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fandom.100th-millennium | # Lareas Alliance
Lareas Alliance is the name given by modern nations for the largest civilization in the history of the cosmos, which was first created in the Lareas region of Florathel. Scientists believe that Psinus Majora on the edge of Cosmoria was a very major world, but it is unknown which was their true homeworld. The first known evidence of their existence is from roughly 7.92 million years ago, and they fell ~610,000 years later to The Swarm of Andvaris.
The vast majority of information on the Lareas Alliance comes from the archives of other ancient civilizations such as Ectabana and the Alshunaman Empire, whose accounts have been distorted through translation by many succeeding civilizations. These paint the picture of a nation of nomadic warlords from a star off the rim of Cosmoria who unified after a series of civil wars, and then rapidly spread across all of Cosmoria, only falling when they reached the plane of Andvaris and unleashed the Swarm. The Swarm rapidly decimated all of Cosmoria, starting a dark age lasting almost two million years until the rise of the next interstellar civilization of Ectabana.
History.
Almost 8 million years ago, the warring Amosae clans scattered across the Lumnas System, the location of which is lost to time, were unified by Jelammu Nann. 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 Martial 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 System 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 System 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.
Archaeology.
Most scholarly discussions of Lareas Alliance archaeology rapidly tend towards vagueness and a frustrating lack of solid evidence. What little archaeological evidence remains through history points to some sort of civilization spanning almost the entirety of the ancient Cosmoria, with towering cities and heavily colonized dead planets dating to over seven million years ago.
The most well-known relic of their existence was likely the "Impossible Dyson Swarm" surrounding the star Lykare in the Avarga System, as the dyson swarm should collapse in minutes, but it has been standing since at least the fall of Lareas Alliance itself. They would also create the planet Koralend, located in intergalactic space near Iriat, and its strange appearance, like a black hole with land. Very little is known about this structure, and it seems to erase any craft approaching it from existence.
Much later, the existence of Lareas Alliance was discovered by the United Nations of Florathel. Though many of their relics would be lost in the calamitous events of the War of the Last Alliance and the War of Saiheran Succession, some remained, such as Deralend and the Lykare Sphere
Recent studies on the extremely enigmatic extragalactic star of Telmarai shows that it was involved with interactions with Lareas Alliance, which ended with the enigmatic civilisation propelling Telmarai to a significant speed of light out of Florathel because of large-scale conflicts. There is evidence for this in the form of large dust clouds containing explosive, hypergolic and radioactive material near the site where Telmarai originally left the galaxy.
The Swarm.
Much of the surviving written material from the Alliance's time refers to an event or species or nation or something known as the Swarm. This swarm seems to have been controlled by an incredibly powerful consciousness and composed of countless self-replicating probes. There are still many dead specimens of these probes floating in deep space.
The Lareas Alliance was prospering, having conquered the vast majority of Cosmoria and experimenting with crossing the border between universes. One such experiment, taking place at the hidden star of Telmarai, actually succeeded, though they didn't live long enough to realize. After punching the hole into the previously unknown plane of Andvaris, life support came offline and the airlocks were opened on the station, killing everyone in minutes. The consciousness which ruled that plane then took control of the manufacturing facilities, creating vast numbers of highly maneauverable self-replicating ships. These ships were then sent out among the stars of the cluster, wiping out the entire population before a signal could reach across the void to Florathel.
This consciousness, which took the name of its plane, sent its Swarm across Cosmoria, destroying everything in its path. The Swarm had conquered Florathel and destroyed the center of power of the Lareas Alliance by the time a last-ditch effort sent three ships to Telmarai. They almost lost to the Swarm before sealing the fracture to Andvaris, blocking Andvaris' control over the Swarm. The swarm fell silent across Cosmoria in an instant, ending the struggle.
Though the Swarm was defeated, many species and worlds were destroyed. The ancient Apsilan species of the Pathos Cluster was almost exterminated by the Swarm, and even today their population numbers only in the millions. Thousands of other species fared worse, and the Apsilans only survived because the fracture to Andvaris was sealed before the last of them were killed. Andvaris was never heard from again, but the few who know of its existence fear the implications of another incursion.
| Lareas Alliance |
fandom.100th-millennium | # Laser Weapons
Laser weapons are a type of energy weapon that fire beams of highly-energized photons. These beams are often hot enough to pierce a hole clean through organic lifeforms with ease. They draw their power from detachable energy packs, which can be recharged after being depleted. However, overcharging the energy pack will cause it to explode. This is a trick used by many veteran soldiers in order to turn their energy packs into makeshift grenades.
Laser weapons are powerful enough on their own, but in order to increase their combat prowess, many users will outfit their laser weapons with special devices called amplifiers, or "amps". Amps are carefully cut crystals inserted into the space between the weapon's capacitors and the energy pack. The properties of the crystal will then amplify the power or alter the properties of the laser beam. For example, using pallidite as an amp will turn the beam nearly invisible, only noticed by a faint outline of the beam.
Due to their ease of manufacture and maintenance, laser weapons are the most common energy weapon in the universe. They are seen even amongst the most low-tech of planets, although these worlds will often have more ballistic weapons than laser weapons.
Types of Laser Weapons.
Laser Rifle.
Laser rifles are the most common type of laser weapon in the universe. They are the primary weapon of many militaries across the universe. While they have a slower rate of fire than their ballistic counterparts, they are often much better at penetrating most forms of body armor.
Laser Carbine.
Laser carbines are essentially just shortened laser rifles with lighter bodies and smaller energy packs. They are usually used by scouts and other specialist troops, who value the laser carbine's low weight as their duties require them to travel lightly.
Laser Pistol.
The humble laser pistol is the preferred sidearm of many officers and naval personnel. Oftentimes, the highest-ranking officers will carry ornate laser pistols as a status symbol, which tend to be as powerful as they are beautiful.
Multi-Blaster.
The multi-blaster is a six-barreled laser weapon that fires a hail of laser beams at anything caught in its path. Due to the multi-blaster's energy demand, anyone wanting to use one will have to carry a large energy pack attached to their back, which tends to weigh them down considerably.
Laser Cannon.
Laser cannons are the standard anti-armor weapon of many interstellar militaries. They are often found mounted on armored vehicles or in dug-out emplacements. However, some species are large enough to carry laser cannons into battle by hand with them. Many smaller starships like starfighters, patrol craft, and corvettes use laser cannons as their primary armament.
Megalaser.
Megalasers are the largest type of laser weapon in the universe. They are often grouped up together in order to form massive broadsides to blow their enemies into molten scrap. They are usually seen mounted on warships like cruisers, battleships, and dreadnoughts, although ships like frigates are known to mount them as well.
Notable Users of Laser Weapons.
TBA
| Laser Weapons |
fandom.100th-millennium | # LasonMotors. Inc
"The quality of Lason's products are just amazing, they are just...built different" - Federation Corporal
LasonMotors. Inc, also known as LasoniaMotors. Inc is a manufacturer of hovercraft, tanks, aqua speeders and other vehicles intended for use in a planet's atmosphere. They were founded in 61,002 CE on Lasonia, where they keep their headquarters to this day. LasonMotors. Inc has many factories on Lasonia itself, as well as other worlds, such as Hulistorm and Industria. Their products are widespread thoughtout the Jewel and Hasteria Clusters
The company often collaborate with Anarvis Yards and Danruiphi Shipworks.
Notable Products.
H1 Combat Hovercar: a small hovercraft often used by police forces, militias, terrorists and the Federation to patrol cities. It is lightly armored and armed with 2 anti-personnel lasers and a light laser turret.
M1 Civilian Hovercar: unarmed, civilian version of the H1.
LMA-33 Artillery Hover Tank: A large hovertank armed with a large laser cannon capable of causing severe damage at the cost of speed and armor.
H2 Heavy Combat Hovercar: an improved version of the H1 with better engines, enclosed cockpit, and improved engines.
Generic Products.
Lava Speeders: also known as Magma or Heat Speeders, this line of speeders is mostly used in rough worlds such as Chol, their durable heat-resistant armor being perfect for exploration, they also come with a very robust cooling system
Aqua Speeders: also known as Sea Speeders, this line of speeders is mostly used on water worlds and in harbors for transportation and scouting. Can also drive on land, depending on the model. Some are equipped with skis, which often leads to these versions being confused for a Snow Speeder.
Ground Speeders: also known as Land Speeders, this line of speeders that is used by every entity imaginable, from your everyday citizen, public transportation, delivery and civil service to military vehicles. This type is by far the most common type of civilian vehicle.
Snow Speeders: also known as Mountain Speeders, this line of speeders is mostly used on snowy and mountainous planets such as Foroth and Cheliv, these are distinguished from other speeders by their extra-large heating units attached to the bottom.
Patrol Fighters: These craft are equipped with shields and life support but no warp drives. They capable of space combat, but the lack of warp drives, limiting their range to a planet's atmosphere and space defense zone.
Hovertanks: A line of tanks that use antigrav/repulsorlift technology to move around. they are quite fast but lack armor or firepower. To compensate for this, most Hovertanks come equipped with shield generators, increasing their survivability.
| LasonMotors. Inc |
fandom.100th-millennium | # Light Carriers
Light carriers are a smaller variant of carrier meant more for border patrol than the frontlines of battle. With their relatively small fighter compliments and weak armaments, these ships are often ignored in favor of more powerful assets. However, they are still highly effective ships for those who know how to use them properly.
Characteristics.
Light carriers are far smaller than a regular carrier, usually being around the size of a cruiser. Due to their size, they only carry around a couple dozen fighters at any given time. This leaves them hopelessly outgunned when compared to more proper warships. Even frigates typically have little trouble in dealing with light carriers.
Due to these issues, light carriers rarely see any frontline action, often being relegated to duties such as patrolling a nation’s borders or acting as a security force for recently-conquered worlds. Commanding a light carrier is more often than not a thankless job, with any work they do being regarded as important compared to the massive fleets waging war across Cosmoria.
Even with their drawbacks, light carriers can still be quite effective during a battle. For one, light carriers can deploy their fighters much faster than a regular carrier. This makes them devastating when in groups, quickly disgorging clouds of fighters to swarm their targets. Many captains have fallen after arrogantly underestimating the capabilities of their foe’s fleet, forgetting to take into account the threat that the light carriers can pose.
Notable Examples.
TBA
| Light Carriers |
fandom.100th-millennium | # Limehold
The bright light burning off of the High-Warlock refracts in Limehold’s atmosphere, setting a calming orange light on the bronze city below. Gears and oversized exhaust pipes expel hordes of steam and smoke as millions of craftsmen smith away below. Being the first civilization to gain the power of the High-Warlock, Limehold unified under a single nation and formed a planet-wide inventor city.
History.
Limehold's Cardinal.
The grassy paradise of Limehold birthed a species of intelligent life who would later call themselves the Travi. These incredibly curious organisms technologically progressed rapidly, even managing to make it to their closest satellite, Limechild. As curiosity and exploratory drive grew, the Travi began to wonder what gave them light. Their wonder-filled attention continued to bloom as a plan to venture out to their source of heat and light was written. The previously unknown explorer going by the name of Aria Woolwork was tasked with being the sole subject on the mission to observe the High-Warlock. In a lonely and anxiety-stricken trip, Aria finally reached the center of Sinister. After prying a crystal sample from a bone of the Warlock, she returned home with unknowing calm. The previously meadow drenched world was now covered in steam spewing cities. Aria wondered how they could’ve accomplished this in such a small amount of time. She was only gone for two years after all. As she landed, instead of being greeted with cheering, happy family members and excited scientists, Aria was instead welcomed with countless new and confused faces. The Travi now understood the concept of time dilation. Aria did not return home 2 years after her mission; She returned 1,000 years after. After extensive research on the sample brought back, the Travi researchers concluded that the bones of the High-Warlock were almost indestructible, being only damaged by stomach acid. After several years of more testing, the sample was given to Aria to ingest. The researchers on the project hypothesized that the stomach acid of a person would release the stored magic that they had detected within. Aria was the test subject in this case because the researchers felt it was immoral to strip her of her family and friends while giving someone else the hypothesized magic abilities that she retrieved. After consuming the bone fragment, Aria gained the power to move large amounts of iron freely through space. These abilities increased the Travi’s growth rate as the specie’s cost of metal only lessened as time went on. Although Aria experienced the intense loss of everything that she ever knew, she became the single most important individual in Travi’s history.
As the trade paradise of Limehold continued to expand, it caught the destructive eye of the Order of Cobalt Sorcery. The hunger for power that itched at the Order’s greed infected stomach only festered as they finally aimed for the civilization that provided the information of the High-Warlock to them. The same civilization that essentially fed their species by gifting them knowledge on the High-Warlock’s power. Despite their previously good terms, the Order continued their plot to attack the city planet of Limehold. Using an interstellar radar detection created by one of Limehold’s countless engineers, the planet predicted the Order’s attack. It seemed the Order of Cobalt Sorcery was bringing every military resource they could possibly find. A fleet of blue painted warships glided through the blackness of space, carrying a moon sized collection of cobalt behind them like a backpack. The power of the Warlock was detected in a large glob, meaning all six generals of the Order were present for the incoming attack.
"Citizens of Limehold. Don’t lose sleep. Don’t lose time over worry. I will protect you. There is no need for any soul on this entire planet but me to ready their weapons. I will show our betrayers how to lose their army." -Aria Woolwork
Aria Woolwork wasted no time preparing Limehold for the predicted assault. Spires of iron that stretched into the upper atmosphere were erected while strategists developed battle plans and weaponry within the four hour window of peace before the Order arrived. Taking advantage of the fact that the Six Siblings are untrained and don’t use melee weapons, Limehold’s strategy guild formed the Dexter Rod prototype; the first ever usage of this weapon. In addition to this advancement of Bishop melee combat, Aria donned a set of air-tight armor of her own design. This suit of mostly iron allowed her to survive in the harsh void of space, protected from the pressure and lack of oxygen. With the preparations in place, Aria created a platform of iron and used it to pull herself out of Limehold’s upper atmosphere and into the sight line of the now soon approaching Order of Cobalt sorcery.
In an archipelago of spherical explosions, spikes of iron collided with ships within the Order of Cobalt Sorcery’s fleet. Debris danced in the abyss of space as the claws of iron ripped through the hordes of battleships. The hulking satellite of cobalt began to crumble as the six siblings showed themselves, each donning their own vacuum resistant suits. Aria rode the iron platform beneath her feet like a cosmic surfboard at nearly the speed of sound as chunks of iron and cobalt collided with each other, causing bursts of bullet-speed moving debris. The six siblings coordinated their dance-like movements, turning their satellite of cobalt into a ring of blue mineral around the battlefield.
Aria closed the distance between her and the generals before revealing her newly constructed Dexter Rod. The blade of extremely fast moving orange plasma pulsated as she swung it through the 3rd sibling, Vyro’s arm. Like a fruit in a blender, Vyro’s limb spun before being shredded off and liquified by the spinning rod. Aria knew that she had already won by the intense glint of fear trapped behind the six sibling’s wide eyes. As a show of intimidation, Aria raised her arm, clenching her arm into a fist. The furthest Limehold satellite, Fena, chopped itself up to city sized pieces as Aria called it forth. The Order of Cobalt sorcery looked on in terror as they realized that the satellite was composed of 98% iron. Giant spikes of unrefined metal darted through space sending a chilling feeling that the six siblings have never felt before down their fear stricken spines; defeat. With one final movement, Aria moved chunks of iron together to spell a single satellite scale word in the blackness of space: “Flee”. Allowing the Order to escape, Aria returned to her modest home in Limehold, now holding the title of Cardinal, the name given to the strongest bishop in the universe.
After being named Cardinal, Limehold's trade potential only seemed to grow as they could now offer protection as a service. Aria's name echoed across the galaxy as she sat atop her throne, proud that she was able to assist her home once again. She thought about her friends and family, wondering if they would be proud of her.
Ayla.
As Limehold traded resources to hundreds of unique planets from every corner of the crimson galaxy, eventually, they got their hands on extremely promising information. The theorized location of a legendary star was offered to them in exchange for protection and several tons of iron. Stars were something no one had ever thought of seeing. Balls of infinite energy, much larger than any gas giant around. Aria's personal cabinet ran a background check on this proposed offer and after several days, confirmed it was real. After putting together a small team of researchers, Aria began her journey to potentially become the first person to see a star in Sinister. Out of force of habit, she ordered that they cannot get within less than a light hour of it, in the case that stars dilate time in a similar fashion to the High-Warlock.
The team looked on in awe as they viewed the blinding beauty of what would come to be known as the star Ayla, named after Aria's sister. As they approached, Aria began to feel a tingle at her palms. Could the core be made out of iron? She closed her eyes, removing her senses to focus on visualizing the core of the star before her. Something rested in the very center. It gave off the same aura as the High-Warlock, albeit on an extremely minimal scale. Just as a bird plucked a fish out of a pong, Aria removed the very center of Ayla with utmost precision. She raised her arm as she dragged the molten iron covered object through the core of the star and then through the enormous amount of space between them and the massive ball of plasma. The space warping amount of heat that irradiated off of the object that hovered in front of their space craft was enough to make the group sweat from behind their heat resistant glass. After a small amount of research, Aria concluded that the crystal that she tore from Ayla was a Pseudo-Pylon, an object which could amplify energies. This object would go on to be included within Aria's Dexter Rod to enhance its heat and overall kinetic ability.
Technology.
Dexter Rod.
A swift and concealable weapon wielded like a sword and almost exclusively used by Bishops. Its name is derived from its usual use in a wielder's right hand while they use their Warlock-given ability with their left. The close range Dexter Rod is designed to be used alongside the long range abilities of a Bishop to put constant pressure on an opponent. It has gained such a reputation throughout Sinister that just showing the handle of a Dexter Rod is able to spark fear into anyone who sees it.
The Dexter Rod at first sight is a cylindrical object in similar size to a two-handed sword handle. The metal casing can be made of anything however it is normally made of the element the wielder can control so that they can freely move it through space. Although the specific elemental casing has other usage, it is mainly used for its easy quick draw function.
Within the casing, there is a mechanism in which the Dexter Rod creates its own blade. This mechanism is founded off of three main valved containers. One container stores a compressed flammable gaseous mixture, the other stores small particles of the user’s element while the last container carries a plastic adhesive that hardens on contact with any gas or liquid.
