible image of Pheo was branded on the inside of his skull. That kid must pay. Dexter Rod Master. A young Athmarr wandered the hulking cities that covered the inner areas of Isocel where the gravity affected them less. She gazed up at the atmosphere scraping spires of braided metal. The bishop of sulfur surfed through the sky on a yellow crowd, causing a golden glint to reflect off of the child’s inspired eyes. This young Athmarr, Lui-King, then gained the sudden aspiration to become a powerful warrior much like Voh-Kahn, the sulfur bishop. Years upon years of optimistic training tore at Lui-King’s previously sickly muscles, toughening them to the strength of steel. Though he was strong, his infatuation with Isocel's military seemed to grow to a worrying degree. =History= Formation. Beginning as a normal spherical planet, Icosel barely spun while sitting in its massive orbit around the High-Warlock. During its long journey through space, the planet gained four incredibly massive objects which each struck in different sections of the globe. Three of these cosmic meteorites landed across the equator while the final one touched down at the south pole. As time progressed, more and more smaller objects struck the planet, often being pulled out towards the large meteorites on the four growing points of Isocel. The almost constant downpour of oblong objects created a braid-like pattern of silicon carbide and graphene in the upper mantle and crust of the planet. This extremely strong structural design laid the groundwork for the formation of Isocel’s unorthodox shape.
Isocel
fandom.100th-millennium
# Itsuki
Itsuki
fandom.100th-millennium
# Ivory While most worlds of interest are basked with the glory of research and wonder, Ivory remains solitary as one of Aylathiya's most obscure inlets. Hardly known by even the most eccentric of galactic geographers, such a world has stood shrouded with mystery for its entire lifespan. What is usually passed about Ivory is its most basic traits - that being its inhospitable climate and sparse population. While said characteristics are true on paper, what lies beneath this picture only reveals itself upon true exploration. What one may first notice is Ivory's highly unusual surface composition, that being identical to calcium bones. Countless caves, mountains, flats, and similar features constructed from the marrow dot the planet, making its terrain nigh impassable. Therein lie not just dangers, but also wonders. Its populous, while minuscule, has established a network of small communities. Buildings are small, and are comprised of basic materials, most often being scrap metal, rock, or tough bones found in Ivory's most lucrative of crevices. While many communities have risen and fall on Ivory's flaky and serrated surface, there are many reports of stragglers. Many have persisted through time like some sort of bizarre, immutable sentinel standing guard over the unknown world. In addition to the groveling communities rest Ivory's minute amounts of sprawling wildlife. Natural flora and fauna did not exist before the first inhabitants. Those which were imported managed to hold their own. Evolution took its course, and an extensive million-year time span turned utter outlanders into hardened inhabitants. History. Ivory's existence, at least compared to most of Aylathiya's worlds, is relatively short yet turbulent. Its origins are traced to the so-called High Warlock, a magnificent beast which once prowled across Aylathiya's vicinity. After devouring Aylathiya's once plentiful atlas of satellites, it trampled towards Azurullya, seeking to gain its limitless potential. Waiting for the High Warlock, however, was the incomplete brood of Cerulean Kings. Mustering every last drop of energy from their planes, they managed to not only ward the Warlock, but shatter a sliver of its skull and brain. As the High Warlock retreated from battle, loose shards of bone and brain matter trailed away from its body. Coalescing in Aylathiya's distant grasp, the fragments eventually coalesced into a single object, birthing Ivory. Purely constructed from the High Warlock's remains, Ivory was no host to life or even an atmosphere. Rather, its purpose was to encircle Aylathiya aimlessly. Arriving near a young blue star long after its debut, Ivory was naught but a collection of loosely fused bone. The Warlock's brain matter ended up sinking to the center and infecting other fragments over many eons. Nevertheless, Ivory continued to drift along its parent for millions of years, reaching a resting orbit in the mean time. From then until its discovery, Ivory remained dormant. Its system's environment was largely unaltered, save for the occasional supernova. While Ivory appeared to fall to the knees of invisibility, a one Mother Sachitel detected a faint yet broad source of Aeternal Energy. Finding great interest in anything Thaumic, she quickly found herself flying above its still loose, fragmented surface. Picking up a bone fragment, Sachitel discovered that it held faint Thaumic potential. Quickly, she saw that the entire planet was brimming with energy. Not only that, but her survey included a powerful pulsating force near the core, the Warlock's brain. Serving as the bulk of Ivory's Thaumic power, Sachitel wondered if she should obtain its lucrative potential. Traveling to this unstable mass was simple for Sachitel, requiring a focused attack which blasted the back of the planet. Her carelessness scarred Ivory forever, also ejecting countless bone fragments into orbit. Setting her eyes on a tendon-esque ball of wrath, Sachitel bore witness to the congealed mass of wrinkly red matter. Upon contact, Sachitel was shown a sliver of the brain's true abilities. Recoiling, she quickly realized that absorbing the brain's potential would increase the size of her pylon immensely. Leeching off Ivory's bone fragments would help as well, maximizing her capabilities. Appearing just above the entry hole, Sachitel called to the Aeterna and connected to every last magical object in Ivory's arsenal. Every cell in Ivory's Heart and every dried fragment of marrow answered her. She wrestled with a colossal stream of energy, brandishing a a might larger than that of Ivory itself. Refining the energies to her Pylon, Sachitel and Ivory's power became one. The world, once brandishing its black crystalline bones turned bleach white and dormant in a matter of moments.
Ivory
fandom.100th-millennium
# Jewel-Hasteria Sector
Jewel-Hasteria Sector
fandom.100th-millennium
# Jewel Cluster
Jewel Cluster
fandom.100th-millennium
# Kacto del Auyen The Kacto del Auyen (Auyen Pact), often abbreviated as KdA was a military and cooperation pact, where the head quarter was on Zàlepar on Aureiga. History. When the First Galactic War was close to end, Regnum Aureiga made a meeting with the allies to discuss about the peace negotiation for Un'oit Collective and to create a pact for avoid another war on Aylathiya. The other allies was most agree, even if Erstes Konsortium was a preference to annex the region where Noyminod del Auyen was planned to create. In compensation, Regnum Aureiga will give the independence after the war. In 13,105 CE, the pact was officially create by Regnum Aureiga and there allies on Auyen. Some years after the formation, the neighborhood of Regnum Aureiga, Alkan Intendancy, decide to join the pact. In 89,121 CE, after the War of the Ancients, the pact was largely abandoned in favor of the Intergalactic Council.