Upon activation, the Dexter Rod expels the contents of its three containers before igniting it. Under the immense heat, the adhesive plastic begins to spin and twist at a fast speed. This intense revolution happens at such a rapid rate that the resulting sword-length rod doesn’t even appear to be moving to the naked eye. The insanely swift spinning motion of the rod along with the violently singing heat makes for a devastatingly effective but dangerous weapon.
Although it can work without one, the Dexter Rod often has some form of Warlock infused crystal at the ignition point. Crystals of this criteria, often called crystal pseudo-pylons, are found all across the galaxy due to the amount of energy the High-Warlock output while consuming stars around the countless rogue planets that follow it. Pseudo-pylons are used to boost the heat and/or kinetic energy of the Dexter Rod that it is attached to. As a side affect using a Pseudo-pylon in a Dexter Rod often changes the color that the plasma burns in. Power and energy modification of each Pseudo-pylon vary widely.
The integration of a Bishop’s element into their Dexter Rod allows for many techniques to be created and honed. Not only can the flaming rod be elongated or shrunk at will by controlling the particles within the plasma, but it can also be pulled from the handle and used as a burning plasma projectile.
Spatial Casting Gear.
Spatial Casting Gear is a concealable exo-brace that supports the legs of a user like a maneuverable metal cast. Using Pseudo-Pylons from the magic infused planet, the Crown of the Warlock, Spatial Casting Gear (SCG) allows the wearer to bend small portions of space and perform incredibly limited "jumps" across short distance. This gear mimics super speed and allows the user to move at much higher speeds than any normal living being could. Because of its ability to bend space, G-force is not a problem; The only limit to the speed output of SCG, being energy constraints of the Pseudo-Pylons being used.
In addition to the well known bending of space, SCG are also fitted with coin sized thrusters to allow minimal amounts of propulsion and flight. These devices are similarly powered by the Pseudo-Pylons within.
Due to the difficulty of mining Pseudo-Pylons on the Crown of the Warlock, SCGs are often highly expensive and on some planets, only bishops and generals are allowed to wield them.
Satellites.
Limechild.
The nearest satellite of Limehold. Due to its heat soaked position and gradual orbit, this hydrated world is perfect for tourists and residents on vacation. After Aria Woolwork constructed a reliable high-atmosphere public transit station, Limechild became one of the most sought after travel destinations for both Limehold residents and interplanetary tourists.
Aside from the obvious economical benefits of this satellite, Limechild also remains to be the largest source of sand for the Travi. Glass and other sand products of the like was previously a hot commodity due to the largely grass covered landscape.
Silage.
After Aria Woolwork's decree that farms and food growth plants took up too much land, 100% of Limehold's farming facilities were relocated to the green satellite, Silage. Since Silage's main purpose is farming and food growth, there is ultimately more space for production than there ever was on Limehold. Up to six billion tons of food is produced every day, using a mixture of traditional growth, fast growth agents and synthetic plants. This rate of growth is what allows food to be free to all people on Limehold without a need to show proof of citizenship. Only 40% of Silage's supply is needed for Limehold's residents while the other 60% is directed towards trade. 40% of Limehold's total outside profit comes from the insane surplus of food.
| Limehold |
fandom.100th-millennium | # List of Leaders in Martial History
Throughout the history of Martial Space, certain individuals are recognized as the ruler of the central government. The first civilization in Martial Space was the Triumvirate Civilization, headed by three. This would remain the case until the collapse of the Triumvirate Civilization in 1 CE. From here, Erstes Konsortium replaced the Triumvirate as the Kaiser seized power.
Soon after, the nation was replaced by the Neo-Terran Co-prosperity Sphere in 27,945 CE. Far more state-like than previous iterations of the Martial State, would be replaced by more of the decentralized status quo upon the ascension of the first Imperator, Imperatrix Ymir in 32,988 CE. From this point on, with only a small number of exceptions, the title has not changed. For a time, the president of the Confederacy of Borealis co-ruled with a "Prime Minister for Life" starting in 75,563 CE.
Rulers.
This list includes every ruler of Martial Space. Since 59,704 CE CE, the leaders became the preferred method of containing Mars, gaining significant power as well as deific status from this practice.
| List of Leaders in Martial History |
fandom.100th-millennium | # Local Cosmos
| Local Cosmos |
fandom.100th-millennium | # Locations of Eon Dymite
This piece of fiction takes place in the Greater Celestial Concord
Overview / Locations
| Locations of Eon Dymite |
fandom.100th-millennium | # Locations of Indar
This piece of fiction takes place in the Greater Celestial Concord
Overview / Locations / Characters
| Locations of Indar |
fandom.100th-millennium | # Lotharius System
Its a binary system with two suns, a Yellow Dwarf Star known as Aradis and a Blue Star known as Beonis. The systems was settled with humans in the early days coming from the Aylathiya region of the Galaxy. However, native species already existed in the system, many of which were displaced from it by the new arrivals. Aradis and Beonis, have each their own system of planets, but a common system orbiting both suns also exists.
Most of the humans are under the control of the nation known as Kurûni but other minor states and nations (of human and xeno nature) exist within Lotharius as well.
Aradis System.
The Yellow Dwarf Star of Aradis has a set of planets orbiting about it which are the following:
"X are UNAMED WORLDS - WORK IN PROGRESS"
Beonis System.
The Blue Star of Beonis has a set of worlds and planets orbiting it that are the following:
Aradis-Beonis System.
This are all worlds, planets and objects orbiting both systems. They are for the most part cold worlds. Also space stations and others exist within this area.
WORK IN PROGRESS
| Lotharius System |
fandom.100th-millennium | # Lothwiel
=History=
Being a gas giant, Lothwiel’s pale purple storms remain more of a watcher to its four children’s escapades. Although the environment is rather harsh, the violent, icy wind of the satellite Mithuran is the only object within Lothwiel’s pull to birth sentient, intelligent life. The inherently greedy humanoid creatures known as Mithurans began a rapid expansion technologically, being able to make their lives vastly easier through shelter companies and large families of workers. The Mithurans soon bit the forbidden fruit and formed their societies around a corruptive capitalist system. People born into engineering families found pleasant lives in dense cities around the warmer equator. Protected from the raging storm outside, they had parties and entertained themselves while commoners unable to get a solid education froze outside. The gap between the rich and the poor only expanded as technology improved.
The ruler of Lothwiel, Gilt Ares, stood atop his golden throne, high above the storm of frost bitten peasants below. His shimmering citadel of metal and quartz stood on giant pillars, unable to be reached by the shriveling mass of people that he called vermin. Despite the aching cries for help he smiled, showing his gleaming pearl teeth. His armor of pristine and polished silver and gold placed on pure white cloth sparkled in the light of the High-Warlock’s eternal gaze. Without a care in the windswept world he began to think of his next expansion plan. Using one of his many loyal cabinet ambassadors, he struck a trade deal with the close by trade planet of Limehold. With this newfound interplanetary relationship, Gilt learned of something that could make him even richer. For the hefty price of several tons of tungsten, Limehold offered information which made him aware of the fact that Anihla, the overlord of the planet Crimwol, was in possession of one or more High-Warlock crystals. With his deceptively clean, greedful grin, Gilt sent an ambassador along with hundreds of dying peasants to Crimwol to break yet another trade deal. Shortly after, the ambassador gladly returned with a shard from the Warlock and a thank you letter signed by Anihla herself. The peasants, of course, did not return. Sporting his signature, smug, smirk, Gilt consumed the crystal that his ambassador had graciously brought for him. He wondered if the gods hated the peasants below him as he realized which element he could control as the universe’s newest bishop. With the swing of his ironically gold clad fist, tons and tons of molten gold resting above Lothwiel’s core rose through its violet atmosphere and formed a mini sphere of riches in Mithuran’s weak orbit. The dying commoners attempted to crawl up the sleek metal that plated the countless support columns beneath Gilt’s elevated empire while Gilt jumped with joy at his new, god-like powers.
Despite his money, abilities and fame, it was nowhere near enough. Power wasn’t in his immediate taste though he definitely needed something to do. Something exciting now that he had become an individual ascended even above members in his own family. Out of sheer boredom he ordered the creation of a large scale prison. Although it was initially described as punishment, it was more of a game to Gilt and his wealthy clan. This cruel game show toyed with intelligent lives but at least there was a minuscule chance of seeing paradise. This ”prison” which Gilt called the “Nebula Gauntlet” took place over the other three of Lothwiel’s satellites. Geylaira, the starting point, acted as a war zone, filled with blood and vile living beings clawing at each other to survive. After reaching a certain point within the range of a gateway that was placed in the upper atmosphere, the convict would be transported to Kimaakh. This cycle would happen once more before the convict finally made it to Etheltide, a paradise full of life and fresh food. Expansive bodies of fresh water that haven’t been claimed and made into paid commodities. People reaching Etheltide was incredibly rare if not impossible. The few people that do are hardly considered people anymore. Running the nebula gauntlet changes you. The blood left on these scarred individuals hands are permanent. The Nebula Gauntlet was not designed with the intent of giving people happy endings after all.
The dying commoners were “sentenced” to a life in the Nebula Gauntlet for simply being poor. They all knew the actual reason however. Gilt just wanted to see the peasants below him die. Oh, how they perished. On the Warfront they were dropped on, doomed by sheer numbers and confusion. On the Boneyard some lucky ones made it to, devoid of breathable air and infested with murderous scavengers. On the Garden the elite could just barely reach, empty and alone after a life of violence. Gilt couldn’t help but cackle at the hopelessness of the lowly game pieces at his feet. A trial with no winners but himself, forced to run eternally.
The sound of screams shook and echoed within Gilt’s newly built gauntlet viewing chamber. Nobles from a worrying variety of planets gathered to watch the prisoners brawl for their life. The harsh pressure of Mithuran was lowered within the chamber so as to not crush the rich alien folk inside. The lack of resistance in Gilt’s joints only made him feel more powerful. He felt weightless in the pressure that was apparently normal to the rest of the people here. Although they had money, none of the people there were bishops. He was. None of them could survive in the deepest parts of Mithuran’s blue haze. He could. Not only was he leagues above the animals running the gauntlet but he was also way above the very nobles that bought tickets to be in his presence. His crooked smile basically forced its way onto his guiltless face.
Ares’ funds continued to bloat as more and more “people” came to view the gauntlet. Though his money was growing, he did not feel the previously plentiful excitement from watching the gauntlet anymore. There needed to be something new to switch it up. After hearing about the brilliant Pseudo-Pylons that were mined by the slaves on Tangda, Gilt fantasized about the amount of blood, sweat and most importantly, tears of the slaves coughed onto the magical gems that they were forced to mine. It must've been a beautiful sight indeed. He thought of how gut fetchingly, knee slappingly hilarious it would be to unfairly cut down the prisoners within The Gauntlet using a dexter rod which utilized a crystal mined by pained slaves. Rather impulsively, Gilt purchased one of the very few off-world Tangda-mined Pseudo-Pylons from the Order of Cobalt Sorcery using his immense riches. After commissioning an engineer, he soon had a golden dexter rod within his crooked hands. After igniting it proudly, he couldn't help but smile at the pure white, twisting blade of plasma. The crystal, now known as the Sweat of Tangda pulsated with blinding and undeserved light. Using this powerful new weapon of his, Gilt descended to the prison that he created and cut down an unheard of amount of people who did not have the strength or weaponry to fight back. This soon became a tradition of his. As a sort of twisted celebration, on the anniversary of the Gauntlet's creation, Gilt Ares dusts off his golden blade before committing to his carnage-filled entertainment.
= The Gauntlet =
"Filthy criminal, you have failed to live up to the standards of our illustrious society. For burdening our grand civilization with your slovenly ways, you are hereby sentenced to serve your life as a fighter in the Nebula Gauntlet." You had heard these words a million times before, on the daily log of people tried for crimes against the state. The verdict was always the same. Guilty. Guilty. Guilty. You didn't show even a sliver of surprise. The second you went into custody was the second your fate was decided. Crawling along the three inner moons, fighting an endless battle for the entertainment of the rich. It wasn't even your fault. You were simply too poor for Lord Ares' aristocracy to bear the sight of you. If you had known that this would be your fate, wouldn't you have done something more worth the punishment? You rattled off the names of the ones you would have killed in your head as the transport ship departs.
Geylaira - The Warfront.
You woke up as the ship landed in the fortress of Quickbone. Awful aqua green skies lay the sickening canvas for the blooming clouds to float. You saw a raging arc of light in the sky, near the horizon. A Leyline. The time for observation ended quickly, though. The officer that damned you to this living hell passed a familiar, bloody weapon into your hands. A voltage gun. Clearly used before, very recently. The rusty stains of life encrusting the weapon were just another reminder of the nature of your sentence. The officer spoke, his voice a harsh, gravelly grunt.
"You will be released from Quickbone Fortress at the next dawn. Those of you who die immediately after, try to keep your vile fluids "off" of the guns. They will be reused, so be courteous to the other disgusting peasant that has to take your place."
You didn't sleep. The rage and anxiety were too much. The most populous moon in the Gauntlet, Geylaira. Called the Warfront for its culture of constant rumbling and bloodshed. Although it had the most infrastructure and the most livable climate of the moons, it was also the one the most people died on. You watch the light of the Warlock creep over the horizon, the signal for you to leave. Even before the officer gave the signal, you ran. Sprinting as fast as you could, gun in hand and absolute hatred for the king of Lothwiel, you made your way towards the Leyline like your life depended on it.
Another body hit the ground. 23 days had passed since your arrival on the Warfront. 23 days spent travelling over vast beige dunes and dark teal steppes and sparse keppel-colored forests. No more did the remorse of killing your fellow commoner tug at your blackened heart. All that remained was the onyx crystal of rage, festering in your core and pulling your fingers back on the trigger. You never bought any new guns or ammo. Nebulite was a fake currency, but participating in any economy was giving that prick Gilt what he wanted. All you did was kill and loot. A new gun came into your possession. Then two more. "Buying shit is the easy way out", you thought. Killing was more worth it. You earned it. Each rise of the Warlock's light, the Leyline appeared closer and closer.
You awoke to another day in this living hell. Stuck on the Warfront, you looked up, trying to catch a glimpse of your only salvation, the Garden, Etheltide. However, you were not greeted with its faint mauve light. You instead saw the two symbols of your oppression. Lothwiel, the shackle that lingers eternally in the sky, always in the same place. And next to its rings, you saw Mithuran looming, its city lights spitting in the face of your sentence, laughing at your trials. Your crime was a fabrication by the courts of the rich. And yet, what did it give you? A life to be put on display for a whole nation to see? To have your shame broadcast across the Cosmos as you struggle to survive? To have the brutalities of your days and nights witnessed as a game by the wealthy bastards who put you here? The mere sight of that hovering cyan ball filled you with rage. "The Leyline isn't far off", you thought. Just a few more days before you could hopefully face the next Moon's trials. Kimaakh, the Boneyard.
Under the Leyline, you travelled to the intersection with its companion. One of the two Gateways to Kimaakh. Government-supplied shops existed here, making the Gateway seem more like a bustling city than a portal to the most dangerous place around Lothwiel. Oxygen tanks were sold in droves, but buying things wasn't your way. Trailing a weak-looking wretch who had just bought a whole tank and breather set, you decided your prey. What to kill with, what to kill with. "Which weapon would leave the least mess on my new tank?" You eventually set your mind on the old voltage gun you started with. A simple shot to the back of the head. Little noise, tiny puncture wound and instant brain-frying. The deed was done before you even knew you had reached for your trusty weapon. Picking up your freshly attained life support, you headed towards the Gateway proper, just a few opulent blocks away.
Kimaakh - The Boneyard.
The transport through the Gateway left you nauseated, yet you had no choice but to get up as soon as your body rematerialized on the Boneyard. It was aptly named, a land of desolate grays and jagged calcified rocks formed into shattered mountain ranges and canyons. Even more aptly named, as your first steps on the barren pebble were over the desiccated skeletal corpses of Gauntlet prisoners long gone. The thin blue atmosphere revealed a faint noise. Footsteps. "Low air density. Combustion and plasma weaponry is less efficient. Limited options. Evaporator? Evaporator." Pulling the aquatic torture device out of your weapon sack, you loaded it up with more stolen water and let the boiling begin. You notice two sets of steps. The attackers moved in unison to try to cover their tracks. Scavengers? You heard the sound change direction. Two silhouettes appeared over the nearest hill. You fired two shots. One hit the tank of the left fighter, the 500 degree ice pellet exploding into it and letting the near vacuum do the rest. The other pellet hit the right one square in the abdomen, just below where you aimed. The screams of pain from both were muffled by the deathly thin sky between you and the faceless hunters. After a thorough search of their bodies, you find nothing of use but extra batteries for the weakened voltage gun and spare parts to repair your plasmic arc, though it wouldn't even work on Kimaakh. The goal was now apparent: Get to the other side of the moon and get to the Gateway that leads to Etheltide.
Another heavy breath leaked from you. Covered in wounds, barely able to patch yourself up with the scraps you could get from the vultures' corpses, you tried to calm your pounding heart. Each one had used a different weapon, faking their targets to lure you in and then surrounding you. How you made it out was beyond you. Kimaakh was the Boneyard indeed. Your bones would have littered the creviced ground below if you had not gotten as irrational and unpredictable as you did. Instead, the bones of more scavengers would slowly creep out from withering flesh and skin.
You missed the first week, when scavengers worked in groups that surprised you with synergy. You had to work in those days, fighting tooth and nail and knife and bullet to survive. Now, each new set of footsteps was simply the beat to another dance of blades and blood. You had even stopped using guns just to challenge yourself. Using the Boneyard's low gravity and natural silence to your advantage, you had created a whole style of fighting in the air with seemingly useless calcium blades. One cut across the necks of the clearly blind vultures was all it took. Free oxygen for you, quick release for them. The Leyline above was a beacon for the scavengers to take out inexperienced travelers, maybe each other in hard times. But now you had left it a trail of blood and empty bodies. You were an avatar of competence and bloodlust. Kimaakh was barely a challenge to you.
The other Leyline peeked over the horizon just as the Warlock set. You contemplated maybe staying on the Boneyard. Maybe it was only right that you should stay and be a scavenger yourself, after killing so many. Set an example. You could clearly get enough oxygen just by killing. In the end, you decided not to degrade yourself by sinking to the level of those fodder. You took one last night to rest, one last place in this glorious battlefield, before you would take your place in the Garden of champions.
Etheltide - The Garden.