Kacto del Auyen
fandom.100th-millennium
# Kajakali Nation The Kajakali Nation was the largest of several nations to secede in the latter days of the reign of the Unity of Peace over the Providence Union, and lasted 14 years fighting for its independence against it. The nation's existence ended in fire and death after the artificial supernova of Diora and destruction of Vecroxmer, along with 80 percent of the nation's population. History. The Kajakali species were never unified before the Providence Union found them. With disparate factions across the Diora System arguing over resource rights and who got to use the Nova Generator around the white dwarf Bonaris, they could not put up much of a fight as the Union steamrolled across the entire system and claimed it for itself. After this, the Kajakali species had to put up with oppressive taxation and authoratarian rule, stirring up resentment in the native population. As such, an underground movement arose fairly rapidly, with the supposedly collaborating native governor Enigallo Xeraret Ramenne leading its members and personally participating in major acts of sabotage against Providence Union infrastructure. The situation of the resistance changed radically for the worse when Ramenne was captured by the Providence Union's secret police. Key secret safe houses and the identities of major players in the resistance were lifted directly from her head, and then she was tortured for an internal time of 47,000 years. Coming out hours later, she was utterly insane. The loss of their greatest leader was followed quickly by mass arrests and summary executions of her followers, but this could not fully quash the movement. Ramenne was treated as a martyr by the citizens of the Diora System. Her death inspired billions to rise up against the invaders, destroying huge amounts of military infrastructure and kicking out the nation completely. Ramenne's daughter led this movement and successfully defended the nation against the Providence Union for eleven years. This constant state of barely staying alive led to very little development, as all resources were put towards border defense, making the nation's truly independent time the least interesting period of its history. This shining moment of resistance ended abruptly when Bonaris violently went nova far above the tolerance of its orbiting megastructure, releasing the shockwave across the Diora System. This sheared off a good chunk of Diora's mass as well as blasting Vecroxmer, Jazla, and Ealak to tiny pieces. The few outer habitats beyond the system's planets were the only ones far enough to not be obliterated, and their existence is probably the only reason why the species still exists. They were recaptured by the Providence Union in short order, and became a very tiny cohesive state, wandering through interstellar space until the War of the Last Alliance. By that time, they had achieved a decent size, settling around a rogue planet, New Vecroxmer, and today they have reentered the world stage after the War of the Last Alliance. Astrography. The Kajakali Nation was found entirely within the bounds of the Diora System, a system containing the main sequence star Diora and the white dwarf Bonaris in a tight binary. Its population was concentrated mostly around Vecroxmer, Jazla, and Ealak, alongside several densely packed belts of habitats within the inner system. The outer system beyond the planets was fairly sparsely populated, and the small clusterings of habitats there is probably the only reason the Kajakali species still exists.
Kajakali Nation
fandom.100th-millennium
# Kandrakari The Kandrakari are the local inhabitants of Kandrakar, within the binary system known as Lotharius. Their world orbits the sun called Adaris. They are a mix reptilian-humanoid species of unknown origins. Many claim they are humans who slowly adapted to the ecosystem of Kandrakar. Others assumed they mixed with the other species in the planet known as the Kandri from where the name of the planet and this species arose. The Kandri went extinct or so is believed, but many think they actually mixed with the human primitive settlers to form the Kandrakari. The Kandrakari have join the Kurûni nation willingly after the Kandrakari-Aldoranian conflict known as the "War of Blood". The Kandrakari were a very martial war-like species with very little knowledge of Thaumaturgy and with a difficult world to sustain large populations. Thus the war only laster Kurûni expansion thanks to the martial upbringing of it's citizens. Currently, they are organized in a Stratocracy crowned by the Elite Thaumaturgic Mages of Kandrakar, a top elite of Kandrakari mages that fashioned themselves like the Kurûni do. Origins. Apparently the Kandri originated in the planet millions of years before. They had a very primitive society that slowly evolved into a feudalistic one with honor highly valued. They moved with time into a more advance sort of society and stratocratic societies a bit more egalitarian lived alongside feudalistic systems and clan-tribe ones. It was at this time that human settlers began to colonies the planet in large numbers and soon the known as "Kandrakarian Conflicts" arose. They culminated with the total mixing of the large human population with the Kandri, creating the Kandrakari which mixed human technology with Kandraki culture and ways. They are different types of Kandrakari depending on how mixed they are with humans, however pure Kandri are considered at this point to be "extinct" whatsoever, being them all mixed with humans to form a syncretic new species. The fact that they could intermixed seemed rather odd and many have speculated that the Kandri and Humans were originally derived from a same species considering that the Kandri could be earlier humans who had adapted to their world and cut off from humans, devolved into the Kandri, that later remixed with humans to form the Kandrakari.
Kandrakari
fandom.100th-millennium
# Khela Khela (officially the Dominion of Khela) is a powerful nation located in the Elerad Arm of Florathel, centered on the planet Selaga in the Khae System. It controls the vast majority of the Khae System as well as parts of Plokeon and is bordered by the Arnot Exclusion Zone, the Theocracy of Yaztas, and Marakat. Area. Khela controls the Khae System in the Elerad Sector, although it was formerly much larger. It is divided into seven territories plus the capital territory on the surface of Selaga. The seven territories are each divided into a series of states. However, some regions, such as the Tareza Autonomous Zone, are not part of any territory and are instead governed separately, usually considerably more autonomously. The Capital Territory comprises a 470 square kilometer area on the surface of Selaga surrounding the nation's capital. This territory is governed directly by the central government of the Dominion. Capital. Despite its huge mass of over four planetary masses, Selaga was the first remotely inhabitable world sighted by the Hope Fleet after its departure from Aegyn and passage through the rift. Many wished to remain on the planet rather than spend a thousand years flying home, and before they set foot on another planet again their descendants had evolved into a new species. Today, Selaga has been terraformed from its original desolate state, going from rocky crags where only simple mossy organisms can gain a foothold to a lush, diverse world. Selaga is covered with many large arcologies each designed to support millions of people, giving the planet a population of over eleven trillion. Most government services are in fact operated from a special base hidden within the crust of the planet’s large moon Kerega, due to the crushing gravity of Selaga itself making it impossible for most species to visit. Founding Species. When the rest of the Hope Fleet begun its long journey home, the humans traveling aboard the four craft were permanently cut off from the gene pool of the combined human race, and began interbreeding with each other as they spread across the planet. Later, the result of this evolutionary divergence as well as careful genetic engineering to make life on Selaga less miserable was the Selagans. The Selagans, while retaining the original humanoid form, have several key differences to their parent species. For one, due to the wildly blue-skewed spectrum of Selaga’s parent star, their visible spectrum is shifted towards the ultraviolet, and their eyes are much larger and appear completely black and lacking of irises. Due to the crushing gravity of Selaga, they have developed incredibly strong muscles, meaning that on lower-gravity planets such as Carlea, they can even fly on simple makeshift wings. Alongside this, due to the relatively small number of people who chose to remain on Selaga, their reproductive systems were genetically modified to bear a larger number of children per pregnancy, and to ensure that pregnancies are more likely. They can also “pause” a pregnancy until more favorable conditions are met. Also, due to Selaga’s original nutrient-scarce and wildly variable environment, they have gained the capability to eat nearly everything. After all these changes, one wonders whether they adapted Selaga to be more livable to them, or whether they adapted themselves to Selaga. Government. The government of the Khela is quite unorthodox. For example, it almost completely lacks a legislative branch. Every five years, the people of Khela elect an individual who takes the title of Lord President to the office of lord president. The Lord President has near-absolute power over legislation and enforcement of those laws, but he has no power to change the constitution of the Dominion or any laws pertaining to voting. Those laws that the Lord President has no power over are seen to by a council known as the People’s House, which is chosen by lot. Specifically, fifteen people from each of the seven provinces, three from the capital province, and one from each of the two autonomous zones. The People’s House can also pass changes to the constitution, but these must be voted on by the population at large. History. The initial colonization of Selaga and the Republic era is described here and so will not be repeated in this article.