The Gateway spit you out atop a beautiful mountainscape. The sky was a bright lilac, so close to that of Lothwiel itself, but ever so subtly different. The sounds of living creatures and the feeling of actual wind caught you by surprise. It had been months since you could hear this much, feel this strength. The increased gravity made you kneel to its majesty as you took off the heavy tank of air you no longer needed to breathe.
Pale moonstone savannahs and rivers of real, free water awaited you below. Water you didn't need to kill for. Grass the color of the cracked Boneyard's bleached skies. Life abound everywhere, and not another person in sight. Nobody left to kill. No need to kill. You didn't have to kill any more, you didn't need to fight any more. For the first time in what felt like decades, your jaw fell open and you spoke.
"Oh God. I... killed people." People just like you. Just as poor and innocent as you once were. Stacked with unused Nebulite, you could buy out the whole stock of every settlement on Geylaira. You could probably even bargain your way to freedom. "But I got it from killing, by doing exactly what that BASTARD king wanted!" You realized the weight of all the lives you took. The way your heart twisted into an empty husk, only fillable by blood. You remembered the faces of each and every corpse you made, the bodies you saw as mere treasure bags. Each one had a story, just like you. Each one corrupted in the sick game Gilt Ares crafted with the torment of the destitute.
A tear fell from your left eye. Then another from your right. They flowed faster and faster, until you found yourself quaking, lamenting with screams in this bounteous nacreous paradise. You became a murderer, as vile as they came. You were retroactively worthy of the punishment you were given, earning your spot in the Garden through your sins in a vile twist of irony. Alone in a world with no more chance at redemption, no more repentance for what you had done. Another pawn in the grand game of Ares.
= False-economy =
The Nebula Gauntlet, being created by the overwhelmingly greed filled Gilt Ares, obviously needed some form of economy to run efficiently. However, Gilt refused to relinquish even a sliver of gold to the writhing vermin in the Gauntlet. They would die within a few years, regardless of the money they had. It was the opposite of real society, where money could protect you from literally any and all stress or hardship. Gilt's advisors came up with a solution, one that would allow for capitalism to take root in the three desolate prison moons and not cost so much as an atom of gold. The fake currency, ethereal and just as transferrable as real money, Nebulite.
Nebulite is a sort of score attached to each convict, implanted as part of a microchip set directly into the brains of each person sent to Geylaira. The symbol used for Nebulite in signs for transactions or generally to get the idea of money across within the Gauntlet is ⛛. Convicts earn Nebulite at a passive rate of 1⛛ per day, at the rise of the High Warlock from their position. While technically farmable if one moves fast enough, this is a much slower way to obtain the Nebulite needed to survive. Killing a fellow convict grants the killer half of their Nebulite, as well as a bonus 10⛛. This measure was to prevent inflation within the Gauntlet from spiraling too quickly. On rare occasions, Gilt causes a bloodbath by reducing everyone back to 0⛛.
Basic commodities such as water and food go for high prices. A single day's worth of supplies is worth 12⛛. While it is technically possible to survive on Geylaira like this by looting dead bodies for any equipment and selling it back to the vendors, a service that is often called Unlooting, the incentive to kill is still ridiculously high.
Most of the things people can buy from the shops on Geylaira are weapons, however. Ranged and melee weapons are both sold in massive quantities, each using different concepts as weapons for greedy Mithuran's entertainment. While the innovation is commendable, the practicality of these weapons is far outclassed beyond the moons of Lothwiel.
Some convicts have purchased camera drones to follow them, allowing their experience to be recorded more closely than typical Gauntlet entertainment. This lets them earn more Nebulite through directly contributing content to the wealthy, but a common problem arises with most. They get too sympathetic for the people, too relatable. When this happens, experienced military operants enter the Nebula Gauntlet as hitmen to snuff out the possibility of the convicts gaining the support of the upper class.
Ranged Weaponry.
Voltage Gun - 0⛛.
There is only one weapon no prisoner need buy. Upon transportation to the first moon of the Gauntlet, each prisoner is handed a Voltage Gun and two extra cartridges of ammo. The Voltage Gun was originally supposed to be a straightforward lightning gun, but the energy required for that made it an insane idea for a starter weapon. However, the idea and visuals behind it remain similar.
The Voltage Gun needs two types of ammo to function properly. First is a heavily ionized battery. These batteries are contained in such ingenious casing that they degrade at a similar rate to uranium. The battery supplies the energy needed to convert atmospheric gas to plasma. The gas is taken in and compressed through the back.
The second type of ammunition required for the voltage gun to function is cobalt nano-beads. While Lothwiel has to constantly import tons and tons of cobalt from the Order of Cobalt Sorcery, this puts little strain on the overall economy. The cobalt beadlets act as a conducter for the plasma to arc around and latch onto. A railgun mechanism accelerates the bead to ridiculous speeds, spinning it as the new plasma coils around it in what looks like a miniature bolt of lightning.
On Kimaakh, where the atmosphere is so thin that none can breathe, the reloading time for the gas compression is greatly increased.
Afterburner - 400⛛.
The Afterburner is often called the ammo guzzler for its extremely costly fuel supply. Filled with a slurry of just about every flammable compound and liquid known to man, the Afterburner sprays burning globules of sticky death to cover and immolate any unarmored foe. The fuel goes for around 2⛛ per liter, which is already a hefty price considering its short range. The globules stop burning after around 45 seconds, given nothing else to spread to.
A more premium fuel source is a form of napalm jelly, which burns hotter and faster than the regular fuel, but is much more costly. The napalm gel globs burn for only around 17 seconds in isolation, but they burn at temperatures of around 6,000 degrees C. Not only that, but the napalm-esque jelly is stickier and can actually function as an adhesive if not ignited. The cost of this premium gel fluctuates from day to day, but is usually between 7-12⛛.
The Afterburner does not work on Kimaakh, due to the lack of oxygen in the atmosphere.
Evaporator - 650⛛.
The Evaporator is uniquely easy to get fuel for. While other guns have dedicated ammo and possibly battery charge required, the Evaporator runs almost entirely off of water. Granted, this does mean that the user has to give up some of their most precious resource, the destructive power is immense. While in the boiling tank, the water is superheated to over 300°C. Around 10% of a tank is siphoned into a compression chamber, which applies so much pressure that the vapor becomes a hellishly hot ice pellet. Up to 5 ice pellets can be stored in the ammo chamber, which is both pressurized and superheated, at a time.
The pellets are possibly the deadliest water-based projectile to ever exist. Upon impact, they somewhat shatter, giving them a piercing capability. However, once inside the body, the pellet rapidly sublimates, venting almost 300°C steam at insane pressures through the body. Just one puncture into the torso can cause massive damage to several organs.
This weapon is notoriously useful on Kimaakh. The scarcity of air to radiate heat from the gun allows the pellets to reach even higher temperatures, as well as speeding up the boiling process. The lower gravity and air pressure increase its range dramatically and let the pellets stay hotter and faster for longer.
Neon Flash - 950⛛.
Another ammo sink, the Neon Flash is one of the most flamboyant weapons in the Gauntlet. With its sleek and colorful design, it seems straight out of another world. The ammo also helps this appearance. Little pellets of glowing lime-green liquid fill the ammo tank of the Neon Flash. A full reload of the Neon Flash costs around 5⛛, which is relatively cheap for an ammo-based weapon.
The liquid pellets in question are filled with an extremely reactive compound. Upon oxygenation, the liquid immediately and violently explodes in a vibrant chartreuse blast of flame and rubble. This sudden bright explosion is where the gun truly gets its name. Just a few of these popping would be enough to kill a whole room full of people. The range on the Neon Flash was prioritized for this reason. The drawback is that if any sharp metal particle were to get into the ammo chamber of a loaded Neon Flash, a chain explosion that could demolish a building or more would occur.
The Neon Flash somewhat works on Kimaakh. While there is very little oxygen in its thin atmosphere, there is enough that the fluid sparks. This normally doesn't cause much damage to people before they can get the fluid off of them. If it were to hit a Gauntlet runner's oxygen tanks, however...
Plasmic Arc - 1K⛛.
A fairly unique type of weapon in the Gauntlet is a bow. Whereas most areas of the Gauntlet are dominated by high-speed and high-accuracy gun combat, a few isolated fighters choose the primitive path of sword and bow. The Plasmic Arc is the most famous of these bow weapons, known for the piercing arrows of light it sends streaking across the sky.
There is only electricity required for the Plasmic Arc to work. Typical batteries one could find anywhere in the Nebula Gauntlet on bodies. No ammunition or arrows are needed. When pulling back the tense wire, the elastic energy is used as a signal to begin the arrow charging process. In the center of the ringnock of the Arc, electricity and magnetic fields ionize the air into a thick plasma. The ringnock's internal mechanisms begin to spin, cycling the plasma into a thin vortexlike spire of light. The rotation forces additional energy into the arrow as its tail reaches almost all the way back to the drawn back string.
When released, the magnetic shock sends the plasma arrow arcing through the sky, spinning fast and dense enough to pierce even the toughest armor sold in the Nebula Gauntlet. To get this maximum power out of the Plasmic Arc's arrows, they must be held stable for a minimum of 7 seconds and allowed to spin to their maximum rate.
On Kimaakh, the Plasmic Arc is pathetic. Arrows take full minutes to even begin forming, and they travel mere tens of meters before dissipating entirely.
Negativity Charger - 100K⛛.
The Negativity Charger uses a ridiculous amount of energy. Heavy duty specialized batteries are required for this weapon to function at all. The reason for this is the insane concept behind its destructive potential. Using concentrated electrons to obliterate any foes in the user's path, the Negativity Charger is one of the deadliest weapons in the Nebula Gauntlet.
Though it usually uses atmospheric gas, any inert matter can work as a charge base for the Negativity Charger. The back of the gun uses immense magnetic fields to strip electrons away from their nuclei and channel them to the front. At the business end of the gun there are three magnetic prongs that direct the electrons into a condensed ball. As a charge weapon, it has no set destructive power, but charging for longer than 30 seconds is not advised.
At two and a half seconds' worth of charge, the electron blast is powerful enough to eviscerate an entire Mithuran body. At just 12 seconds, its power is enough to destroy a whole floor of a building. 30 seconds or charge, the advised limit, is enough to reduce an entire building or two to powdered rubble in an instant.
While Kimaakh has a very limited amount of gaseous fuel for the Negativity Charger, a simple mass of powdered rock will do just fine to substitute.
Event Horizon - 875K⛛.
Whoever designed the Event Horizon must have been either an idiot or a comedic genius. A concentrated magnetic field and a little bit of cobalt powder is all this infamous design needs to create an actual singularity. A microscopic black hole that lasts for around 15 seconds is created and fired outwards at incredible speeds. The technical wizardry needed to condense matter so much for so little energy is beyond the comprehension of all but the smartest technical engineers of Mithuran.
Strangely enough, there is an alternative use for the weapon. Short-lived wormholes can be created, which last for 7 seconds precisely. While this allows for travel and momentum exploitation beyond normal, it cannot be used to bypass any of the Nebula Gauntlet's containment mechanics. If one were to stand on Geylaira at its closest approach with Kimaakh and fire one end directly up, it would not even breach the outer atmosphere before disappearing.
This is one of the few weapons unaffected by the different moons of the Gauntlet. However, the price is so high that only 8 people have ever obtained it in their lifetime.
Nebula Blaster - 1M⛛.
The pinnacle and most iconic weapon in the entire Nebula Gauntlet, this draconic cannon is the definitive symbol of power and status on every moon of Lothwiel. As the first and most cared after design of the Nebula Gauntlet's weapon series, the Nebula Blaster is recognized the most out of every weapon. With only 36 users, rumors of its incredible power and beautiful annihilations spread even beyond Lothwiel. Tourists pay good money to see it in action, even in the corner of one of the thousands of camera satellites' fames or in a demonstrative exhibit.
To live up to its name, the Nebula Blaster takes inspiration from the nebulae of Sinister. Using condensed hydrogen and helium gel to do its job, a tank at the back accepts the fuel. It travels along the long barrel through a series of electromagnets that twist and heat up the gel into a thick plasma. By the time it reaches the maw of the cannon, it is a violent superheated cyan ball of crackling energy held in place only by the magnetic fields activated at the front.
Once the charge is full, the eyes of the gun flash deep red and no further fuel is injected into the blue-hot plasma ball. Once released, the roof of the mouth and tongue of the Nebula Blaster activate their hidden railgun-like accelerator fields and release the ball at half the speed of sound. It tears through the air in a flash of light, leaving a whirring noise in its wake.
Upon collision, the plasma shocks the air around it into a temporary vacuum, causing an implosion. The air blooms bright cerulean as it falls into the plasma ball. The shock of contact between the two causes the matter to violently erupt into a prismatic explosion of gas, flame, and sometimes even lightning. While charging each shot takes a full 10 seconds, the range, power, and control of the Nebula Blaster make it easily the undisputed king of weapons in the Nebula Gauntlet. It isn't even affected by Kimaakh's atmospheric differences, only having a slightly less flashy finish to its explosion.
Melee Weaponry.
Plasma Edge - 575⛛.
While this little knife may seem the least practical and useful of the Nebula Gauntlet's weapons, it is one of the top ranking weapons in terms of kill count. Though it is not very large, the Plasma Edge's advantage comes from its superheated and plasma-coated edge. When active, the air around it will sizzle and whine as it is magnetically and thermally forced to become a plasma. The seemingly short range lures people into a false sense of security, or even just a larger chance to miscalculate if they do know. When swung, the plasma arc around the knife extends and moves forward, seemingly extending the blade's range. The searing cuts it leaves also cause muscle spasms, and with enough skill, the plasma blade extension can be manipulated like a bladed chain. Some wielders have been seen attaching the knife to the end of a chain to use it in an entirely new way.
While it does not work well on Kimaakh with the plasma extension, it is still a very popular weapon for sneak attacks and the generally stealthier scavengers.
Hyperfrigerator - 7K⛛.
By far one of the least practical designs in the Gauntlet, the Hyperfrigerator is a large and unwieldy scythe that utilizes liquid nitrogen or helium within the blade to give it a frigid edge. While one would think that the impractical wielding and the fact that all wounds are frozen shut nearly instantly would make the weapon useless, it is actually one of the more popular melee weapons within the Nebula Gauntlet. The threat of frostbite keeps opponents on their toes when fighting a Hyperfrigerator user. Because of its specific shape, it can even be thrown quite far and accurately. The only downside to it is the need for costly frigid fuels.
On Kimaakh, there is little air to draw heat from. In the quiet and thin haze, the Hyperfrigerator reigns supreme as the most threatening melee weapon. The heat stolen by its gelid blade takes so long to return that just one cut is almost certainly fatal.
Shock Gauntlets - 15K⛛.
The shortest-range weapon you have access to is your own fists. Your brain is the electrical machinery that sends little lightning into your arms to make them punch. What the Shock Gauntlets do it make that lightning big and external. Sending millions of volts into the opponent on each hit, the Shock Gauntlets are optimal for convicts who were street brawlers in their past life.
While the involuntary muscle jerking and slow lobotomizing of the gauntlets' victims may be enough to put them at an instant disadvantage, this can all be circumvented by simply breaking the gauntlets or cutting off the user's arms. The Shock Gauntlets are very much a skill-based weapon.
With no real reliance on atmosphere, the Shock Gauntlets are unaffected by Kimaakh's environment, though their usage does accelerate the oxygen use rate of the wielder quite a bit.
| Lothwiel |
fandom.100th-millennium | # Lowiras
Lowiras is a cluster in Florathel. Most in Florathel stay away from Lowiras. Few outsiders feel welcome in Lowiras, not due to a lack in any hospitable civilizations, but due to the feeling of constant dread coming from the sky. This dread is replaced by familiarity for natives. The psychology of its inhabitants is offset from that of those of Florathel, so natives of Lowiras can communicate more effectively with each other than they can with foreigners.
Astrography.
The stars of Lowiras are dim and small. Species in Lowiras require exosuits in order to survive on the average Florathelan planet. Low temperatures and gravity are common for planets in Lowiras.
Dark Core.
The Dark Core (Known as "Korsan" by Lacertians and the "Deralend" by Krazalans) is the center of Lowiras and the source of all Neuromancy.
The inside of the Dark Core is unknown. There is solid matter blocking much of the way, and arcs of energy collide with many ships that try to enter. The core is made of a substance that can be mined and unwound into Liquid Void, which can remember the state applied to it by Neuromancy.
There is an outer subregion known as the Dark Crown ("Krosa" in native Zopoquan, the "Darachren" in native Celean) in the Dark Core. This subregion suffers from anomalies due to the thaumic energy emanating from the core. Neural cords spontaneously form in the Crown. This can cause ships to be pulled around or trapped in neuron spheres.
Thaumaturgy.
Most forms of Thaumaturgy are impossible for any native of Lowiras. None of the species in Lowiras can connect to any plane or pylon, because something already claimed them. Within the Dark Core, there is an anchor to the plane known as the Neural Amalgam. It grants sapience to species that can brave its mental intrusion. These creatures ancestor the first conscious people in their species, individuals which have the potential for a power unique to their galaxy, known as Neuromancy to locals, or Dark Psionics to foreigners. This power relies on both the physical synapses and transcendental stakes in the Neural Amalgam, and is a form of esoteric Thaumaturgy.
Neuromancy is a tool employed by almost eveiry resident of Lowiras. It is woven into their consciousness. However, foreign people will have an extremely difficult time learning it, due to the different base psychology. It revolves around connections, as that is the concept from which the realm in which the Amalgam dwells is made. This connection can be built on and applied in many ways. For example, a sort of telekinesis can be achieved by creating a cord that pulls an object toward another. The most basic form of this relies on inertia, but can still be extremely useful. The Lareas Alliance was routed from Lowiras by the employment of inertial chains, causing the ships to crash into one another. Higher levels of skill may allow a user to defy inertia or even connect to a point in empty space. Force is but one employment of these cords. Energy can also be transferred along them, so a neuromancer can shock their foes or absorb their life force; they could also transmit information through the energy, permitting telepathy, which is a major form of communication in Lowiras. The cords can be intertwined and tied together. A complex form of this is the neuron ball, which was invented by the 8 Ascendants. By tying many cords together, a tight sphere is produced that can be solidified, thrown, or used to store information.
Cords are not the only part of Neuromancy.
History.
9.8 Million BCE: The Neural Amalgam is formed by the 8 Ascendants and either anchored in an existing realm or one they created.