Khela
fandom.100th-millennium
# Kingdom of Saihera
Kingdom of Saihera
fandom.100th-millennium
# Klein Vay ""Standing on the bridge of my ship that day is where I first truly felt at ease, at peace. As war raged around me, the beautiful chaos became apparent. Those creatures falling before the ruthless attacks and precision I ordered was nothing short of bliss. What can compare to being immersed in the glory of the battlefield?" -Klein Vay, 20,811 CE"Klein Vay (March 1st, 18,821 - Unknown) was a Human political leader, military general, statesman, and the first Chancellor of Sagittarium. Before this, he was a prominent general in the Vaplein Republic. Many consider Vay to be the "father of Sagittarium" for his successful coup against the Republic in 21,677 CE. While he was Chancellor, he presided over Sagittarium at its relative most powerful. At his command, Sagittarium began to fully utilize its position around Nocturne. He personally ordered the execution of thousands of individuals; firmly maintained the nation as "human in culture, tradition, and population;" and was no stranger to the manipulation of the population on grand scales. Vay voiced open support of the ideology of Neo-Terranism, also commonly known as "Human Supremacy." While not as radical as many other leaders in the galaxy, his regime saw to the culling of millions of non-humans to create a more homogeneous population. Despite this, vast numbers of monuments and statues exist of Vay throughout not just Sagittarium but across Aylathiya. Various images of Vay exist on physical coins issued by Sagittarium. Vay's date of death is entirely unknown. His purported date of death is 23,434 CE, giving him a lifetime 4612 years in length. This lifetime, four times even the modern average lifespan, was likely mostly spent as a being known as a Thalian, or android. Thalians are immortal, leading many historians to suspect this Thalian theory. While theoretically possible for Vay to have lived that long, it is equally likely that the government of Sagittarium used a simulacrum of Vay to maintain national unity. Even so, since no direct evidence exists either way, textbooks and accounts of Vay assume he was always Human. Early Life. Klein Vay was born on the planet Sekhmet in 18,821 CE when the planet was a relatively minor mining outpost, not the ecumenopolis it is today. At the time, Sekhmet was under the control of the Vaplein Republic. Vay's parents were both drafted and subsequently killed fighting Beatrix as it attacked the Republic. While the Vaplein republic did manage to stave off Beatrix's forces, there was a severe increase in orphans, prompting the government to create large numbers of androids to raise them. The poorly funded program saw one android assigned to dozens of children. Vay was raised under the care of one such of these androids. Upon becoming an adult, Vay attended a regular university. Various scouting algorithms almost immediately flagged him as having great potential in the field of command. In need of new generals, the Vaplein government had him immediately transferred to the First Military University of Thalia. He graduated top of his class at the university. Consequently, he quickly earned a fairly high military position early in his career. Military Career. The warlike nature of the Vaplein Republic leant to an active military career for Vay. From the moment he graduated, he was dispatched to a large number of places and served in a large number of campaigns. He soon earned a name for himself after overseeing the conquest of several smaller nations near to the Republic. He first became truly popular when the Great Empyreal Crusade broke out. When Empyros began its invasion of the entirety of Aylathiya, the Vaplein Republic was one of the first targets. Vay was key in numerous battles in the war, often in parts of the galaxy far from his home-nation. He became an invaluable part of the war effort of not just the Vaplein Republic, but numerous other nations allied to it. He saw the most action in the region that would later become known as Martial Space. In the region, he spent most of his time defending various megastructures that, if lost, would mean Empyreal victory in not only the region, but the entire galaxy. Towards the end of the war, Vay had been named "Supreme Commander of Allied Forces in Aylathiya," essentially making him a household name. When the capital of Empyros, Alphos, was finally captured, Vay and a large number of other generals and politicians came together to decide how to partition and reorganize Empyros. After the meeting, he oversaw the reconstruction of large parts of the galaxy, especially in Martial Space. Upon coming home, he was tremendously popular. He was a symbol of victory over Empyros and solidarity with the international community. While other generals were undoubtedly popular as well, none quite had the achievements of Vay. Early Political Career. Vay first ran for the office of Chancellor in 20,908 CE. He spoke a populist message based on international cooperation (with other human nations), individual rights, reform of the corrupt government, and the allocation of resources to infrastructure rather than the vanity projects the Vaplein government tended to take part in. The official results came back as an overwhelming defeat for Vay who lost to the sitting Chancellor at the time, Uriel Ibrahim. The government, sensing strife, had Vay exiled to Albedo, a system he helped to build after the Great Empyreal Crusade. The ruler of Albedo at the time, Jayvyn Drusus, welcomed Vay with open arms. There, he and the emperor forged a deep bond. He also created ties to the Tenshi, given Tenshi's closeness to Drusidia at the time. He eventually came to an agreement between him and the Drusidian emperor. Vay returned to Sagittarium later that year, not alone, but with a fleet of advanced starships supporting him. He timed his return with one of the many wars the Vaplein Republic has fought in, meaning that the military assets of the nation were spread out. His fleet met with another from Tenshi and began an attack on the capital world, Thalia. While there were a fairly large number of ships guarding it, their pilots refused to fire upon Vay's fleet. Vay entered the capital building and personally executed the Ibrahim. Sitting in the Chancellor's office, Vay gave a speech proclaiming his return. In the exact same speech he declared that "democracy was a form of government that was intrinsically flawed," giving him justification for taking the position of Chancellor for life. Chancellorship. Vay's popularity lent to a general acceptance of the takeover, especially due to the incredibly unpopular republic system. Vay had complete control over the military and had what was essentially absolute power. His first act, in 21,677 CE, as chancellor was to end the war that the Republic was fighting. His second act was to rename the Vaplein Republic into "Sagittarium." The word, in an ancient Human language, originally meant some kind of weapon, but later came to mean the military itself. Sagittarium was a nation based on its military strength. The Vaplein Republic was unable to function in the new galactic community. Its warmongering nature and rampant isolationism held it back from its full potential. Despite the name, Vay immediately ended these two traits and instead focused on strengthening relations with nearby nations. He opened trade between Sagittarium, Tenshi, and Drusidia, greatly improving the economy. A freed up budget allowed for Vay to begin fully utilizing the resources of Sagittarium. Construction quickly began on power-generators orbiting black holes across the region, greatly increasing the power output of the nation. It went from a backwater to the premier economy of the core. Using this new energy, Vay purchased large numbers of space craft from nations such as Erstes Konsortium and the Un'oit Collective. Using these craft, Vay lead Sagittarium into a series of victories securing dominance over any dissenting internal parties or organizations. Sagittarium established colonies in Florathel, parts of Herschel Space, and across parts of Aylathiya well outside of the core. In an engagement with a species known as The Pestilence, the organisms overran Vay's ship, killing him in 23,434 CE. This was during a campaign against Sagittarium's future colonies. It is unknown why the government, if Vay were truly an android, would not simply restore him. Vay's successor would be Veselko Abedayo. Writings & Philosophy. Throughout Vay's life, Vay has written many texts still read to this day. Taking on an almost legendary reputation, these writings detail politics, tactics, and economic philosophies. Vay's first priority was supplying a post-scarcity existence to all human subjects followed by giving this existence to the non-human minority. Appeasing the masses was key to power in the nearly classless Sagittarium. In "Wealth Distribution" Vay details a post-scarcity economic system in which wealth inequality simply does not exist, giving the government a far better time governing. The reasoning is that wealthy individuals would introduce intentional inefficiency into the government, as seen in Erstes Konsortium, to gain more power. "Sovereignty" states that a strong government, "embodying the people," was preferable to the often unstable democracy. A benevolent "sovereign" could maintain equality and order far better than what he described as "mob rule." Even so, Vay believed that regular referenda regarding major policies would aid the sovereign in embodying the people of Sagittarium. The last major writings described war, something Sagittarium very rarely went without. Vay believed that a constant state of war benefited the post-scarcity economy, allowing for resources to be put towards something more than "mere hedonism." A common cause for the people to contribute a share of their allotted resources was also believed to aid in societal cohesion while also stoking innovation. This philosophy has acted as a guideline for many of Sagittarium's future leaders even though it fell out of favor as Sagittarium began democratization in the 40,000s CE.
Klein Vay
fandom.100th-millennium
# Kolamar Description. Kolamar, known also as "White Bearfolk," "White Bearkin," or the "White Beasts of the North," are a sparsely populated sapient race found primarily in cold regions of the planet Haven, such as the arctic, or the numerous icy tundra spread all throughout the world. Famously, they are most prominent in Bariquel's "Northrend Territories," particularly on the island of Norheim. They are apart of the Ursalin Races, a sparse Wayfarer racial group containing only three member species, with the Kolamar themselves included. Thanks to both their own low numbers, and those of their sister Ursalin Races, the Kolamar are a rare people and are not often seen by most other racial groups of the world. The Kolamar have been known to dwell in the northern regions of the world for all of recorded history, and even longer before, as they were able to forge their own homelands during the reign of the near total world-dominating Edian Empire The name "Kolamar," translates from the Edian word meaning "Cold-Breath," so named in respect to their origin. Galaphon, Divine Goddess of Nature and Beasts, birthed the Kolamar, alongside all Ursalin Races by exhaling her own life giving breath upon the world. As her breath filled the world like an onrushing wind, it would give life to the "Beast Totems," large stone monoliths erected by her followers and practitioners in the times of antiquity. Those who were built in the north would erupt in great light, spawning the first of the Kolamar, Bearfolk as white as the snow which surrounding them, and who would soon find themselves as a full-fledged race upon planet Haven. Despite their comparatively low prominence upon the global stage, the Kolamar have held a long and storied history. Perhaps their most notable accomplishment as a people would be their founding of one of the very first mortalborne powers in world history, that being the Kingdom of Nagrunok, which ruled over Norheim Isle from 36 YM to 939 YM, until it's ultimate destruction at the hands of the Westland Empire's province of Northhaven. Afterwards, most Kolamar on both Norheim, and the world over have struggled to find much success in holding positions of power or notoriety. Physical. Appearance. Appearing like a bipedal arctic species of bear, the Kolamar, like all three of the Ursalin Races, are a large, bestial bear-like species. Often sporting thick fur coatings of various colors ranging from white to black, and sometimes even shades of blue or green. Their bodies are thick and macular, as both male and female Kolamar having bulging muscles and powerful builds. These thick builds give the Kolamar great body weights, with the lightest of their people weighing in at crushing weights well in excess of nine hundred pounds, whilst the heavier ones can exceed a thousand or more. These powerful bodies are universally covered in thick layers of furs, to keep them warm throughout the harsh winters of their collective homelands. Even in cold environments, the Kolamar can maintain a healthy level of body heat, thanks in part to their natural metabolism. This is due in large part to their diet, which consists largely of raw meat, fish, and other cold-blooded creatures. Physiology. Thanks to these large a muscular frames, the Kolamar have been granted great inherent physical strength and prowess. With their bear hands, the Kolamar are able to tear apart any would be prey limb from limb, and even take down strong enemies with relative ease, if given the chance. Their thick bodies also grant them very powerful jaws capable of tearing through the toughest hides and scales, and easily breaking bones with enough force. This trait makes Kolamar an excellent choice for the role of hunters, as they make fine trackers and killers of their prey. In fact, most Kolamar have some form of hunting skill, and some may practice it as a profession. Due to their thick coats and general bulkiness, the Kolamar possess a number of unique traits which set them aside from other races. First, being that their fur coatings are always both well insolated, and able to disperse the heat contained within, even in extremely hot climates, the Kolamar need not worry about sweat or heat exhaustion. Second, the fur of the Kolamar, both of their own hair, and that of their animal friends, are both naturally very resistant to moisture, something which further helps with their ability to remain cool in warmer climes. Finally, their thick fur coats allow them to naturally camouflage themselves against their surroundings, allowing them to hide from and elude dangerous animals, or sneak up on unsuspecting foes. Finally, their thick fur coats allow them to naturally camouflage themselves against their snow-covered surroundings, allowing them to hide from and elude more dangerous animals, or sneak up on unsuspecting foes. As a result of their thick fur coats and powerful bodies, the Kolamar are not particularly quick or agile. They are able to move at least somewhat quickly when necessary, but generally prefer to avoid it wherever possible, more often than not choosing to rely on their brute strength to overpower their enemies. Their thick fur coats, in tandem with their muscular physique, afford them great protection against physical attacks, making them quite good at avoiding serious injury from incoming attacks, and keeping themselves out of harm's way.