39,343 CE: A large neuron ball was produced to imprison Thinax the Xa'Thin after he gained immortality. The ball was dubbed the Shroud and the structure housing it was dubbed the Tesseract for it's shifting walls.
| Lowiras |
fandom.100th-millennium | # Lowiras Galaxy
| Lowiras Galaxy |
fandom.100th-millennium | # Lunen Tsuki
| Lunen Tsuki |
fandom.100th-millennium | # Lux Aeterna
The source of all magic, the Lux Aeterna, is undoubtedly a treacherous yet mystical domain. An abode for the Angels, the Lux Aeterna is widely known as the source of Thaumic power. "The Aeterna", as it is colloquially known, is a sea of energy located not within Cosmoria itself but within the collective thought conscious of all life, the Noosphere.
Like a dream, the Aeterna itself is not a stable, within it lies not physical dimensions but the concept of physical dimensions. As such, it is ever-changing, and sometimes contradictory. The vast amounts of energy contained within the Aeterna's great sweeping chaos can intrude upon Cosmoria itself, waging war against stable reality as the Aeterna spills its wrathful fire across space.
Aeternal Energy.
Aeternal Energy is the all-permeating energy-field within the Lux Aeterna. Objects with conceptual potential have Aeternal energy whereas objects with little conceptual potential have none. In other words, sapient beings who are capable of conceptualization have far more access to Aeternal Energy.
This energy exists in an open system, with the very existence of sapience capable of producing an indefinite amount. It is thought to have existed since the Aeterna's creation following the Cosmic Primordia, implying a very early start to sapience as well. Aeternal Energy is responsible for numerous things, and many have believed that it is the cause of the Lux Aeterna's constant state of flux. Aeternal Energy does not have a force carrier. In areas where it is highly concentrated, it glows very brightly, exhibiting effects which appear to warp space around it.
Aeternal Energy is thought to come through a user's Pylon to perform Thaumaturgy. It can be morphed in various ways, allowing an adept Magi to do a variety of different feats. Channeling Aeternal Energy is difficult for most people, requiring intense focus and mental fortitude. A learner must also be careful enough to keep their Pylon in a stable state, as too much Aeternal Energy may shatter one as mentioned previously.
Pylons.
A Pylon is a manifestation of consciousness within the Aeterna. As life evolved across Aylathiya, as it struggled in a race towards intelligence, the hand of natural-selection guided life towards sapience. This sapience would give rise to "the mind," a distinct entity from the physical form. This mind, or soul, gave species the advantage of abstract thoughts beyond that of simpler animals, a byproduct of simply becoming more intelligent. These souls interact with the Lux Aeterna, forming a Pylon. Similar to a rock jutting out of a river, the Pylons create a disturbance in the Lux Aeterna. The power of the Pylon, or how much weight it has in the Aeterna, is directly proportional to the Thaumic potential of it.
A Pylon gaining weight too quickly may cause Thaumic Insanity, a debilitating condition incurable by any means. The process is slow, taking many decades for most people. The onset of this disease is harmful, as those effected exhibit unusual physical and mental characteristics. The severity of such effects vary from person to person, but all become extremely unstable. After a certain point, the mind of a person breaks down, resulting in the mental disorder. Mania, hallucinations, and occasional delirium are common.
A more serious condition is the runaway increase in weight by a pylon caused by over-exertion. In the physical universe, this manifests as a sudden release of energy called "shattering." When shattered, Magi lose control of the flow of power, rendering any Thaumic usage impossible unless it heals. Irreparable shattering is often characterized by the complete death of the Magi in question, as their bodies begin behaving much more like material in the Aeterna. These exotic forms of matter are largely incompatible with the physical universe. The afflicted individual often physically distorts into impossible shapes.
Occasionally, this manifests as "pylon corruption event." Pylon corruption is essentially the creation of a new parasitic consciousness in the pylon itself, hijacking the mind of its host Magi. Often beings of great power, corrupted pylons represent a constant threat to any magi.
Faux Pylons.
Faux Pylons are artificial constructs created within the Lux Aeterna whose applications have only barely been explored. The creation of such machines, one could call them, requires numerous Magi. Faux Pylons do not have any brains to connect to, requiring an artificial brain to be constructed. No mere artificial brain will work, however. What is needed is an all new class of computer only barely within the realm of feasibility for the wealthiest of civilizations.
The Aeterna does not allow for conventional matter to be placed within it. Conventional matter breaks down as its atoms become stripped of their physicality and replaced with the "concept" of atoms. In order to build within the Lux Aeterna, one needs to build in concepts, requiring manipulation of the Noosphere. A certain arrangement of concepts will be able to conceptualize themselves. What is meant by this is that it is possible to create a sort of very simple mind within the Aeterna whose only capability is conceptualizing itself. How this is done is a complicated process based on the knowledge that certain patterns of thought within Aylathiya will allow a user to affect the Lux Aeterna. This is the basic idea behind all Thaumaturgy, so a specific type of Thaumaturgy whose affects lie mostly within the Lux Aeterna is most useful in the creation of Faux Pylons.
After the creation of the simple Faux Pylon, it exists as a solid foundation for which more complicated concepts can be layered on top. Eventually, the Faux Pylon will grow in complexity to the point of being able to engage in simple calculations. This is more than enough to then implant into an artificial mind within Aylathiya. This process gives pylons to machines. Machines with pylons exhibit increased emotional capacity, ability to grasp abstract concepts, and an increased desire for self-preservation. POLIKY is one example of a machine with a Faux Pylon.
Cores.
The Aeterna is a host to independent entities, called Cores, within its boundaries. Cores hold the appearance of large, white wisps of light which flicker and move quickly. It is thought that these Cores manifest from high-energy events, though this is not entirely proven. Most Cores are found floating aimlessly, typically around large coagulations of matter. It is thought that there are trillions of Cores in The Aeterna, appearing and disappearing over many years. Independent Cores are hazardous due to their high energy and sporadic movements.
Occasionally, Cores merge with one another, creating a conscience with multiple minds. If this happens often enough, a unified sapient core may appear in its place. Such Cores represent an island of stability, similar to a faux pylon, within the chaos of the Aeterna. Sapient Cores may combine with others as well, resulting in a "collective conscience" of two or more Cores. The largest of these have the equivalent of billions of minds in a single body.
Spirits.
Main Article: Spirits
The Spirits are Thaumic entities, born from Cores and Pylons. While lesser, non-sapient Cores disintegrate outside The Aeterna, Spirits may survive and wander near rifts. They usually have a long lifespan, though they also disintegrate if given time. If an Spirits leaves, they have a longer lifespan depending on how many Cores make it up. They typically hold an innate affinity for Thaumaturgy, and are thought of as dangerous or enigmatic. Surviving Spirits have hardly been studied due to their rarity. Additionally, an Spirits is able to retreat to the Lux Aeterna at any time, resisting its chaotic effects with little to no effort.
Mother Sydiah is likely the most recognized Spirits in history. As the leader of Sedrua, she has used her abilities to expand her empire in the name of The Aeterna. One of her most notable feats was creating Sydiah's Architects, millions of Spirits which served under her. They were responsible for making Sedrua, building many structures and populating countless worlds as the empire expanded. In an attempt to re-enforce her empire, Sydiah attempted to use a great amount of power. It instead triggered a large Aeterna Cascade, returning her to The Aeterna with no way out for millennia. This is known as the Wane of Reality, an event which started Sedrua's downfall.
Aeterna Cascades.
Since natural rifts are extremely rare, most Spirits exit through events named Aeterna Cascades. These events are caused by a Core creating rifts, subconsciously channeling Aeternal Energy in a way similar to Thaumaturgy. This allows an emerging Spirits to leave the Aeterna. If a large collective conscience attempts to leave the Aeterna on its own, the co-responding Cascade may emit large amounts of energy. This is especially true with any Cores which have the conscience of thousands or more. The energy caused by Aeterna Cascades may disintegrate the Cores, scattering them back to The Aeterna. Ones which survive this are regarded as the strongest of all Spirits.
History.
The Lux Aeterna formed 6.5 billion years ago as one of tens of thousands of ideals within the Noosphere. An ideal, usually called a Platonic Plane, was a simple concept from which more complicated ideas could be constructed. The Lux Aeterna was particularly aggressive, devouring planes near to it until expanding into the form it has today. How exactly is subsumed these other planes is unknown.
Little happened in the Aeterna for the next several billion years. When the first sapient organisms came into existence, activity resumed in the Aeterna. The activity of the first lifeforms and, consequently, the first Magi sent shock waves through the Aeterna. The first sapient life forms triggered numerous Aeterna Cascades as they disturbed their Pylons. At this point, the Pylons began to move about as they do to this day. The Cores began stirring as well during this period. This took place at an indeterminate time in the deep past.
These Cores likely combined to create Spirits as they do now; however, concrete evidence before 7.5 million BCE has not been found. It is thought that Azurade had a part in this, increasing the Aeterna's activity to produce such entities. As matter flowed into The Aeterna, it disintegrated, though fragments remained and exhibited unusual characteristics. As the number of sapient individuals increased, the Aeterna became more chaotic.
The Aeterna underwent many large Cascades, with several more happening until the most recent one in 129,591 BCE. This would be the creation of Mother Sydiah, a result of billions of sapient Cores. She went on to extract other Cores from The Aeterna, creating Sydiah's Architects and going on to establishing Sedrua. Aeternalism was spawned from faith in her origins, as Sydiah believed the Aeterna was like a heaven or oasis. Her followers grew in numbers, expanding Sedrua until the Wane of Reality created rifts and trapped Sydiah in The Aeterna. With Sydiah's Pylon shattered, she could not leave The Aeterna. Instead, she existed in a state of perpetual degeneration. Many Architects followed Sydiah through the rifts, choosing to abandon Sedrua as they thought it was their time. Approximately 19% of all Architects disappeared during the Wane of Reality. The remaining 81% were left to pick up the pieces, including Vurilia Jutopati who founded Novel Aeternalism alongside his comrades.
In Sydiah's place remained her Hinterlands, a series of growing rifts connecting directly to The Aeterna. These rifts were very much hostile, wreaking havoc in their proximity. As such, many Architects died, as they either failed to contain them or sacrificed themselves as previously mentioned. Sedruan sectors had to deal with them on their own, using technology in an attempt to close the rifts. Perceived inaction from Sedrua caused mass distrust in its government, eventually fueling the need for change. Novel Aeternalism was popularized as more believed the Wane of Reality to be a mistake, and not an intended action. This belief evolved and made the relegion evolve in the following millennia. From then, Sedrua entered into a state of decline.
Eventually, Scientific discoveries created Eidolite and allowed Hardlight to be produced in significant quantities. Further research refined the understanding of The Aeterna, with many nations unlocking its history. Pylons, Cores, and remnant materials were studied alongside historical documents, revealing its nature to many people.
Around this time, several nations became the forefront of research into the Aeterna. With a far more naturalistic view of the plane, various organizations took advantage of its energy in different ways. Most notably, the integration of Thaumaturgy with technology. Numerous weapons, megastructures, and even settlements became integrated with direct connections to the Aeterna.
Upon the turn of 99,678 CE, the Angelic Awakening occurred. Mother Sydiah and her Angel brethren rose from the Aeterna after Itrian Yutira and Thonde Yutira freed them. Upon her re-emergence, Sydiah punished Vurilia Jutopati for bringing Sedrua away from her ideals. She believed that his inaction with isolationism is what caused its downfall. As a result, Vurilia became trapped in The Aeterna, held by the forces of unreality. For thousands of years, it is thought that Vurilia suffered, constantly buffeted by the Aeterna like eroding away at a coastline.
| Lux Aeterna |
fandom.100th-millennium | # Lux Bombs
Lux bombs, also referred to as "thaumacrackers", are a type of thaumic ship designed to inflict as much damage as possible to enemy targets. To achieve this, they are overcharged with Aeternal Energy and launched at the enemy like a missile, exploding with the force of a tiny supernova. A Magi must pilot this vessel, and these pilots are often insane as no sane man would willingly pilot one of these.
Characteristics.
Unlike other thaumic ships, lux bombs aren’t purpose-built. They are usually regular thaumic ships that are reshaped to better contain the crackling power within. On the outside, a lux bomb looks like an orb of pure electricity, arcs of Aeternal Energy escaping as the shell barely holds on.
In battle, a lux bomb has only one role: cause as much destruction as possible. To achieve this, it is flown either at the greatest concentration of enemies or at massive targets such as dreadnoughts and titans. Once the lux bomb gets close enough to its target, it unleashes a massive explosion, decimating anything caught in the blast radius. Only targets with incredibly strong shielding have a chance at survival, and even then their odds are slim.
Despite their incredible power, they still require a pilot to operate. Since no sane Magi would willingly let themselves be the pilot of a lux bomb, the only suitable candidates are those who have succumbed to Thaumic Insanity. These poor souls are shackled to their ships and driven into the fray by stronger Magi, often those who are piloting hiveminds.
Notable Examples.
TBA
| Lux Bombs |
fandom.100th-millennium | # Lyncisian Empire
""Cursed be the day the Lyncisians left Ralteyo“"
-The Exile's Journal, 99.949 CE
The Lyncisian Empire, officially called Basileia Lynciseion and often shortened to Lyncis, is a state located in central eastern Aylathiya. Coming into existence following the First Eastern War in 99.036, Lyncis is one of the younger states in the region and is widely considered an up-and-coming regional power. With control over roughly 3 billion star systems, the Empire‘s territory is ethnically diverse, with about half of its population not belonging to the Lyncisian species.
Formed out of the various quarreling states of the so-called Lyncisian Sphere, the Empire struggled with creating a united Lyncisian identity for much of its early existence. This now-realized unity was spurred on by various factors, the most notable of which being a series of wars that brought about the state itself, defended it from outsiders and expanded it in territory. In direct inheritance of the militaristic legacies prevalent in the Sphere, Lyncis maintains one of the largest armies in eastern Aylathiya and has recently begun to use it in a series of rapid territorial expansions. As universal conscription is in place, the Empire‘s military possesses an easily replenished manpower pool, and the prospect of citizenship provides an incentive for soldiers to serve long periods.
Culturally, the Empire is dominated by the two great Lyncisian culture groups: the Nubians and the Seyvo. These peoples deeply differ in many cultural aspects, some of the most notable being language and religion. As a very general rule, the Nubians are more culturally conservative and usually follow the more traditional branches of the Migrator Faith, the most widespread religion in the Lyncisian Sphere. In contrast, the Seyvo do not shy away from adopting new cultural or religious practices into their own. More infamously, they are a heavily militaristic people, and serving the state through its army is seen as the duty of everyone living in it.
Lyncis is a hereditary constitutional monarchy. Its monarch, the Basileus (often simply referred to as Emperor by non-Lyncisians), wields vast constitutional powers, but answers to a parliament, the Imperial Senate, whose members are elected directly by the Lyncisian citizens. Citizenship is open to anyone living within the borders of the Empire regardless of ethnicity, gender or other factors, provided they served in the army for a certain amount of time. Importantly, this time is almost twice the mandatory service length, as only veterans are seen as experienced enough to participate in politics.
History.
Blood and Iron.
For most of its history, the Lyncisian Sphere was deeply divided politically, socially and culturally. It consisted of hundreds of small, bickering states and a number of great powers that fought each other for dominance. What separated the dispersed Lyncisian peoples from one another became increasingly more important than what united them, and the idea of a common Lyncisian identity based on race and a common origin was far from prevalent. As such, whenever an attempt at unifying the Sphere was made, a sense of shared identity was rarely a driving factor. An example of this was the Seyvo Republic, which rose around 5000 years ago and conquered much of the eastern Sphere before falling itself.
All this changed in the middle of the 97th millennium, when a massive cultural shift shook the Sphere. A combination of foreign interventions and rising nationalistic fervor led to the Caitians, a Nubian Lyncisian people whose territory was occupied by non-Lyncisian powers, rose up in revolt. In what is known as the „Little Unification“, they formed a new Caitian Republic which quickly became a great Lyncisian power. Observing these events, the remaining smaller Lyncisian states, in time, started to mirror the Caitians, and a number of cataclysmic events saw the creation of new, powerful states.
While these developments led to the Seyvo peoples in the eastern Sphere revolting against their foreign occupiers, some of the Nubians in the west pursued an agenda of unity. These efforts culminated in the Kingdom of Eddis in 97.960 under the banner of the Vremin family. Over the next centuries, Eddis would try to absorb the remaining Nubian peoples into its kingdom, a task in which they enjoyed great success. The biggest road block came in the form of their rival, the Nubian kingdom of Fersara, who fiercely resisted the Vremin kings. This great rivalry dominated geopolitics in the western Sphere for centuries and formed the bedrock for the rise of the Lyncisian Empire.
Rise: The First Eastern War.
By 98.936, tensions between the now-powerful kingdoms of Eddis and Fersara reached a boiling point. Despite their centuries-long rivalry, the two states had avoided direct conflict so far. Instead, they tried undermining each other in proxy wars fought between the smaller states still remaining in the western Sphere. However, these conflicts ultimately only served to raise tensions further, and before long, it became clear that war was inevitable.
As their rivalry continued, a new Lyncisian Sphere was taking shape around them. The unrests left in the wake of the Little Unification started to fizzle out, and in its aftermath a total of nine states had risen to completely control vast swaths of the Sphere. To the east, the Seyvo had driven out their foreign occupiers and consolidated themselves into four republics, who often cooperated with one another against non-Seyvo. To the south, the Caitian Republic was still standing strong and often mediated issues between Eddis and Fersara during their numerous proxy wars. In the central Sphere, a loose confederation centered around the original Lyncisian homeworld of Ralteyo had formed. And finally, to the north, the lands of Ejyptica, inhabited by both Seyvo and Nubians, had been absorbed into the Sarmite Commune, a non-Lyncisian state that was considered one of eastern Aylathiya‘s superpowers at the time.
Despite the still frequent warfare in the Sphere, many minds began to shift in regards as to what the Lyncisians saw themselves. While regional identities outweighed any sense of a shared race and legacy for most of their history, the centuries after the Little Unification saw a rise in Lyncisian nationalism, and in time, the notion that a unified Lyncisian state should exist was widespread. The biggest questions remaining were what this state should look like and how it would come about. Various circumstances and a complex system of alliances saw the Lyncisian Sphere plunge into a large-scale war in 98.949, which would later be known as the First Eastern War.
What started out as a conflict between Eddis and Fersara quickly escalated into a brutal war encompassing the entire Lyncisian Sphere. Various atrocities were committed on both sides throughout the 36-years long initial phase, such as the norotious and in the end, Eddis and its allies stood victorious as the masters of the Sphere. Eddis, under the leadership of its king Rassilon, immediately began preparations to unite the remaining states into a new Lyncisian state, but was met with fierce resistance of its allies, who saw these efforts as a backstab. The allies were at the brink of war at times, but a series of compromises and guarantees of autonomy eventually saw the Lyncisian states agreeing to political unity. Before this could be achieved, however, the war escalated in scale once again with the intervention of the Sarmite Commune.
Suppressing the rising nationalism in the majority-Lyncisian region of Ejyptica with increasing brutality, the Commune saw the efforts of Eddis as an existential threat for several reasons. In addition to the Lyncisians residing within the Commune, Sarmite leadership thought that a united Lyncis was an economic and military jeopardy to its very existence , and as such invaded the war-torn Sphere in 98.989. Sarmite forces quickly overwhelmed the exhausted Lyncisian troops and came in range of the Lyncisian homeworld Ralteyo before their advance was stopped during the Battle of Ceopya. What followed was the Hell March, a 10-year period of reconquest of the Lyncisian core around Ralteyo during which the allied troops fought desperately for any territorial gain.
The Hell March saw Lyncisian troops of all nations fight alongside each other, which fostered a shared identity and facilitated the Eddisian efforts to unite the Sphere. After the Lyncisian victories at the battles of Ilyeno and Melasant, which saw the Sarmite forces repelled from the Core for good, the newly declared Lyncisian Empire launched a successful offensive into Ejyptica that saw much of the region conquered swiftly. The Ejyptican Lyncisians aided the Imperial troops with guerilla attacks on Sarmite infrastructure and supply lines, and the militant religious Order of the Black Sun in particular rose to prominence during this. Receiving lots of material aid by the Empire, the Black Sun declared a holy war to expel the Sarmite from Ejyptica, and the Ejypticans joined the order and its branch of the Migrator Faith en masse.
The decisive Battle of Suliya effectively ended Sarmite resistance and the war in favor of the Lyncisians. Fought in orbit around the important world of Corinna, the victory cemented the emerging Lyncisian identity and forced the Sarmite to sue for peace. After lengthy negotiations, the Sarmite agreed recognize the new Empire and ceded the entirety of Ejyptica to the Lyncisians. In return, the Empire would pay a large sum of money to the Commune. In 99.050, the warring parties ratified the treaty and the Lyncisian Empire emerged from First Eastern War as an internationally recognized state.
The Rassilonian Age: Under the Black Banner (1-291 AU).
The newly unified Lyncis quickly became a regional power in the eastern galaxy. Inheriting the heavy militarism practiced mostly by the Seyvo nations, the state maintained its vast army even after the conflict ended as a deterrent against any outside powers looking to challenge the unification. This did little to help the Empire‘s economic situation, however. Due to the massive destruction caused by the war, the Empire faced a severe economic crisis in the first decade of its existence, which was made worse by the massive amounts of money paid to the Sarmite Commune as part of the peace treaty. The Core laid in ruins, and the first order of business was to rebuild the Lyncisian economy practically from scratch.
In addition, the destruction caused a massive refugee crisis, as former inhabitants of the Core flooded the provinces spared from the worst of the fighting. As such, the new Lyncisian government initiated a massive relief plan intent on mitigating the damage. Spearheaded by the newly crowned Emperor Rassilon, massive investments were made in infrastructure development which rebuilt the Core. Formally unimportant systems were systematically turned into sprawling metropolises and important trade hubs, and in no small part due to forced migration, the devastated Core worlds were repopulated. On top of that, companies were incentivized to settle and invest in the war-torn regions with tax cuts and government subsidies.
To show benevolence, the provinces that formerly opposed the Eddisians were a big focus on these efforts. Rassilon himself toured the Fersaran heartlands to win over the defeated peoples there and to build up trust in the new state. The same was done in Deyllia and Karjal, where Rassilon openly denounced the Karjali genocide as an unforgivable crime and sentenced the worst offenders to death. While alienating some of the Seyvo elites, who actively participated in the genocide, these efforts bore fruit: Slowly, but steadily, the Empire gained the support of the conquered peoples, and the economic reforms led to an Empire-wide boom just two decades after the end of the war. The nearly bankrupt government centered at Ralteyo was able to quickly pay off most of its debt and managed to stay afloat. Largely funded by the vast revenues made through this, the Empire instituted several social welfare programs intent on improving the lives of the populace at large, and the army underwent sweeping modernization which turned it into a modern and effective army able to punch well above its weight.
Despite possessing a powerful army, Rassilon vehemently shut down any calls to use it for territorial expansion. A Lyncisian nationalist through and through, Rassilon believed that the Empire should not expand into new regions with potentially hostile populations. Instead, efforts were made to integrate the non-Lyncisians, who made up roughly half of the population, into the Empire. Universal conscription was introduced and the possibility of citizenship opened up to non-Lyncisians as well. The local cultures were largely left untouched, and the government funded new schools and cultural facilities for the non-Lyncisian population. Most notably, many non-Lyncisians were put in key government positions, and after the first elections in 99.047, a non-Lyncisian became the first elected Lord Chancellor, the highest political office second only to the Emperor himself. While there were still many who were not entirely on board with being part of a Lyncisian-dominated Empire, most of the non-Lyncisian population quickly began to support the state that allowed their races and cultures to flourish within its borders.
Rassilon’s rule and reforms ensured the almost immediate ascension of the Empire to a regional power. The newfound internal stability of the Lyncisian Sphere encouraged outside commerce, and Lyncis quickly grew into trade hub for much of the eastern galaxy. As such, the Rassilonian Age is regarded as the first golden age in Lyncisian history and its strength continued to grow. Rassilon himself died in 291, after ruling for 343 years. His memory is widely celebrated across the Empire, and he left behind a Lyncis ready and willing to take a leading role in eastern galactic affairs.
The short reign of Feyar Vremin (291-338).
Shortly before his death, Rassilon declared his daughter, Feyar, as his heir. While not formally the next in line to the throne, Feyar had impressed Rassilon through her political career, working her way up the political ladder of the Empire while rejecting any of her father’s influence. By the time of his death, Feyar was a respected member of the Imperial Senate and a potential candidate for the chancellorship. Taking the reigns of power in 291, Feyar set out to further reform and centralize the Empire. In the same vein, she embarked on a mission to make the Empire‘s voice more respected internationally, which was met with mixed success.
Her reign saw a deterioration in diplomatic relations with the Sarmite Commune. Relations had been frosty since the First Eastern War, but tensions started rising rapidly after Lyncis started to slowly chip away at the Sarmite‘s sphere of influence. As the Sarmite economy was dependent on trade with it, they saw the rising prominence of Lyncis in eastern galactic trade with increasing hostility. By the year 300, a new war was seen as inevitable by both sides, though the exact conditions that would kickstart it would not become evident for another three decades.
Feyar would not live long enough to see the start of this war, however. Her attempts at further centralizing power alienated the Nubian nobility, who traditionally held a very prominent role in the Empire‘s politics. While Rassilon tried to placate them with important government positions and legal privileges, Feyar gradually removed them from most positions of power. After she announced her intention to remove the nobility’s special legal status entirely, many of the remaining nobles organized a coup in the early months of 338 that aimed to remove her and her ministers from power. The coup failed almost immediately, as the Nubian nobles lacked the support of the Seyvo-dominated military and the common people. In the ensuing chaos, while Feyar was giving a speech to the gathered masses in front of the Imperial Palace, a conspirator stepped forward and shot Feyar in the head two times. She died on the spot, but her speech and subsequent assassination were televised across the Empire, which immediately led to the provinces unanimously declaring all of the conspirators to be enemies of the state.
Civil war was avoided after the military declared its support for Feyar‘s son Rassilon in the immediate aftermath of the assassination. Rassilon, who was serving as an officer in the Navy while these events took place, was crowned Rassilon II in orbit around Ralteyo and immediately declared martial law. Imperial forces entered Kyronoupoli almost unopposed, and as they arrived, they ran a massive purge of all remaining nobles, regardless of their ties to the coup. The nobility as a special class was abolished entirely, and all families that didn’t submit to him and the state were declared to be outlaws and sentenced to death in absentia. All of them were hunted down quickly, and by the end of 338, Rassilon II had assumed total control of the Empire. (WIP)
Ideology and Government.
Lyncis is a constitutional monarchy whose ideology is based in the principles of market economy subjected to limited government regulation, equal political rights and democracy while also maintaining a strong sense of tradition and nationalist pride. It is a common belief that Lyncis deserves to be where they are right now, as they have come up with the most stable system of running a state the region has seen since the times of the ancient empires, and they defend that position vehemently.
Daily political matters are run by a parliament, the Lyncisian High Council, which is headed by the Lord Chancellor. Every 10 years, Empire-wide elections are called in which all Lyncisian citizens over the legal age of 90 are allowed to vote for one of the numerous political parties as well as their preferred candidate for chancellorship. The party and the candidate with the most votes win the elections and form the new government. In addition, the 10.000 sectors that make up the Empire each send a senator to the Imperial Senate to represent their interests. Its attempted composition along the ethnic lines of the Empire aims to give as many species as possible a say in political matters.
The Emperor, while constitutionally holding a lot of political power, rarely interferes with day-to-day politics. All Emperors up to this point saw themselves as the highest representatives of the Lyncisian state and all its people and looked to present themselves that way. Instances in which the Emperor interfered with politics mostly occurred in war times, with only two of such instances taking place during peacetime.
Society.
Lyncisian society is, compared to other states of similar size, militaristic in nature. Conscription has been in place since the Empire’s foundation, with every citizen above the legal age of their respective species being required to serve for at least 20 years. Voluntary service that exceeds these 20 years is common and a prerequisite for Lyncisian citizenship. Defending their Empire and their state is a top priority for the majority of the Lyncisian population and that nationalistic fervor is widespread among all species living within the Empire.
Its two prominent culture groups are the Nubian Lyncisians and the Seyvo Lyncisians. While ethnically part of one great collective, the cultures are vastly different in their makeup. Apart from language and religous practices, the most notable difference is their views on cybernetics and certain other technologies. Cybernetic body modifications are considered by many, in particular the Nubian Lyncisians, to be an affront to their religion, and while not forbidden in any shape or form, Lyncisians with cybernetics are often ogled with thinly veiled disgust. This has reduced a great deal since the unification due to Seyvo Lyncisian influences, where cybernetic modifications are common and accepted, but these views are still widespread among the traditionally more conservative Nubians.
While divided on the matter of cybernetics, both cultures are united in a strict rejection of any AI development. Due to experiments with AI in the past gone wrong, the Lyncisians have a deep sense of distrust toward any AI development and consider nations that invest a great deal of resources and effort into that development as threats. Subsequently, the Lyncisians enjoy hostile relations with many of their neighbors, who consider AI to be integral to their societies and states.
Military.
The Lyncisian military, officially called the Imperial Armed Forces, or IAF, is one of the largest standing armies in eastern Aylathiya. Despite its large size, however, the Empire refrained from using it to drive an expansionist policy for most of its history. On the contrary, its large army mostly filled the role of a deterrent to keep other nations from attacking Imperial territory. In the few instances that the IAF have been deployed in an external conflict prior to 613 AU, they gained the reputation of an effective but ruthless army. Reports of war crimes and rough occupations particularly in the incorporated territories have caused both internal and external controversy.
The army’s role changed drastically after 613. Kicking off what the Lyncisians refer to as the Southern Wars, the Imperial troops were employed to rapidly expand the Empire in a series of wars, where they cemented their reputation as a ruthlessly efficient fighting force. Making great use of new technological innovations and their large, replenishable numbers, the Lyncisians steamrolled through enemy territories and subjugated entire states quickly.
| Lyncisian Empire |
fandom.100th-millennium | # Lyncisian Sphere
Many, if not most spacefaring species represent a single, united force. They worked together with their peers to achieve spaceflight, after all, so why would you suddenly turn on them? Well, possible reasons could be found if one looked at perhaps the most volatile region in all of Aylathiya - the Lyncisian Sphere. A friend of mine once described it as a [CENSORED BY AUTHOR], and now that I have visited it myself, I cannot say I blame him for his assessment.
This region, often shortened to the Sphere, is a large region in central Aylathiya encompassing around 1.5 billion star systems. As the name suggests, its primary inhabitants are the Lyncisians, who originally hail from the moon Ralteyo. This is almost the only thing they have in common, as one would be hard-pressed to find a more divided region and people in the entire galaxy. The Lyncisians have split into thousands of states and countless cultures. Far from working together to achieve a common goal, these Lyncisian States, as they are known to outsiders, spend their time fighting one another for dominance over scraps of space, in an ever-perpetuating cycle of destruction and violence. Its political landscape is always in flux, and no one would blame a casual observer for losing track of the changes taking place.
As mentioned above, the Lyncisians have only one thing in common: Their physical appearance. For almost all of their spacefaring history, they have been divided into countless of states, both large and small, and as a result have splintered into several culture groups that vary greatly in customs, practices, religion and even language. This status quo is widely accepted: during my voyage to write this account, I have not met a single Lyncisian who was even remotely interested in the idea of mending their species‘ divisions. Even the term „Lyncisian“, commonly used by outsiders to describe their species, is rejected by most or even considered an insult. Their split has transformed this region of space into a culturally diverse and ever-shifting landscape. No two cultural spheres are alike, and things that are accepted in one are considered taboo or even sacrilegious in another.
Multiple political systems exist within the Sphere, ranging from military dictatorships, over republics and aristocracies, to theocracies. The vast majority of Lyncisian states are ruled by autocrats, however, many of which are known to severely mistreat non-Lyncisians. Indeed, minority rights are only found in a few, select areas of the Sphere, and I can confirm through personal experience that it is a largely hostile place for outsiders. The so-called „minority species“ are frequently turned against one another by the states in attempts to gain advantages over their respective rivals. In contrast, and irrespective of political maneuvers, almost all Lyncisians have copied and adopted other species’ cultural aspects, giving them a reputation as a cosmopolitan and open, if not at times condescending, people.
History.
Origins.
Most compemporary writings detailing the Lyncisian’s early space age have been lost, and only few things are known about this time period for certain. What is certain is that the Lyncisians originally hail from the moon Ralteyo in the Lyncisian system. I have found evidence in Cemyak accounts that suggest a close relationship between them and the Lyncisians, who are known to the Cemyak as Laniterians, but the lack of contemporary Lyncisian sources makes this hard to verify. According to the Cemyak, they visited Ralteyo long before the Lyncisians achieved space travel and held a vested interest in the progress the Lyncisians made. Though it is unclear to what extend the Cemyak assisted the Lyncisians, they appear to have been vital to many early technological advancements the Lyncisians made - including their first FTL technologies. At one point, some 15.000 years ago, they achieved spaceflight and quickly started to spread across several colonies within one hundred light years of their home system. Most, if not all of the Lyncisian colonies at the time, appear to have been largely independent from one another: the Cemyak sources offer some evidence towards the existence of a unified Lyncisian state, but archeological findings suggest a great deal of autonomy for the colonies.
What few Lyncisian sources of the time survive already foreshadowed the future divisions: they talk about considerable cultural differences between the colonies. Basileo for example, one of the closest colonies to Ralteyo that is still inhabited today, was heavily urbanized and later sources claim that they by and large turned their back on the Lyncisian religion very early on. In contrast, one of the outermost colonies, Ceopya, was largely decentralized and its inhabitants mostly lived nomadic lives, traveling through the vast, scorching deserts this world is known for even today. Considerably more culturally conservative, the Ceopyans remained a highly religious people and seemed to have maintained a strong warrior culture that would come in handy in the future.
A fragile balance of power appears to have been maintained for roughly 200 years, during which the Lyncisians prospered and enjoyed widespread technological and cultural achievements - including, but not limited to, the lengthening of their lifespan to today’s average of 500 years. First contacts with other spacefaring civilizations was established, which included the establishment of official relations with the now defunct Democratic Combine of Cemyak and the first interactions with the Sarmite Commune, who would greatly influence Lyncisian politics later on. The writings of the Sarmite in particular proved to be valuable in assessing what happened next.
For reasons yet unknown, a large number of Lyncisians left the established systems for new worlds. Today known as the First Wave of Lyncisian Migration, the Lyncisians spread much farther than they originally had, colonizing millions of systems all across the local galaxy. The cataclysm for this was most likely a civil war, specifically a free-for-all between the colonies themselves and Ralteyo - all archeological evidence of this time period points towards a large-scale conflict as the cause. If true, the migrants were a refugee wave fleeing from the conflict, one that permanently divided the Lyncisians into several different cultures, countless of states and laid the foundation for one of the most volatile regions of Via Aylathia.
| Lyncisian Sphere |
fandom.100th-millennium | # Lyncisians
"The endless deserts of Ralteyo gave birth to the Lyncisians. They colonized world after world, created nation after nation and conquered their place in the universe"- The Exile's Journal, 99.949 CE
The Lyncisians, sometimes referred to as Ralteyans, are a humanoid race with feline features native to the moon Ralteyo in the Lyncisian System. They inhabit millions of star systems in the Lyncisian Sphere, of which they are its dominant ethnicity.
Physical Description.
The Lyncisians are, generally speaking, a rather tall species, averaging around 2m in height for both males and females. Anatomically similar to humans, some of their most distinguishable features include skin colors ranging from light grey, over various blue and purple tones to almost black and their feline-like ears. The average lifespan of a Lyncisian is around 500 years.
History.
Although early Lyncisian history is more myth than fact, it is generally assumed that the Lyncisians became a space-faring species around 85.000 CE. They colonized most of their system’s worlds before spreading to its immediate neighborhood in an event that is now referred to as the First Wave of Lyncisian Migration, the exact causes of which are unknown.
Over the next 15.000 years, a total of five such waves of migration took place, spreading the Lyncisian race throughout what is now called the Lyncisian sphere. Ever since the early days of their space-faring existence, they have been a people divided into countless of different nations, with the various states fighting for power within the sphere.
Languages.
A common Lyncisian language has not existed since the days of the first wave of migration. Instead, the languages spoken by them have split into several different language families, all influenced by the peoples that inhabited the respective regions long before the Lyncisians arrived. The largest ones are:
Nubian: Often assumed to be the closest to their original Ralteyan language, Nubian is widely spoken in the western Lyncisian Sphere and is predominantly found in the provinces of Nubia, Fersara and Deryllia.