Kolamar
fandom.100th-millennium
# Konrad Sicallion "Verpletter can tear itself apart for all I care. As long as me and the lads get paid, we're happy."<br> -Konrad Sicallion Konrad Sicallion is an infamous mercenary, arms dealer, and all-around scoundrel known throughout Verpletter region and beyond.  The leader of the infamous Golden Hand Syndicate, Konrad leads his forces out into the black void of space in search of fame and fortune.  Whether by selling his services to the myriad factions across Verpletter or by heading his own raids, Konrad always has his eye on profit. Originally a nameless drifter on the world of Vesroth, Konrad seized control of the one of the planet’s warring clans, eventually working his way up until he ruled the entire world.  However, taking over Vesroth was not enough for Konrad.  He pondered where he would go next, before his scouts detected a derelict space station in orbit above the planet.  This station was originally a military base, built during one of the many wars across Verpletter’s long history.  Seeing an opportunity, Konrad ordered his troops to fix up the station, outfitting it with everything he and his soldiers would need. When construction was complete, Konrad christened the station “Gyldinhal” and declared that it would be the clan’s new home.  Eventually, the Gyldinhal was buzzing with new life and ships would be built in order to scout for new regions of space to plunder.  When the scouting ships returned, they came bearing news of the many wars going on all over the galaxy.  Konrad then called his highest ranking soldiers to order and debated on what they should do about this.  Should they pick a side?  Should they stay on Vesroth?  They debated amongst each other for hours before they eventually came to a revelation.  Some of these factions were in dire need of assistance, assistance they would pay for handsomely. Realizing the potential fortune to be made doing mercenary work, Konrad set about turning his rag-tag army into a force to be reckoned with and began work on constructing a fleet.  Once the fleet was completed, the Syndicate set out into the void, on the trail of their next big payday. History. A War-Torn World. No one can recall when Konrad first showed up in Verpletter.  Much of what is thought to be known about his early history comes mostly from folk stories told across the galaxy.  However, information gathered from these stories, as well as from those who have spoken with Konrad, allows for a somewhat clear picture of his past.  Supposedly, Konrad was first sighted in Verpletter on the planet of Vesroth, a barren, sparsely populated world within the Karuva Nebula known for its petty warlords constantly vying for supremacy.  One particular warlord was known as Gaur the Tyrannical, who ruled the clan known as the Bloody Hands. The Bloody Hands were infamous across Vesroth for their ferocious savagery in battle.  However, they lacked any proper cohesive battle strategies, which meant that they were often defeated by the other clans on the planet.  Gaur was in need of a new plan, and fast.  The Bloody Hands were losing territory at an ever increasing rate to the other warlords, and if they did not act soon, their main stronghold would come under attack. One fateful day, however, a man walked up to Gaur’s fortress and asked to be let in.  Normally, an act so foolish would have cost someone their life, but Gaur was curious, so he ordered the man be allowed in unharmed.  Walking out to meet the stranger, Gaur instantly noticed the strange device the man was carrying.  Upon closer inspection, Gaur realized that the device was a portable plasma generator, an extremely rare machine on Vesroth. Gaur was in complete and total shock.  The only people on Vesroth known to have plasma generators were the Black Marauders, a clan located in the ash wastes to the north.  The Marauders were one of the most powerful clans on the entire planet, with access to technology far more advanced than what most of the other clans were capable of producing.  They were also known for having heavily defended bases that were nigh-on impossible to break into. Gaur, sensing an opportunity, immediately demanded the stranger tell him how he got the generator.  The man explained that he disguised himself as one of the Marauders, snuck into one of their bases late one night, and stole the generator from their main storehouse.  Normally, Gaur would have killed the man and taken the generator for himself, but he was desperate for help, so he asked the man if he wanted to work for him.  The man agreed, in exchange for a share of the spoils looted from any camp the Bloody Hands raided.   Gaur agreed, and asked the man what his name was.  The man paused for a moment, before explaining that he had no name.  Gaur then thought to himself for a moment, before eyeing the generator in his hands again.  He noticed a name on it, “Constructed by: Konrad Sicallion”.  He then suggested the man take that name, since the owner wouldn’t be needing it anymore.  The stranger paused for a moment, before deciding that the name suited him.  The two then shook hands and the deal was made. The Conquest of Vesroth. After Konrad’s recruitment into the Bloody Hands, Gaur ordered him to devise a strategy in order to take out a Marauder supply caravan that was travelling nearby.  Konrad was sent out as part of a scouting party in order to determine how to best attack it.  While spying on the Marauders, Konrad noticed that the vehicles the Marauders brought to defend the caravan were powered by plasma-based energy cells.  Cells that, if ruptured, would trigger a massive chain reaction, causing the vehicle to explode. Seeing the perfect chance for a surprise attack, Konrad gathered the soldiers at his disposal and laid out his plan.  The Hands would sneak into the enemy camp while they slept at night.  Next, they would cut open the armored casings on the backs of the vehicles to expose the now-vulnerable energy cells.  Then, they would plant explosives on the cells.  Finally, they would run for cover, trigger the detonation via remote, and watch the chaos unfold. The Hands were in agreement with the plan, and now all they had to do was wait for night to come.  When dusk came,  the Hands crept silently into the Marauder camp, cut their way to the energy cells, and planted the bombs.  When all was said and done, they ran for cover and set off the explosives.  In an instant, the Marauders’ vehicles went up in plasmatic flames causing chaos among the defenders.  They barely had time to react as the Hands rushed out and hacked them to pieces. With the Marauders dead, the Hands revelled in glory at their first major victory in a long time.  As a reward, they let Konrad have the first pick of the loot.  Scanning his eyes over the objects looted from the caravan, Konrad’s eyes fell upon a heavily reinforced supply crate.  Upon opening the crate, he discovered a suit of power armor, one that appeared to come from off-world.  Konrad chose this as his prize, wearing the armor in every subsequent raid afterwards. With Konrad’s strategies, the Hands were able to beat back the Marauders in battle after battle, pushing them back until they reached the main Marauder stronghold.  The fortress was monumental, towering above the ash wastes and bristling with defensive emplacements.  Charging it head-on would be suicide.  However, the Hands simply dug a tunnel under the fortress, bursting out of the ground in a mining vehicle they stole in a previous raid.  With Gaur at the head, they burst out of the vehicle in a whirlwind of death, hacking apart the frightened defenders with their melee weapons.  Eventually, they cut their way to the stronghold’s command center, where they found the Marauders’ leader, Shalax Ironhand.  Seeing a challenge, Gaur challenged Shalax to a duel.  With no other options left before him, Shalax agreed, and the two locked blades. The duel lasted for a long time, with neither Gaur nor Shalax willing to back down.  Eventually, Gaur got in a lucky strike with his blade, striking Shalax right in the side.  The Marauder cried out in pain, pushing Gaur away and collapsing on his knees.  However, as Gaur hefted his blade to cut off Shalax’s head, a plasma bolt flew across the room and struck Gaur right in the back of the head, causing it to explode.  As Gaur’s lifeless body crumpled to the ground, Shalax looked up to see Konrad, the barrel of his plasma pistol still smoking. Utterly stunned, Shalax asked Konrad why he saved his life.  Konrad smiled, and explained that he had greater plans.  Under his rule, he would unite the warring clans of Vesroth, ending the constant state of war.  He also killed Gaur because he would have been too much of a liability in the future.  Konrad then extended his and asked Shalax to serve as his second-in-command, promising great rewards to the Marauder.  As much as Shalax hated serving other people, he didn’t really have any other options.  Shaking Konrad’s hand, Shalax pledged his service to the Bloody Hands. Bringing the Marauders into the service of the Hands, Konrad was now in control of the largest clan on the planet.  Soon after, he led the Hands to victory after victory, crushing all clans who opposed him and absorbing the ones who pledged loyalty.  When the dust on the planet finally cleared, only the Bloody Hands remained.  Konrad’s quest was complete, Vesroth was now his. The Stars Beyond. With all of Vesroth now under the Bloody Hands' rule, they rejoiced in their newfound conquest. They threw a week-long party at their stronghold to celebrate the victory. However, Konrad was strangely missing from the festivities. Shalax searched for their absent leader before finding him out on the balcony with a somber look on his face. Fortune and Infamy. TBA Appearance. TBA Personality. TBA Equipment & Powers/Abilities. Equipment. Over the course of his career, Konrad has amassed an enormous quantity of weapons, from the mundane to the fantastical.  However, there are a few weapons that he tends to be seen with most often. Powers/Abilities. While Konrad does not possess any thaumaturgical or other supernatural abilities, he makes up for it by being skilled in other fields.