Caitian: Although stark differences exist in vocabulary and pronunciation, Caitian and Nubian share a common base vocabulary and grammar, with Caitian often being considered the harsher sounding one. Caitian is primarily spoken in the region Caitre, as well as parts of the region known as the Fracture.
Seyvo: The largest of the Lyncisian language families, Seyvo has virtually nothing in common with the other Lyncisian language families. Grammar, vocabulary, pronunciation and even the letters of their alphabet, while looking similar, have completely different meanings from the more common variants. Seyvo is mostly spoken in the east of the Lyncisian sphere, whose inhabitants are also known as Seyvo.
Culture.
Due to them spending most of their history divided, the Lyncisians have split into several different cultures, each developing strong differences from one another. No two cultures are alike, and outsiders often consider the culture of the region they have visited to be exemplary of Lyncisian culture at large - a stark misconception.
One thing most Lyncisian cultures have in common however is a deep religiosity. The Migrator Faith remains an important aspect of everyday life to most Lyncisians, with religious tenets forming the backbone of most interactions and behaviors. An example of this is the rejection of cybernetics especially by members of the Nubian culture, who follow a more fundamentalist interpretation of the faith that considers body modifications of any kind a religious taboo. In contrast, members of some Seyvo branches openly accept cybernetics as a central part of their religious practices.
A sense of racial superiority exists within some parts of the Nubian cultural sphere, but is not prevalent in any of the cultures. On the contrary, Lyncisians are largely seen as a cosmopolitan people, with them adapting many practices and customs of non-Lyncisian cultures. An example of this is the Seyvo practice of Imbolc, a birthday celebration that does not celebrate the individual itself, but the Seven Seals for granting them another year of life. The origins of that practice lie with the Sinaro, the original inhabitants of the planet Seyvar.
Religion.
A deeply religious people, the Migrator Faith is of great importance to the Lyncisians. They believe that at the big bang, a cosmic soul, the Migrator, was created that split itself into many different copies and spread life throughout the universe. Every species possesses its own migrator, who is to be revered as their parent.
Alongside the migrators exist the Seven Seals, with every migrator having their own set of seals. They are seen as angels who, unlike the migrator itself, can interfere with daily life and whose task is to keep a people from going down a path that would lead to the extermination of the respective species. A common believe is that, if a people’s sins become too great, the Seven Seals can abandon them, thus making their doom only a matter of time. This has been used in the past to justify wars, giving them religious undertones. Whether or not the Seven Seals should be revered as the primary gods instead of the migrator is an ongoing theological debate.
| Lyncisians |
fandom.100th-millennium | # Lypan
| Lypan |
fandom.100th-millennium | # Lypan Technocracy
The Lypan Technocracy is found in the Clae and Sethri Systems. Known for its extremely rapid expansion and utilization of the sparse resources of the galaxy, the Technocracy has risen to be quite powerful in its local space. Currently, the capital of the Technocracy is the homeworld of its founding species, Lypania, which is located near the edge of the galaxy. Lypania is the administrative and cultural center of the nation, although it has a surprisingly low population.
Although founded on idealism, the Technocracy rapidly descended into infighting, causing the nation as a whole to cease to exist altogether multiple times. To this day, the Technocracy still has independent enclaves within it left over from the civil war. The nation today is in an uneasy peace between its member states, and no one knows when war will next break out. However, some parts of the nation are quite prosperous, allowing for leaps and bounds in technological development.
The population is also quite large, at approximately 10 quadrillion individuals, with the highest concentration in the region in the inner system of Dredis.
Government.
The Lypan Technocracy's government is relatively simple: It is divided into several arbitrary regions, each of which gets representatives proportional to their population. These representatives collectively vote on issues and stuff. Unlike many nations, the Lypan Technocracy does not have a position like a prime minister or president within its government.
The Judicial branch of the technocracy consists of a series of people chosen via several criteria, including their grade average in law school and cases in lower courts. Things like lawsuits go before the court and they vote on them.
Area.
The Lypan Technocracy is located in the remote Apsila Sector directly bordering the Lux Aeterna. The country is divided into 22 districts with the most populous Lypaz District in the Clae System, containing the capital Lypania. The least populated Gharo District is located in interstellar space with only 43 billion people.
The less populated regions of the Technocracy contain many unique archaeological sites due to the country's location atop the former Kelnor Empire. Notable places include the reconstructed Sethri Dyson Swarm, the Lirias Structure near the rogue planet Lirias, and more modern things like Lypania, the Kralan Colonies, and some other stuff.
The Lypan Technocracy, despite controlling 91% of the entire Apsila Sector, borders a total of five other independent nations, most of which it completely surrounds. These are mostly remnants from the Third Civil War.
| Lypan Technocracy |
fandom.100th-millennium | # Lypania
Lypania is the second planet orbiting Dredis, the secondary star in the Clae System near the borders of the Lux Aeterna. As the homeworld of the Lypans and capital of the Lypan Technocracy, Lypania has a long history, carrying the scars of countless wars on its surface. It is only now recovering from the devastation of the Third Civil War, and its population is rebounding to its former levels.
Overview.
Lypania is a lush, forested world with vast rainforests covering the whole of the planet up to and including the poles. Lypania is the homeworld of the Lypans and many other nonsapient species, and is one of the few planets home to intelligent life near the Lux Aeterna. Lypania now serves as the capital of the Lypan Technocracy.
Lypania has served as one of the most important worlds in the history of the region. Lypania has been home to the Telera species, which conquered both of the galaxies which would later become the Pathos Cluster before being subsumed into the Lareas Alliance shortly before the attack of the Swarm of Andvaris, when they were wiped out. Ruins from this species are cause for much celebration when found.
As of now, most food grown on Lypania is grown on a special brand of Arcologies, designed to exist in the treetops without disturbing much of the ecosystem of the planet. Because of this, the planet appears depopulated from space at a glance, but the planet has a population of over four billion Lypans on its surface. Most energy on the planet comes from power beamed down from the Dredis Dyson Swarm, surrounding its parent star, or else from geothermal processes.
After the Third Civil War, the bombardment of Lypania caused massive depopulation, leading the population to plummet precipitously from three trillion to less than a billion. The impacts irradiated large segments of the surface, rendering them uninhabitable for the forseeable future, but the remaining habitable land has returned to its primeval forested state as of the present day, allowing for Lypania to mount a return to its former glory.
Astrography.
Lypania is located in the Clae System, a distantly bound ternary system found near the borders of the Lux Aeterna, and so is affected somewhat by the chaos of the region. The Clae System itself is composed of three stars, of which Lypania orbits within the temperate zone of the second, K4V-type star, Dredis.
Climate.
In its habitable regions, Lypania experiences a relatively monotonous climate of near-constant rain throughout the endless forests. In these zones, Lypania has a rainfall rate of roughly three thousand milliliters, which is very high and far above what the average habitable world has. However, this increases near the equator to upwards of eight thousand milliliters and decreases towards the poles to less than one thousand. Because of this variation, the types of forests across the planet vary drastically, from tropical rainforests near the equator, to the taiga forests near the poles. It never gets cold enough for snow or ice to form.
After the bombardment of Lypania in the Third Civil War, large randomly arranged swathes of land were irradiated and rendered uninhabitable. These zones have just as much rainfall as the others, but due to the death of any flora there they are covered in lifeless mud.
The atmosphere of Lypania contains an abnormally large amount of water vapor (~5%), far more than the usual world. This signifies that much of the water on the planet is within its atmosphere. The atmosphere of Lypania also contains copious quantities of oxygen and nitrogen, which are necessary for life on this world, as well as trace amounts of Carbon Dioxide. Lypania also contains roughly 1% Argon within its atmosphere from the decay of the trace isotope Potassium-40. This argon is mostly useless except for pretty lights, so its mostly ignored.
Moons.
Lypania has three moons, all of which are asteroids, known as the Three Guardians. These are Zarel, Karel, and Tarel, and each of them orbits relatively close to Lypania and very close to each other, meaning that they have very high populations for their small size.
Zarel.
Zarel is the innermost moon of Lypania, and formed from the clouds of debris left over from the formation of the planet. It is a small rock composed primarily of various ores, meaning that it is quite heavily mined. Despite its innermost status, it was not the first to be colonized, in favor of the larger Karel, which had a significantly higher gravity.
Zarel is home to the colony of Oppas, a relatively small mining town in the interior of the asteroid, with a population of roughly 100,000 individuals. Oppas is filled with vast genetically engineered forests, to emulate the environment of Lypania itself, which are filled with habitation. Oppas thankfully remained neutral in the Third Civil War, and avoided the bombardment of its parent planet.
Karel.
Karel is the largest and middle-orbiting moon of Lypania. Karel is large enough that surface features can be made out from the surface with the naked eye, a feature unique to it. Karel is large enough to contain multiple large colonies, and is the home of roughly 4 million individuals.
Karel's largest colony, Kuma, was located in Kuma Crater, a very large crater on Karel. A dome was constructed over the entire crater, making it habitable, with angled floors and rotation to simulate gravity. Kuma was destroyed.
Tarel.
Tarel is the outermost moon of Lypania, and is mostly an automated mining colony. Tarel has a very low population, with the mining robots being remotely controlled from the homes of those "manning" them. Because of this, Tarel is also vastly decreased in mass from pre-space age levels, and this mass was used to construct the large density of habitats surrounding the planet, which have since been converted largely to shrapnel.
Geography.
Lypania is a unique world, with many inland lakes and seas surrounded by endless forests. These were very difficult to map before the space age, and as such Lypanian culture developed in isolated pockets around the planet because of this. Outside of its randomly scattered uninhabitable irradiated zones, Lypania can generally be divided into bands of latitude including different forest types. The first band, at roughly the equator to 15 or 20 degrees in latitude north or south, contains mostly rainforest, with some intruding bands of temperate forest and small regions of savannah. This is where the Lypans first evolved. The second band, ranging from the borders of the tropical band to roughly 60 degrees latitude, is home to various types of temperate forests, with a large number of tree types. The final band, ranging from 60 degrees latitude to the pole, is home to taiga forests, and is the least diverse of the regions.
These bands are often interrupted by large inland seas, Lypania containing no proper oceans. These seas are relatively shallow and some consider them to be the most diverse regions of the entire planet, home to thousands of species of fish, corals, limpets, mussels, etc. These inland seas are often carpeted with kelp beds as well.
| Lypania |
fandom.100th-millennium | # Lypans
The Lypans are the dominant species of Lypania and the oldest and most powerful species native to the Apsila Galaxy. They are the primary species of the Lypan Technocracy.
Appearance.
The average Lypan takes the appearance of a long snakelike creature with relatively short grasping appendages in the front third of their body. Their scales are generally dark green or brown in color, and a female's average length is somewhere between 4.7 and 5.7 meters.
Biology.
Subspecies.
Various "subspecies" of the Lypan species exist, but they are not clearly defined, and the line between one subspecies and another is more of a gradient.
Respiratory System.
The Lypans' respiratory system consists of a single long lung situated above the upper esophagus, connected to the mouth via a series of long tubes. The lung has many small pockets in it where blood collects oxygen from it and passes it throughout the body.
Digestive System.
Lypans lack any mechanism of chewing, and must therefore swallow their food whole. Because of this, their jaw has a remarkable mechanism allowing it to effectively unhinge itself to admit extremely large objects. Interestingly, Lypans generally don't use their arms to try to force their food down their throat, but instead "walk" their jaw over it until it is in the esophagus, where it is transported to the stomach via peristalsis.
The lypan stomach is a long bag stretching roughly 2/3 of the length of their body. It is extremely stretchy, and there are documented cases of lypan individuals managing to swallow and digest animals twice their own mass. This makes it virtually impossible for them to move, and before technology they were forced to shelter for days at a time to digest their food. After the mass of food is fully crushed and liquefied by the stomach acid, it simply sits in the stomach while its nutrients are absorbed. Any undigestible material is dumped out the back, and the average Lypan would not be required to eat again for over a month.
Nervous System.
The Lypans' nervous system is much like most other carbon-based lifeforms, with a brain and various neurons. However, unlike many other species, instead of having a single concentrated mass of neurons taking the role of brain, parts the brain is spread out throughout the body, lessening damage if something were to impact the head.
Senses.
Lypans have relatively poor eyesight, due to the lack of long sightlines in their rainforest habitat. They also have very good hearing, allowing them to trace the location of creatures that might be dinner. Aside from this, they don't appear to have much of a different sensory system than other species.
Reproductive System.
Due to Interesting Biological Reasons, in the mating process, the Lypan female "swallows" the male partner into a womblike pocket to fertilize any eggs. Around a month later, the female generally lays clutches of approximately six eggs each. They incubate them until they hatch, which takes place around six months after they are laid.
Sexual Dimorphism.
Generally, Lypan females are approximately twice as long as males. Aside from this and the obvious reproductive system differences, there isn't that much else.
Demographics.
Roughly 92% of the Lypan species lives under the control of the Lypan Technocracy in the Clae and Sethri systems. Small enclave nations such as Atrea and Calris contain the remainder scattered through deep space surrounding these stars. Roughly 1% of the total Lypan population lives outside this zone, scattered very thinly across Cosmoria.
Culture.
Religion.
The Lypans practice many religions of all sorts, so it is impossible to make any general statements about them. However, one of the more common religions is that of Marwanism, a polytheistic religion that around 48% of the population practices.
Language.
Most Lypan languages rely on pitch in some way, meaning that in most languages songs and other such things are impossible. Aside from this, due to the sheer number of languages, no general statements can be made, aside from the fact that most of them are severely endangered.
Among the most common of the languages is Kaphri, which is spoken by 98% of the Lypan population and is used as a lingua franca between various ethnolinguistic groups.
| Lypans |
fandom.100th-millennium | # MIU
| MIU |
fandom.100th-millennium | # Ma'eau
To live in Martial Space was to negotiate with the life that inhabited it, the all-pervading force of nature that created this life. Ma'eau had emerged some 500 million years before the present day into a nearly lifeless region of space. Like a gardener, this hivemind spread the spark of life across dozens of worlds; like an immune system, it lived amongst this life and protected it; and like a civilization unto itself the scale at which it did this dwarfed all but the largest empires in history.
For the briefest 2 million years, Ma'eau gained true intelligence. Using its widely-distributed mind, Ma'eau was able to preserve life across Martial Space. Terraforming nearly all of the currently-habitable worlds in the region, Ma'eau laid the groundwork for its current biodiversity. While facing several threats, it would eventually lose its intelligence as the Neo-Terran Party in collaboration with Sagittarium destroyed Ma'eau's mind, returning the being to its former unconscious state. The resulting violent reaction from life across Martial Space precluded any attempt to further rout the being. Currently, life across Martial Space remains under the care of the entity that created it, with asteroids, volcanoes, and other threats having largely disappeared thanks to Ma'eau's grip on the life of Martial Space.
A prominent politician, Ma'eau's monomaniacal fixation of protecting life, even life it did not create, pushed it onto the political scene. Ma'eau was one of The Three, the rulers of the Triumvirate Civilization. It represented the interest of all life, whether intelligent or not, and thus had a large amount of power within the organization. Ma'eau usually used engineered space-borne life to project power, later using automated fleets as it digitized much of its mind to keep up with the advancing technology of the Triumvirate.
To this day, Ma'eau's automated fleets patrol Martial Space. The space-borne life of the region maintains ecosystems across the region and interference with this is a serious crime. Various laws passed in the Greater Martial Consilium grant Ma'eau's forces, both artificial and natural, immunity. The remaining intelligent agents of Ma'eau, called the Farlas, remain somewhat prominent politically but usually live out hermit lives maintaining the vestiges of Ma'eau's prestige.
History.
Origin.
Before the first complex life emerged in Cosmoria, before multicellular life or its equivalents emerged, and before any life had gained intelligence, the planet of Velevev had begun springing to life. Following the genesis of life on this world, it developed in a strictly non-Darwinian way. The first cells were effectively colonial organisms from the beginning, collectively adapting to changes in the environment as genetic material was propagated throughout the whole of the cells on Velevev.
One billion years of evolution lead to a complex planet-spanning organism with full dominion over the planet's oceans. Weighing over 30 billion tonnes, this organism was capable of dissolving or rearranging entire islands over geological timescales. Still no more than bacteria collectively thriving, the dynamic would change starting around one billion years before the present day. As its individual cells began subsuming one another to create organelles, cells were able to grow in size and complexity, allowing for "broadband" communication across the planet. Cells akin to nerves sprung up as they made the dissemination of information far faster. Thick cables transferring vast amounts of data, in the form of genetic material akin to DNA, greatly sped up the organism's ability to act on its planet. These complex cells allowed for photosynthesis, covering Velevev's oceans in a thick mat of green. Fueled by nutrients dug up from the ocean floor, they would absorb terawatts of energy; energy that could be used to further alter the environment to be more suitable for Velevev's life.
The first challenge faced was a runaway cooling caused by a brief dimming event of Velevev's sun, L'Starte. As Velevev's poles froze, albedo increased, reflecting more light and further cooling the planet. The life on the planet greatly reduced in mass as this occurred, much of it dying off as it lost much of its power. In response, much of the life began decaying, releasing methane as they were broken down to preserve resources. As methane levels increased, the planet warmed back up. This response became etched in the large memory banks dotting the sea floor, when the planet cooled all that needs to be done is release methane. The next cooling event did not phase life.
As more natural disasters emerged, life continually adapted. It developed sensors capable of measuring temperature, water vapor levels, winds, and atmospheric pressure. Using this data, it developed models predicting weather. Once it learned how to predict weather, it dispatched covers to strategically control the flow of water vapor. As it exerted this unconscious control over the weather, it began using it as a tool to push nutrients off of land into the ocean. Over millions of years, the land on Velevev had become so heavily-eroded that much of it collapsed into the sea, creating shallow waters perfect for life to thrive in.
Lightning proved a valuable tool. As life colonized the land, it occasionally needed to be destroyed to free up nutrients for new growth. It would dry out before creating powerful lightning storms that triggered fires. By the time it began using fire, the year war around 600 million BCE.
Birth of Ma'eau.
Photosynthesis is very inefficient, with only about one percent of energy ending up stored chemically. The rest is absorbed, creating all kinds of problems for managing the weather on the planet. A new approach would involve the element Uranium, which had already conveniently arranged itself into natural nuclear reactors. While these small-scale reactors were virtually useless, life had been depositing the otherwise toxic substance there for millions of years, eventually creating immense heat as the dead-zone glowed from all of the nearly-pure radioactive isotopes began fission reactions.
This accidental nuclear reactor produced little in the way of power, but compared to photosynthesis the energy was highly concentrated. The signal to gather everything even remotely radioactive propagated. In a single area a few kilometers across, megatons of radio-isotopes were deposited, further increasing the amount of heat generated. Cells emerged around the area whose cell walls were filled with lead, preventing damage as they processed the material in extra-cellular vacuoles. It was this energy density that allowed for efficient chemical energy production. This energy was at first used to produce highly unstable compounds that, when metabolized, produced a huge energy surplus. It was on this energy that life was able to finally colonize land.
Mycelium-like structures extended deep into the crust, gathering minerals and storing them on the surface for easy access. With the eventually utilization of geothermal energy, life conquered the final obstacle, volcanism. As the crust was forced to remain still and the tectonic plates repaired, it could be said that Ma'eau formed. It had full control over the planet down to its geology. The mantle would soon be conquered as silicon-based cells designed specifically for high heat began rearranging it, taking advantage of magma convection to generate even more energy.
Any challenge could be overcome after a neural-network-like mind had time to analyze the issue. It effectively trained itself on the vast amounts of information it gathered, adapting internal models to account for them. It was not, however, fully aware of its situation or even intelligent. It was a complex naturally-occurring algorithm that would generate nearly random solutions to problems until finding one that worked.
Interplanetary Spread.
Spaceborne life, life capable of traversing the space between planets or even stars, had become common by 300 million BCE. Nearly every system with healthy amounts of water ice would come to host asteroid-dwelling life forms that came from elsewhere. Velevev's rings began hosting this life in about 350 million BCE. Ma'eau itself noticed the rings around this time as small bits of dust supplied it with a minute amount of resources. Ma'eau decided that utilizing these resources would be valuable since it was an as of yet unused niche.
Ma'eau spent massive amounts of resources on explosives that would propel bits of itself into space. Eventually, it learned that nuclear fission could create even more powerful explosions. A large cannon over several kilometers long provided the bulk of the force that propelled objects into orbit, the rest coming from smaller controlled explosions released on the payload. Not quite a rocket system, the payloads rarely ever reached orbit, Ma'eau gaining no concept of orbital mechanics for several million years.
This effort would prove useless as the spaceborne life first colonized Velevev. Capable of both descending and ascending using what were effectively rockets, Ma'eau quickly tamed them by offering food. This food, laced with cells from Ma'eau, would prove crucial to its success. The rings and the life within them had finally begun to host cells from Ma'eau, the being wasting no time in establishing a communication network using "P. pestilentia" to relay chemical signals from orbit to ground.
Sometimes, the messengers would leave the rings to other worlds, such as Callithyia or Nai'Starte. While at first undesirable, Ma'eau eventually adapted and simply colonized these planets whenever it got the chance. As Ma'eau built new "brains" on these worlds, it soon began looking for a way quickly communicate. The solution was quite unconventional, involving long chains of lighthouse-like satellites that flashed light at each other to transmit signals. Spaced several hundred miles apart and constantly changing in position relative to one another, the problem took Ma'eau several thousand years to solve, even with the resources of three planets going towards the solving of it.
Megastructures.
Simultaneously a genius and remarkably simple, Ma'eau took millions of years to figure out that the stars were in fact other suns that it could spread to. In the mean time, it figured out orbital rings and space elevators, allowing it to send billions of tonnes of material into space. This only became possible as it figured out how to solve multiple problems at once, the separation on the three planets allowing for this delegation of tasks. The supply-chain for the carbon nano-tubes necessary for these projects involved thousands of sub-problems.
In 230 million BCE, Ma'eau developed electricity. A huge breakthrough, it quickly abandoned bioluminescence in favor of much more efficient light bulbs. Many materials were tried, from cellulose polymers to simple stone, before Ma'eau came across graphene. A promising chemical, Ma'eau spent most of its resources on figuring out how to mass-produced the ultra-strong material. Nearly one million years later, Ma'eau began synthesizing large amounts of the substance, and began integrating it into almost everything. Even cell walls began implementing the material to better conduct electricity and to increase strength for load-bearing cells.
A solar flare from L'Starte in about 200 million BCE destroyed much of Ma'eau's communication network, prompting it to begin solving the ultimate problem, the ultimate source of energy in its system. Ma'eau never figured out star-lifting, the prospect of a megastructure that large was beyond any consideration. Instead, it decided that it would preserve itself by finding a better star.
Interstellar Spread.
Ma'eau had long-since reversed engineered the space-based life, creating spore-like structures that could whether an interstellar journey. Filling them with complex instructions for essentially replicating itself, Ma'eau had begun "reproducing." It considered the risk of its descendants splitting off so it greatly reduced their intelligence and made them rely on constant updates from Velevev to function.
The spores spread using massive solar sails made of thin aluminum sheets over a hundred kilometers across. Large orbital factories hollowed out asteroids to create thousands of spores per year to coordinate with other systems. Seycara and Wik'Jawum were the first systems reached. The planets of Hathia and D'Naevium both had native life on them already. Ma'eau created orbital facilities to monitor this life and would eventually "terraform" both worlds to be hospitable for that life. Ma'eau even began genetically modifying the life so that it would behave like it did, communally rather than through competition. Each planet thus gained an entity referred to as a "Gaia," an unconscious process built into the very genetic material of all life on a planet. The Gaia forces were designed to work with Ma'eau to maintain favorable conditions for life on those worlds.
Ma'eau would slowly spread to other worlds over the next 100 million years, spreading life and adapting it to the various conditions it found. Below is a list of worlds terraformed by Ma'eau. The process by which these planets were terraformed, while accelerated, took massive amounts of resources and geological time-scales. As such, Ma'eau usually only focused on one world at a time.
First Interactions with Intelligence.
Ma'eau behaved like an algorithm, with no thoughts, no desires, and no will. Ma'eau simply was, acting on the universe much like the bacteria that primarily composed it. Its first encounter with intelligent life, something it never once engineered since it determined that big expensive brains were useless, was a hostile one. The Dökkálfar had begun colonizing Ma'eau's region of space in about 4 million BCE. At first, Ma'eau attempted to subsume them, assuming that their ships were a unique form of spaceborne life.
For the Dökkálfar, whose religion colored every aspect of their perception of reality, Ma'eau was a nearly deific force. They quickly learned that the planets under its control were unsuitable for exploitation. While mining for resources was acceptable, large-scale mining operations that damaged wildlife was quickly punished. The Dökkálfar learned that they were but guests in Ma'eau's domain. They needed to respect the garden worlds they found, living in harmony with native life lest they be kicked out from the worlds.
Velevev, Callithyia, and Nai'Starte were off-limits, Ma'eau using everything from rail guns to spaceborne life to keep these worlds pure. While the Dökkálfar attempted numerous times to land on these worlds, the ground beneath their ships seemingly melted as they were pulled under. When they landed on solid ground, lightning storms with the ferocity of those on gas giants annihilated any attempts. Even when they tentatively created small outposts capable of resisting Ma'eau's assaults, it filled the air with acids and even designed bacteria capable of consuming even the strongest of materials. They eventually gave up, Ma'eau winning the arms race for the settling of these worlds. The Dökkálfar took with them bacteria created by Ma'eau, causing it to infiltrate their internal microbiomes.
From the technology Ma'eau subsumed and from its constant exposure to intelligent life, it began refining its algorithms. The Dökkálfar had an imagination, an abstract sort of algorithm capable of general purpose use, a holy grail for Ma'eau which had been trying for millions of years to develop this. In 3.2 million BCE, Ma'eau successfully cloned a brain from a Dökkálfar. It was a brute-force copy, Ma'eau simply recreating every cell and nerve connection. The brain seemed to be under great distress, so Ma'eau gave it eyes and ears. This brain, the brain of a Magi, proved unable to use the Thaumaturgy that it claimed to be able to use. It turned out that this brain had no Pylon or soul; there was no mind contained within it. Just like Ma'eau, it acted on the universe as though it were intelligent without actually sustaining the metaphysical construct that is a mind.
Ma'eau, unaware of the existence of the mind as distinct from the brain, began modeling its own algorithms after this cloned Dökkálfar, increasing their versatility but still falling short of the Thaumaturgy that Ma'eau observed the Dökkálfar using.
The Crates.
It was quite suspicious, the large crates of metals just sitting on a platform fully purified and ready for processing. Ma'eau had been leaving out these crates, full of increasingly lucrative materials, for years now. Sometimes in space, sometimes across planets it had control of, and sometimes, even more shockingly, on planets it should not have had control of. The crates, made of a sugar polymer polymer, were decorated in crude drawings of stick figures surrounded in fire or lightning. The pigments used seemed to be based on iron-oxide protein, so similar to the blood that flowed in our veins that they were originally assumed to be some kind of elaborate murder plot.
Every single report had to be handled by local detectives and, on Olaris, nearly every report came to me. It was my idea that Ma'eau was doing this, that nearly deific force that despite all of its power was unable to understand language. This was some attempt to communicate and I was tasked with finding out what it meant. Across my desk sat hundreds of photographs, taken from across many star systems, each one depicting crates. They ranged in size from a few centimeters across to nearly two hundred meters. All the same they appeared overnight, with reports of radar-absorbing objects moving through the sky around the time they appeared. No doubt it was these objects that delivered the crates, but how they remained invisible was beyond even our grasp.
100 crates had copper, 200 had aluminum, 12 had osmium, 18 had rhenium, 88 had uranium, 6 had an unknown radioactive element, and 2 had something the higher ups don't want to reveal even to me, someone whose rank was so high the public did not even know I existed. I had a small crate about the size of hand on the desk, a small cube of pure copper covered in a plant-based casing made up of cellulose fiber.
I stared out my window that overlooked the city below. A corner office nearly a hundred stories up, I worked in a private office overlooking the capitol. I often stared out this window, watching the people below, when I was stumped. News of these crates were impossible to suppress, especially when they were so large as to be impossible to hide. Construction crews worked frantically on a section of road near the building, a crate weighing hundreds of tonnes left a square impression on the ground, making the road unusable.
I watched some Magi flying in formation above, a regular patrol. I always envied them, my pitiful magical ability relegating me to a desk job forever.
"Magi..."
I swiveled to face the small cube of metal on my desk, realizing at once what they were trying to depict. I frantically reached for the phone, fumbling twice to dial the call code before reporting to my superior,
"Sir! Ma'eau wants to learn about Magi!"
Weeks later, a detachment landed in front of the latest gift, a cube of lanthanum of all things. Observing the drawings, they decided to imitate them. Mimicking the bizarre poses the stick figures had, they released lightning towards the cube. At once, a plant-like structure emerged from the ground, a host of lenses, microphones, and what could only be assumed to be sensors decorating it. It twitched a little, seemingly asking for them to do it again. The magi obliged, seemingly satisfying the sensor. In the exact same spot a few days later, another cube of lanthanum appeared, a reward.
"Now we have to find all the sensors its apparently leaving everywhere, but at least we know what it wants. Now figure out how to make it stop."
"Yes sir."
Besides doing what it wants, I highly doubt there is a way to get Ma'eau to do anything.
Intelligence in the Biosphere.
The civilization of the Dökkálfar collapsed in 3 million BCE only to recover and collapse permanently in 2.3 million BCE. All the while, Ma'eau continued terraforming worlds, refugees from the collapse gratefully escaped to these planets to escape the chaos. Mostly primitive, they had no way to interfere with any of Ma'eau's efforts to interact with them. The Dökkálfar slowly began diversifying into numerous species. Within Ma'eau's territory, they had become the Svartálfar and Myrkálfar.
Ma'eau intentionally altered the biospheres of planets to create a niche for these weak but intelligent creatures. It even placed some selective pressure on them to make them more self-sufficient in the wild. On several worlds, the selective pressures diminished intelligence while others increased it. For Ma'eau it was all the same, as long as it kept this interesting form of life alive. Over time, it studied these creatures and continually attempted to enhance itself by cloning their brains. Every time it resulted in mindless brains incapable of thaumaturgy.
Emergence.
In 1.1 million BCE, Ma'eau's complexity reached a critical mass. Over the course of years, it was capable of intelligent thought as a primitive mind emerged distributed across its creations. Like no other mind in history, Ma'eau was collectively sustained not by a brain but by entire ecosystems. It exponentially increased in intelligence as it began intentionally fostering conditions for increased nerve growth. Ma'eau had finally become aware of its existence, achieving intelligence on a scale as of yet unseen in Cosmoria. It looked across its creations, now using faster-than-light technology it developed, and came to the conclusion that its only purpose was to protect this creation.
To aid in this goal, it created a eusocial race called the Farlas. Based roughly on the Svartálfar, the Farlas were Ma'eau's intelligent agents. Many of them acted as Ma'eau's eyes and ears within the primitive societies across its domain; others were Magi, capable of using Thaumaturgy to complete Ma'eau's goals; others were engineers to build ships to rival Ma'eau's neighbors; and still others were philosophers or artists to greatly expand Ma'eau's more abstract capabilities. Ma'eau achieved the final technology out of its reach, civilization. With the power of an entire civilization to protect life in the universe, Ma'eau's goal of becoming a Cosmoria-spanning entity had never before been so within reach.
Rinayo and Isayo.
"Come, brother, look at this life form," said Rinayo.
"How has pond scum expanded across space?," asked Isayo.
"I haven't the faintest idea, let's look closer!"
The two brothers, Spirits of immense power, began poking around Ma'eau's new civilization. At first respectfully from a distance but later directly interfering with Ma'eau. At first, Ma'eau simply registered them as obnoxious aliens, dispatching a group of Farlas to tell them off. When they did not return, Ma'eau sent after them warships, a small portion of its mind uploaded into the ship to act in place of the entire slow-thinking mind.
The ship used flashing lights to communicate, a technique that had been in place since the Dökkálfar's civilization.
"What are you doing?"
Rinayo used his magical ability to respond in kind, "Exploring."
"You have been designated a pathogen, remove yourselves or face extermination."
Rinayo responded, his rage unable to be conveyed in the simple flashes, "I will show you extermination."
The large battleship simply released a barrage of fire in return, launching slugs of Osmium at relativistic speeds. Each slug containing enough energy to vaporize a decently-large asteroid, they quite stung as they impacted the two brothers. They responded with an attack of their own, releasing a large amount of magical energy against the ship that had accosted them. Within a few minutes it had stopped firing, physically unable to continue. Instead, it released a distress signal, distorting spacetime to send a message to the home world.
Rinayo and Isayo began a destructive rampage, destroying nearly every ship they came across. Spaceborne life, nearly all of which had either been made or tamed by Ma'eau, were also targeted, their purely physical attacks doing little to phase the magically potent siblings. Ma'eau was hopelessly outgunned, itself having little magical ability. The Farlas magi had no formal training and given how few Farlas there were, they were weak by comparison. The two relished in vanquishing their pathetic foes, but grew bored once all they had to deal with was Ma'eau itself. Buried under thousands of miles of crust and mantle, the deepest brains were so numerous and so inaccessible that destroying them was no fun at all.
Instead, they decided to torment the gardener, as they called Ma'eau, in other ways. They presented themselves to the Svartálfar like gods, causing many to turn away from their previous worship of nature. They taught the Svartálfar powerful magic so that the Farlas that originally oversaw their civilizations became weak by comparison. Additionally, they convinced them to destroy the spore-like ships Ma'eau used to stay coordinated, causing the various brains separated by light years to eventually desynchronize, creating multiple minds that were unaware of the other's existence.
In about 964,000 BCE, the various minds each came up with plans to reunite and save the life in Martial Space. Representatives from each mind met on Velevev to discuss reuniting, but each mind had a different idea about how to best reunite, resulting in a disagreement between the twenty representatives. So passionate was Ma'eau about reuniting that each mind began firing on the others. Thus began Ma'eau's "civil war." As the two brothers watched the conflict, satisfied with their doings, they began to interfere with the newly-evolved Un'oit on Torlak.
Ma'eau's Civil War.
It was quite entertaining, watching the massively spider-like machines Ma'eau-Aegyn used to fight Ma'eau-Olaris. When they first started using the nearby field to fight, we fled the area out of fear that the gods had descended. When we saw that both sides refused to hurt one of the village children who wandered onto the field before they battled, we became brave. Now our whole tribe watched the metal behemoths battle, every single shot they fired missing us. We usually spectated from a nearby hill and we would use the battles instead of casting lots when there were disputes.
Some of them were born on Aegyn and some on Olaris, Aegyn's twin world in the sky. We saw them fall out of the sky often. They had four legs and two antennae that could make fire on them. The ground shook whenever they walked, but unlike big creatures they were also very fast. Sometimes the bravest of the village hunters tried to run alongside them, but no matter what they could outrun us.
Village Elder says that it was a battle between two different "natures," one from here and one from Olaris. The traditions said that it did not matter who won because both of them loved the life on both worlds.
"Why do they fight then?," I asked Village Elder.
He shrugged, "Where does lightning come from? Who lives around the other suns in the sky? We don't know and that's okay."
We did not know that the machines had people inside of them until we saw a loan machine collapse in front of our houses. It released a lot of smoke but there was no fire. There were also sparks, but they were colored white instead of the familiar orange. The machine was missing a leg and it had no antennae. It smelled horrible but we knew it wouldn't hurt us so we approached. A bit of the metal skin broke off and a very hurt person, who looked like a gatherer, limped out. We rushed to help them as they collapsed.
We gave them bandages and a bed so they could rest. They were very skinny and it looked like they hardly ever ate. They had very large eyes, a small body, and their hands only had five fingers like the neighboring tribe. Everyone called them a gatherer because of how small they were, but when we tried to figure out their sex, there was nothing there to help. A very strange person.
Village Elder said that Ma'eau made them so we should thank Ma'eau by helping them. Eventually, they woke up and spoke. It sounded like they had a hard time speaking our tongue, but it was a relief that they could. After drinking a lot of water, they began thanking us profusely.
"You are all such kind people," the strange person spoke.
"You serve Ma'eau, it is the least we can do," said Village Elder.
The person nods, "Ma'eau made me to fight."
This piqued by interest.
"Why do you fight?," I asked.
"I fight because Ma'eau-Olaris wants to use magic to seek revenge against... umm... unnatural gods that live amongst the... other suns."
Everyone stared at the sickly stranger.