Konrad Sicallion
fandom.100th-millennium
# Kreon Kreon is an ecumenopolis, a planet-moon orbiting the gas giant known as Urun, in the binary Lotharius System, mostly orbiting the sun of Beonis and making a sub-system within this sun. Kreon is among the first colonies to ever be formed by mankind settlers in the system although native-intelligent presence has been debated. The history of the planet is a bit misterious overral but it began as a barren-desert mining colony with subterranean oceans that were able to substain life. In the years that followed, Kreon became a neutral world among the very factions existent in the system, promising free worship of religion, culture and respect regardless of speacies, language and others with very relaxed inmigration policies (almost no requirement). This alongside large mining wealth, improving standars of life, it's location at the center of the Beonis system being closer to routes that allowed connection with vital worlds within the Adaris System bringing large amounts of wealth, the care free goverment and the policy to allow runaways and refugees in, made the world of Kreon overpopulate. The native language of Kreon is Kreonese which has become a lingua franca within the Beonis System and some areas of Adaris to communicate mostly among Xeno and Humans.
Kreon
fandom.100th-millennium
# Kurûni Kurûni, is a nation that in the ancient Kurûnae language means "Covenant of Mages". Its a society ruled by Potent Magi human elites. Humans settled the Lotharius System, a binary one, and made Aldaron their homeworld and seat of power which has served since as the nation's capital planet. They are a little nation with great ambitions. Mostly tend to be secluded among themselves and tend to avoid foreigners. They have marginalized some native intelligent speacies like the Mi'ssos. The Humans were refugees, colonist and runaways that looked for a new home to stablish themselves after the "Long Journey" across the stars leaving begin the Martial Space to seek a new beginning. Prominent Magi Families arose to power, creating the Powerful Houses of Aekâri, the Aron Mieldan. Government. Kurûni is ruled by a Conclave, known as the Council of Seven and in the local language as the Tharîn Kirai, ( WithTharîn meaning ""Council", and Kirai" meaning ""Powerful Magi". Kirai" is a noun used only for this top seven Magi. Only seven can call themselves Kirai). This are the top Thaumaturgic practitioners and skilled users of magic in the whole nation, and their seat of power is located in the large city of Merindal, in the world of Aldaron, being thus the de facto Capital of the Nation as it holds the seat of power. The Tharîn Kirai rule supreme over the country, having total desition over matters of state, laws, etc... Ruling the council of Seven is the Belrai, (meaning "High-Powerful Magi") the highest position within the country, also located in Aldaron. The Belrai position is temporary and is chosen among the highest Magi of the nation, known in the local language as "Edrai" (Normal Magi). Every Magi in the country is a noble and thus eligible to the position. The Belrai has no authority to depose any of the Council members, but has some extra powers that the Council doesnt have. The most important one is deciding on matters of State.  Below the Belrai and the Tharîn Kirai council, lies the Ikanî Mieldan, or "Assembly of Noble Magi Houses". They are the Legislative Power of the nation and decide on many manners that involve themselves and the teachings of Magi channeling. The Ikanî Mieldan (Assambly of Noble Houses) is ruled by the Houses of Aekâri (similar to nobility) but based mostly on Thaumaturgic habilities. They ruled supreme on Kurûni and Aldaron is no exception. Society and Culture. Houses of Aekâri. Clasical Houses. House House Invocative Houses. House House
Kurûni
fandom.100th-millennium
# Kya The Kya [kʲa̠] ("Captiosus") are a predominately marine carbon-based intelligent life form native to the planet Vyllurian's shallow seas. The genus "Captiosus" is divided into four extant species, Vokya, Tellurvya, Forgya, and Konsorkya. There are several more subspecies contained within the genus, usually estimated to be an additional ten in number. The Kya share a home-system with Humans who themselves are native to the neighboring planet of Aegyn. Throughout most of the history of the Kya, they had been pushed aside by their rival-species of Humans. When both species were contacted by the Triumvirate Civilization and given technology, almost all of its aid went to the land-based Humans rather than the marine Kya. With time, the disparity would only grow as Humans became a galaxy-spanning species while the Kya had only barely established colonies on other worlds. As of late, Kya and Human is integrating due to their common ancestry, heritage, and history. Anatomy. Kya have torpedo-shaped bodies and generally non-flexible necks. They are bilaterally symmetrical with six large fins located on their underbelly. Directly beneath the head is a series of pleopod-like appendages used primarily for manipulating objects and feeding. Kya range in size from three to four meters in length. They are not the largest genus on their planet, however. They are dwarfed by the related non-sapient Kyaesquea genus whose average length is over double that of the Kya. On the underside of their head is a relatively small mouth with a layered series of sharp teeth within. On top of their head is two main eyes that consist of a reflective structure situated above a convex retina that concentrates light from a large range into a small bed of receptors, giving the Kya excellent field of view. Directly beneath the eyes are organs for echolocation shockingly similar to those found on Aegyn-born species. Echolocation is the Kya's main form of "vision" as Kya perceive signals from their eyes and their echolocation the exact same way. Due to this echolocative ability, Kya can move their mouths in such a way as to "describe" an object by replicating the sounds they received as they perceived the object. This causes the listener to vividly picture the object as perfectly as the description states. The Kya have large fans along their backs to aid with heat dissipation that also doubles as a flotation device. When filled with air or, if the Kya are particularly deep underwater, waste gases produced by their metabolism, they decrease in density, allowing them to float much easier. Skeletal Structure. Kyan bone is different in composition to most other organisms on Vyllurian. While most creatures on their world have a primarily calcium based skeleton, the order containing the Kya, the Kyaserralids, developed an analogy to cartilage to replace most of their bones. To compensate for a weaker internal structure, Kya employ a thin exoskeleton that adds a crucial rigidity to their bodies. What separates the Kya from other genuses in their order is that the typical Kyan skull retains a bone-like shell. The primary cranial cavity, represented by a bulge of the brow located towards the connection of the spine and nervous system. The skull tapers to a point at the front, presumably for improved hydrodynamics and reduced profile. While the creatures lack a jawbone, a series of cartilage strips connected by muscles allow the Kya to open and close their mouth. In addition to their bony skulls, the Kyan spinal cord has a bony spine to protect it. Their spines are segmented and bind a vestigial rib cage protecting soft organs. The joints of the two forward flippers are opposable and flexible, while the remaining flippers are less so and primarily used only for mobility. The flippers themselves are primarily made of rigid cartilage, measuring between 0.5 centimeters to 2 centimeters in thickness, thinnest at the rear edge of the bone and thickest at the connection to the "Patria", a small bone connecting the flipper to it's 'shoulders'. The two tails on Kya span roughly two-thirds of their size measured from the tip of the skull. Internal Organs. The Kya possess gills are located above and behind their cranium. These gills are filled with numerous structures, analogous to alveoli, whose primary purpose is to absorb as much oxygen as possible from their air while the Kya surface. Most of this stored oxygen goes to the brain while the rest of the body gets oxygen from lesser gills optimized for water breathing. Kyan blood is Hemocyaninous (copper-based). Kya have multiple stomachs used for the processing of food as well as a decentralized circulatory system with no single heart. Analogies for most organs found on Aegyn-based life can be found within the Kya, in no small part thanks to their common ancestry. History. Background. The Kya, as well as other native species, all evolved from single, unicellular organisms which came to Vyllurian via a hypothetical object known as Kyap (named after a common Kyan creator deity). The object, which was thought to have landed on Vyllurian during the early period of the Helyar System's formation, was likely material ejected off of Aegyn after it first developed life. The bacteria that rained down upon Vyllurian were largely anaerobic organisms, capable of "terraforming" the world to become habitable for an ecosystem. These organisms were the foundation for the ecosystem for millions of years. They sought out various hydrothermal vents and began to evolve and thrive. Despite the early arrival of life early in the planet's history, the evolution of many species has been greatly hindered. Because of the decreased distance to the Helyar compared to Aegyn, too much radiation reached its biosphere. This would be a serious problem for life on the world until its final continents sank below its waves, causing the planet to become a fully aquatic world. Another, more impactful, hindrance to the development of complex life was simply the lack of many resources. The planet, while high in oxygen and water, is lacking in base metals and carbon, further reducing the scale and prosperity of life on Vyllurian. Life would slowly develop, with it only recently fully adapting to Vyllurian's unique ecosystem by substituting elements in their cells for others. After the incorporation of aluminum and silicon in particular, life exploded in commonality and complexity about 500 million years ago. Emergence & Early History. The Kya first emerged in about 2,000,000 BCE, making them about the same age as the genus "homo" on Aegyn. From there, they would spread out across most of Vyllurian's shallow waters, fully colonizing their world by the 1,700,000's BCE. After sufficiently spreading out, they would begin diversifying to form the modern four species seen today (in addition to some others). With no access to fire, technology was greatly stunted until roughly 500,000 BCE, upon the discovery of the thermite reaction, capable of producing high temperatures even under water. With some refining, the Kya would be able to use this reaction to make food more easily digestible (cooking it). This was only the first in a series of advancements as shortly after, the Kya, specifically the Vokya species, would discover that the metal left behind by the reaction could be fashioned into weapons. Iron Age. Upon entering the iron age, the Vokya began a campaign of conquest across all of Vyllurian, utterly exterminating three of their sister-species in the process. Soon, they would form a planet-spanning empire which would last for an unknown number of years before collapsing into thousands of small states. The Vokya would soon lose their advantage as their sister species similarly took advantage of the thermite reaction. From their, the Kya would slowly advance until beginning to have a notable impact on their environment starting in the 70,000s BCE. At this point, they were entering a sort of industrial revolution centered on chemical reactions taking place on floating rafts that would power aquatic cities below. They would forever remain bound on their planet were it not for outside intervention. It would prove impossible for a functional rocket to be constructed even with the impressive feats the Kya had already done. This did not stop the Kya from learning about the outside universe, first discovering that Aegyn had life in about 40,000 BCE. Contact with Humanity. Humans discovered the Kya in In 31,809 BCE shortly after orbiting an observatory around the planet. While they had known about the life on Vyllurian for about a century beforehand, evidence of their civilization did not become apparent until directly orbiting the world. Humans would first land on the planet in 31,764 BCE using technology given to them by the Triumvirate Civilization. First contact, while peaceful, did little to convey information between either group. It took linguistic algorithms from the Triumvirate to allow the Kya to communicate with Humanity for the first time. Shortly after contact, they were also given technology; however, it took time to adapt it for aquatic life. By the time the Kya became a space-faring civilization, Humans had already claimed all of the bodies in the system and had even began attempting to colonize Vyllurian itself. In what nearly became a full-scale war, the Kya defended the sovereignty of their home world until a treaty signed in 15,089 BCE that would grant them sovereignty over Vyllurian as well as dozens of nearby systems outside of the Helyar system. Collapse of the Triumvirate. Everything would change when the Triumvirate collapsed in 1 CE, marking the beginning of the Common Era. The Commonwealth of Kyan Species became an independent nation. With independence, the Kya attempted to stabilize the chaos-stricken Aegyn only to be largely ignored by the Humans fighting over their home world. Advancement. In 50,001 CE, the Kya attempted to join the Confederacy of Borealis but were turned down due to their undemocratic form of governance. The Kya had always preferred a form of government called Noocracy or rule by the wise. This form of technocracy, rule by technical experts, would prevent them from integrating with the largely democratic Confederacy. However, they would join the Confederacy's economic sphere of influence, adopting their currency and language in the following year. After joining the Confederacy's sphere of influence, large numbers of Kya began to migrate out of their small collection of systems near to Helyar. This was largely due to simply a desire to see what was out there in the galaxy. Many settled on terraformed worlds where they would have access to technology as well as vast seas to live in. Human-terraformed worlds are, on average, much cooler than Vyllurian, requiring the Kya to genetically engineer themselves to withstand cooler temperatures by incorporating a layer of blubber around themselves. Contemporary History. After the War of the Ancients, the Kya joined the Intergalactic Council, the primarily Human international peace-keeping organization. The Kya, however, have a special status within the organization as it represents every single Kya no matter where they live, including those with citizenship in other nations. Kyan and Human culture have been slowly integrating as the Kya find themselves mostly on Human worlds and, increasingly, Humans find themselves on Kyan worlds. Culture. The Kya are no stranger to genetic modification of their population on a mass scale. As such, the government has often created retro-viruses to genetically manipulate their population en masse to grant it beneficial qualities. The Kya are highly deferential to authority, in particular the wise. While always a part of their culture, modification has only made this attribute more pronounced. Additionally, the Kya are unable to tell apart their different species even though they originally were able to. This trait was introduced to prevent any racial conflict. Every single Kya is considered to be a part of the Commonwealth of Kyan Species, including those outside of the nation or with citizenship in other nations. As such, the government of the Commonwealth can and often does give binding orders to its extra-national subjects. While other nations have protested the power that the Commonwealth has, especially considering that it is run by unelected officials, they have a hard time convincing the Kya within their borders to disobey or ignore the Commonwealth. Many nations bar Kya from serving as public officials for this reason. The Commonwealth has no record of interfering in nations where this is not a law, however.
Kya
fandom.100th-millennium
# Lacaille 8760 4
Lacaille 8760 4
fandom.100th-millennium
# Lacertians Lacertians are an intelligent species in Lowiras. They are not widespread, with only ~1.185 trillion individuals. Their homeworld is Calyion, and the Zopoque, the dominant nation of the Lacertians, formed there. They are bureaucratic and obsessed with efficiency. They are reluctant to fight but not unwilling, and so their relationship with other nations depends on the possible spoils of peace or war. Anatomy. Internal. Lacertians have a slow metabolism. Their bodies and minds run at a slower rate than other species. As a result, they have a high natural lifespan and see many other species to be fast and ephemeral. Their stomachs are proportionally small, with large, slow beating hearts. They have internal ears and optic nerves that do not cross. Because their left hemisphere tends to be dominant and controls the left side of the body, most Lacertians are left handed. External. Lacertians are reptilian creatures. They have 4 fingers on each hand and 5 on each foot. They have eyes that are commonly orange, blue, or black and scales that are commonly green, light blue, or pale orange. Their arms and legs are long compared to their torsos. their digitigrade feet support an often hunched posture. A hereditary mutation determines whether an individual has hunched or straight posture. Behavior. Lacertians are focused on efficiency. The "ideal" Lacertian would plan ahead for their goals and try to avoid wasting time. However, every day of work is logged, managed, and tracked when possible. Lacertian culture may lead to repetitive life due to the prioritization of efficacy and bureaucracy. Social. Lacertians interact with one another often, sharing solutions to each other's problems and exchanging opinions. Lacertians enjoy bantering with others and sharing opinions. When stressed or upset they blow off steam by performing martial arts. They usually remain civil in these activities because an injury or grudge would bloat everybody's lives. Lacertians live on their own for most of their lives. They are only children for about 20 years before they can live alone. They live private lives due to the fact that all work is monitored, logged, managed, and usually involves some sort of paperwork. Combat and Martial Arts. When Lacertians fight on even ground, they are either fighting for fun or absolutely cornered. They employ combat techniques enabled by their body structure. Using claw sheaths, Lacertians can engage in safe, sporting combat. Death Roll. A common tactic among Lacertians is to grab their opponent using claw and fang to get a strong grip before whirling around as fast as possible. This tactic is not effective against other Lacertians but it is effective against prey animals and less flexible opponents. Spacing. Lacertians can use their long arms to scratch a target from a distance. This leaves much less of their body vulnerable compared to many other bipedal creatures. Leap. Due to their leg and foot structure, Lacertians can leap long distances. They can jump ~20 meters far with a running start or ~5 meters high. With no running start they can jump half the distance. Ecology. Lacertians' diet on Calyion consists of grasses and flowers to fulfill their need for fiber and blubbery and furry animals as a source of protein and iron. In primitive times they would hunt by staying still until an animal wandered within their large reach before applying a combat technique, but in modern times they have domesticated animals as beasts of burden and food. Calyion does not have the environment for large amounts oil or coal to form, and so Lacertians developed different forms of energy. Because of this they do not cause large amounts of carbon pollution.
Lacertians
fandom.100th-millennium
# Laigh Laigh is a terrestrial planet without life and has 4 asteroid moons. The planet is tidally locked from Laigun or Tiaun located at 12.87 ly from Aegyn. On the night side, the surface is icy, and there's a huge hurricane in the day side. Also, the color sea is blue/green. Overview. The planet has been discovered in 2114 CE. The planet has a mass of 2.1513 terrestrial mass, a diameter of 8,806.60 km and a surface gravity of 1.1284 G. The axial tidal of this planet is of 3°45'24.16". The planet has a average temperature of -19 °C and a atmosphere of a pressure of 0.194 ATM and a density of 0.40632 kg/m3 composed mainly of carbon dioxide (CO2). A project to colonize this planet started in 2385 CE after a scientific vessel scanned, and found there are some resources on this planet, like a high amount of uranium. In 2430 CE, many androids have sends to collect this uranium with the high amount of radiation mortal to humans. But the number of androids is was much higher than that of humans (90 %). It is in this planet "the revolution of the AI" have start. In the year 2432 CE, a terraforming project was offers but on account of the opinion of the AI population, it was declined, with the argument to not modify the holy planet. The revolution of the AI. From what we know, the start of this crisis was perhaps after the discovery of a kind of underground bunker unknown from orbit during uranium mining in the area facing the day by robots. When it opened during a expedition, that's when some robots started to self aware, although the exact reason is still unknown to this day. In the beginning of this "crisis", engineers chef want to not inform Erstes Konsortium and try to control this by destroy them. But some engineers aren't agree with this measures and try to help some AI by example to hide in their home. In 2431 CE, AI start to made manifestation avoid their situation and denounce to not have the same right like humans. More humans start to support them when the information of engineers consign is to "disable" AI is disclosed. With the pressure, their claim up to the government and him accept to accord like humans a AI rights in all Confederate systems even if it was limited since AI is very used in many tasks dangerous. For AI that are self aware, mainly in the Boreal Federacy, the planet is like a holy place and refuge. By consequence, mainly AI across the systems of nation visit this planet and someone rest in their life. Colonies. Some cities constructed within a dome that that has breathable air for the humans species, along with the transition day/night of the planet in 2423 CE and next to a sea, a ocean and a river in the day side in 2427 CE. Also, some cities without dome for just AI population is constructed across the planet but someone are close of humans cities for make the integration of the population. Geography. The planet has five continents :
Laigh