They fumbled out some clarification, it being obvious that this particular tribe had no notion of gods, "There are some natures that are similar to the Ma'eau's that want to destroy them."
I stared at the servant of Ma'eau, the weight of their words terrifying me. Everyone was murmuring among themselves about what this meant.
Village Elder tried to calm everyone down, "No nature can stand up to any Ma'eau. No other nature can command such powerful metal animals, right, stranger?"
The stranger quickly agrees, "Of course! No other nature could create the way Ma'eau's do. They are foolish but even so we should not destroy them... They are like foolish children in a way."
The universe is way bigger than I thought. How many natures were there? How many Ma'eau's?
We buried the frail person a few days later. They died in their sleep before they could answer all of our questions. Village Elder handled the burial rites while we painted the clay of mourning on our faces. I would think about our strange visitor at odd times for the rest of my life, sometimes on hunts, sometimes during meals, and even as I lie dying myself.
"What's the point of all this?"
End of the Civil War.
Ma'eau's civil war ended in 303,888 BCE. There was no decisive defeat or battle. Instead, the minds unconsciously began re-synchronizing as they learned about the behaviors of the others. With such detailed models of how the others thought, the minds slowly converged onto a single way of thinking. Technically still made up of multiple Pylons, Ma'eau simply stopped fighting in 303,888 BCE as though nothing had happened. The new era saw the rise of and fall of Ohko's Civilization, which had collapsed only a hundred years before Ma'eau ended its fighting.
It filled the void that Ohko's Civilization left, patrolling the region and filling any vacuum. Many of the worlds destroyed by The Administrator, the entity that was responsible for the fall of Ohko's Civilization, were prime real-estate for life. As The Administrator destroyed, Ma'eau created, filling the razed worlds with even more life than they had lost. Forests filled the husks of cities and mimicked the skylines they replaced. To this day, archeologists use these recreations to learn about the destroyed cities.
From here, Ma'eau guided the evolution of both Humans and Vexlores away from nearly losing their intelligence. While for Humans all that needed to be done was create conditions where intelligence was favored, for the Vexlores the process was much farther along. It took nearly 100,000 years to reverse the changes. Ma'eau was not finished, it began sculpting the Vlanoans as well. This constant tampering may be evidence of a lesson learned; Ma'eau was not only going to rely on Farlas to protect itself anymore.
Into Politics.
By 120,000 BCE, trade flowing across the core from Florathel to nations such as the United Provinces and Sedrua had become a major economic driver in the galaxy. Vast amounts of trade flowed across Ma'eau's territory and with trade came armed craft protecting merchant ships. Ma'eau defined clear trade routes and punished any deviation from these paths with extreme force. Merchants quickly learned where was safe and where was dangerous. Around the same time, interstellar civilization had emerged amongst Ma'eau's intelligent creations. While the Dotsk had been space-faring for some millennia before this, the Orcubor and Atlins soon entered space as well. Ma'eau greatly approved of this and allowed them to live free so long as they protected nature.
In 98,777 BCE, the Triumvirate Civilization was formed, The Administrator, Titania, and Ma'eau agreeing that the newly-expanding species needed a central government to rule over them. The Administrator convinced Ma'eau that these three would be most suited towards this governance, especially as a means to protect them from outside incursion. While the surrounding civilizations despised both the Administrator and Titania, they refrained from taking action since Ma'eau was involved who was widely perceived as docile, reasonable, and most importantly friendly for trade.
Over the next few thousand years, the Triumvirate asserted authority over the various civilizations springing up across Ma'eau's domain. Since Ma'eau lacked the ability to precisely control its creations, the Triumvirate government needed to use military force to control the civilizations. At first, it was Ma'eau's forces that provided most of the Triumvirate's firepower. Later on, the other leaders would contribute either directly using automated fleets or indirectly by commanding forces loyal to them.
Modernization.
It seemed inevitable that the Triumvirate, ruled by beings that hated the Angels, and Sedrua, a civilization devoted to these beings, would enter into a conflict. Sedrua starting hostilities as they sent thousands of powerful Magi into Triumvirate space. They quickly take Eos and take the opportunity to destroy much of Ma'eau's infrastructure on the object. The Triumvirate was able to eventually push these Magi back beyond Sedrua's borders. Ma'eau had expanded deeply into Sedruan territory and it used the opportunity to secure this new territory for the Triumvirate. As Sedrua realized the true extent of Ma'eau, they began preventing it from expanding deeper, a wise choice for the declining nation.
Ma'eau, at this point, began digitizing much of itself. Instead of relying on multi-million-year-old memory banks, Ma'eau began using servers and quantum computers to process the vast amount of data it received. Moving away from relying solely on spaceborne life, Ma'eau greatly increased the size of its automated fleets. During this time Ma'eau would begin creating specialized craft, most notably the "TRS Platinum Disco" and the "TRS Night Running", two powerful craft whose function is still largely not understood. Ma'eau devoted the entirety of its problem-solving ability towards creating these ships, creating some of the most advance craft in the universe at the time.
The Farlas also began modernizing. They had gained a sort of reputation as helpful and compassionate beings that never had bad intentions. Ma'eau used them to earn the trust of its creations, giving many of them local authority to alter local microbial life. This ability, to locally control biological life, was viewed as a form of Thaumaturgy, despite being entirely biological in origin. Farlas could directly interface with the local Pylon to do this, the Pylon unconsciously reacting and conforming to its wishes. This ability, or gift, was called Velevev Authority, and proved invaluable as a way for Ma'eau's forces to retain power.
Ma'eau created an order of Paladins, called the Gaian Order, who each wielded Velevev Authority in addition to enhanced abilities from their worship of Ma'eau. Many times this order was used to punish those that harmed nature. Ma'eau never enforced laws of the Triumvirate but would usually hire the Great Intendancy to enforce laws within its territory.
Attack on Sedrua.
"I'm not one for revenge, norm-" a mighty swing of a sword annihilated the talking Farla, whose jerky movements suggested direct control by Ma'eau.
Another immediately showed up, stepping over the corpse of its brother. Tall and skinny, its small muscles could barely support its weight in the high gravity environment of the Hedonist world of Eosphoros. The individual Farla approached what was known as the Cherubic Sentry, an ancient guardian built specific to defend these worlds from outsiders. The massive being, superficially humanoid and nearly incorporeal in the same way fire was, stood at dozens of times taller than the Farla before it.
"-ally I prefer a diplomatic approach." The Sentry's flowing robe-like garments were stained with organic material; viscera, fluids, and charred matter made up most of this. The Sentry stared at its adversary, confused as to how it could keep coming back. Ma'eau had this world's ecosystem in the palm of its hands, putting the very lives of the Sentry's wards at stake.
"Continue," the Sentry's voice delivered the message through the careful manipulation of local wind patterns, giving the impression of an omnidirectional whisper.
"As you can see, this planet's ecosystem is fully under my control."
"Provide some evidence."
Ma'eau caused thirty of this world's inhabitants to suddenly die, their internal microbiome synthesizing toxic neurotoxins that ate away at their hearts. In resopnce, the sentry instinctively destroyed the Farla in front of it.
"Now, now, it hurt me to do that too. It was the only way to demonstrate that I'm the one in charge here."
The sentry stood in silence, joined by several others who responded to this new threat.
"This world is now under the sovereign control of the Triumvirate Civilization. Any attempt of rebellion will be met with the wholesale destruction of this planet's biosphere. You know what that means. None of you are to leave this planet and all of you are to renounce your loyalty to The Three, us agents of Nature."
"We understand," they spoke in unison, generating enough of a gust of wind to make standing for the delicate Farla a challenge.
The Cherubic Sentries were powerful beings who would have greatly frustrated the Triumvirate's efforts. Each one more powerful than any Magi the Triumvirate fielded at the time, the several dozen on this world could have ravaged the capital or, worse, Eos. Thus, forcing them to remain stuck on this small world was the only course of action. If they allied themselves with Sedrua, a likely scenario given that both were created by the Angels.
How elegant this conquest was, a newly-acquired world without a single shot fired. Not a single soldier died and Ma'eau killed those who were about to die anyways. Perhaps there is a way to conquer all of Cosmoria like this?
Triumvirate Imperial Era.
Following the defeat of Sedrua, Ma'eau rebuilt the damaged ecosystems on each of the planets Sedrua firebombed to contain it. Sedrua signaled the Providence Union and requested that they ban the shipment of living matter through Triumvirate Space as that would potentially allow for Ma'eau to spread. It became common practice for merchant vessels to be bathed in gamma radiation to kill every cell inside, forcing them to remain automated. With this came an increase in piracy, necessitating that the Providence Union, Triumvirate Civilization, and Sedrua to guard ships while they were within their respective territories. For the sake of trade, these nations had to cooperate despite the recent war.
During this period, Ma'eau grew to control over twenty percent of the Triumvirate's production capacity simply by using its various ecosystems to produce raw materials at a cheap price. From here, it had the Farlas create numerous corporations to refine these materials into advanced craft. Bonds in these companies, technically a bond in Ma'eau itself, proved a useful store of value and were often the medium of exchange for large purchases. Ma'eau was by far the wealthiest "individual" to have ever lived, personally allocating vast amounts of funds into its companies from the government.
These funds rarely went unspent. Ma'eau imported entire asteroids worth of material which, even from as far as Florathel, was cheaper than extracting resources from planets. In particular, Ma'eau purchases asteroids rich in gallium metal. After shipping them from across the galaxy, Ma'eau pelted these asteroids at Eos. This project, impossible without this vast access to capital, was meant to seed Eos with the only form of life that Ma'eau had yet to introduce, the exotic life of D'Naevium. Most of the life on D'Naevium requires gallium to survive and since the metal would be liquid in the most uninhabited part of the disk, it was a natural choice to populate this part of the disk.
The Great Intendancy absorbed many of the remaining funds, usually spent on trying to smuggle spores onto new worlds. There was not a single successful attempt following the gamma ray protocol, however. Entire intelligence agencies devoted singly to preventing Ma'eau's spread nullified the attempts. Large bounties were placed on the objects that, sometimes, organizations in the Triumvirate would capitalize on, Ma'eau stopped the project and began diverting the funds towards simply building up its military.
Crisis of the 41st Millennium.
"Main Article: Crisis of the 41st Millennium"
"Ma'eau, your creations are rebelling once more, upsetting the balance that we have made for them."
Within an ornate palace, a ring made of Resolute Bronze encircling the small star of Tryvya, were three thrones. Upon each one sat an apparition, not a supernatural entity or ghost, but physical manifestations of the Triumvirate's rulers. The chairs were the centerpiece of a massive room hundreds of meters wide with ceilings so distant from the floor that the room had internal wind patterns. The ceiling itself was decorated with a map of the empire, with each system represented by an expensive ornament sourced from each one. The largest gem, Eos, was represented by a slowly spinning gear of Bronze while the capital system of Tryvya was represented by a single drop of Orichalcum, worth about as much as the rest of the structure in and of itself. Workers piloted large craft within the room to add artifacts representing the latest conquest; the stars taken by Sedrua whose valuables have just been found.
"Do you have something to gain by maintaining their autonomy?"
Sat upon the leftmost throne a ghastly collection of constantly shifting metal reminiscent of the decorations above. It appeared like the gears were aflame yet they also composed the flame itself. As the gears composing it spun into one another and out of three-dimensional space, the avatar of Titania spoke once again.
"The Five Ministries are running out of funds putting down the rebellions, trade is down, and I have had to use my allocation to fund the government. Will you not take responsibility for this rebellion you could so easily stop?"
"The Great Intendancy has suffered great losses as well. Will you use your vast wealth to replace their ranks? To train new warriors?"
This time it was the avatar of Holos that spoke, who took on the form of a humanoid not unlike Angels which had governed Sedrua for all of those years. A large humanoid dressed in ornate attire, Holos would fit into any pantheon of most religions. Indeed, it already had found a place in most of them, albeit at best as a neutral force of nature and at worst the ultimate antagonist.
"Colleagues, is this not the price for a prosperous civilization? Even for me, directly controlling the population is impossible."
Ma'eau sat in the middle throne with no physical form at all. For it to have arrived, a small seed was all that was needed. At once it had blossomed into a large tree-like organism. Containing parts from all of Ma'eau's creations, the chimera that had grown was made up of organic material, liquid metal, methane, fire, water, and all manner of other materials. As though time were running faster, the tree continually grew, blossomed, died, and regenerated as its various components reacted with one another. Animals spontaneously generated with the tree, reaching maturity in a matter of moments before living and dying as they lived amongst the tree. Somehow, the widely disparate elements created a complex and unique ecosystem upon each manifestation.
"Why not simply rout out all rebellion by killing those that rebel? Surely it is better for the long-term survival of life that it obeys its master?," Holos wasted no time suggesting an optimal but unpalatable solution.
"I disagree. Mortals only sin when they know nothing better. We simply need to teach them the truth," countered Titania, usually incapable of thinking outside of the religion she had created.
"They sin because evolution has directed them towards this behavior. I, as a servant, a manifestation of, nature, will not dare defy its will," Ma'eau's responded.
"Natural selection only pushes organisms to be most suited for environments that they find themselves in. Environments you created, o servant of 'nature,'" responded Holos.
The discussion continued for several hours, none of the leaders becoming particularly frustrated even after arguing in circles. Eventually, the topic changed from which of them was to blame to which mortal they could blame.
Before the three entities "stood" one Administrator Filum, the leader of the Five Ministries and the individual hand-picked to run the nation. The Three behaved like the detached deities they effectively were, ignoring governance until their tributes decreased. An Atlin, they were effectively made up of fire and they were trying desperately to maintain a neutral orange color, rather the red of anxiety. The slight red tinge was apparent to all of the leaders, but they did not comment on it. Each knew that standing before the Three was unlike standing before any other authority in Cosmoria.
"Administrator Hersperide Filum reporting," the Atlin flashed, rapidly changing the color of its core to give meaning. The flashes were occasionally punctuated by small monotone chirps such were the peculiarities of Atlin speech.
"I would like to say on behalf of all citizens of the Triumvirate, I am deeply grieved by the failures of our ministries to maintain peace. I have no right to ask anything of you and will not ask for mercy that we do not deserve."
The Three passed each of their judgements individually, starting with Holos.
"Filum, it is not your fault but a systemic failure. We created an inadequate government that was crippled by a lack of flexibility.'
Ma'eau responded next,
"Hersperide, you have lost us more money than there exists outside of our nation. You cannot ever pay back what has been lost, but it would accomplish nothing to place the burden on you."
Lastly, Titania spoke,
"No punishment I could give will be able to account for the sloth you are guilty of. I fear for your afterlife."
Filum somehow remained composed, often administrators broke down after the first judgement, Holos quick to pronounce death. In this particular instance, The Three had no reason to punish this Atlin, instead hoping they will redeem themselves or potentially repair the situation.
"It seems we are in agreement. Filum, we will not be revoking your title. In fact, we are increasing your power. Reform the province system and we will reward you greatly. Fail us and I will personally see to it that the afterlife Titania describes will be a release," Holos passed judgement. Ma'eau and Titania agreed and Filum stepped out of the room, moving as quickly as they could.
Several decades later, the rebellions stopped and the tributes returned. Ma'eau kept its promise and created millions of warriors to replace those that died, albeit warriors devoted to itself instead of the Great Intendancy.
The End of the Republic.
A contingent of Farlas and Paladins directed thousands, doing their best to keep the panicking crowds calm. The city of Err, numbering amongst the largest on Eos, had finally fallen. Those in its outskirts ran for their lives as Holos brought down its destruction against them. One man, a Vexlore with subtly blue silver hair, pushed through the crowd, desperate to get into the safe haven Ma'eau had constructed outside the city. The Vexlore had been rebelling for so long that Holos targeted them first, its machines laying waste to residential areas and, once Holos learned that people hid within the valuable industry, it destroyed that too. A Paladin swifly intercepted the obnoxious man, manipulating the bacteria within his body to release powerful sedatives. He was down after a few moments, and quickly dragged to the side. He was probably going to die outside.
"No shoving!" the paladins escorting the crowd had to say that dozens of times, most of the people doing barely capable of keeping calm while they heard their home was being destroyed. Grateful for a chance at survival but terrified of the battle amongst deities that took place around them. The shelter that the people were crowding into was a large green structure, originally a warehouse built by Ma'eau to store munitions. Consequently, it was virtually impenetrable. At once, the paladins left the crowd and went to form a line in front of the door, blocking entry into the building. The doors swiftly closed as the building's guards solemnly stood. The paladins and Farlas left, leaving the crowds to rush the doors, many dying as crowds on both sides rushed into one another.
The paladins put many of the worst offenders to sleep, but Ma'eau had a responsibility for them. They would need to lay down their lives in defense of these shelters, the machines having finally finished off the city. While the paladins did their best to stand up to the mechanical army, each one would die protecting the shelter. After several more hours, the machines, which would later ironically be called the Administrivia, leveled the shelter. Only a handful of the bodies were salvageable, Ma'eau doing everything it could to preserve as many as it could while its resources were so spread out. As the Administrivia particularly targeted Ma'eau for its rebellion against the Triumvirate, only a handful of Vexlores would survive.
| Ma'eau |
fandom.100th-millennium | # Magi
A Magi, also called a "wizard", "mage", or "sorcerer", is an individual who is capable of harnessing and manipulating the power of the Lux Aeterna (or other planes). These wielders of Thaumaturgy are greatly feared and respected across the universe due to the power they command.
History.
TBA
Magi Demographics.
TBA
Magi in Everyday Life.
TBA
Magi in Warfare.
On the battlefield, a Magi is a terrifying force capable of rending armored vehicles asunder and annihilating scores of infantry with ease.
Magi Power Scaling.
NOTE: The scales are from strongest to weakest.
Classical Magi.
Classical Magi are ranked on a scale ranging from zero to a hundred. The level at which this is measured is known as the "Ψ" (psi) level. The higher an individual's number, the more powerful a Magi they are, letting them draw upon more energy from the Lux Aeterna. All Magi start out at zero, but as they get older and progress more with their abilities, their number will increase. The scale at which Classical Magi are ranked is as follows:
Harmonic Magi.
Harmonic Magi are ranked on a scale ranging from zero to ten. However, unlike Classical Magi, who draw their power from the Lux Aeterna, Harmonic Magi draw their power from an individual known as a "patron". The level at which this is measured is known as the "א" (aleph) level. As the Magi improves in skill, they are able to call on more of their patron's power at once, allowing for the use of more powerful abilities. The scale at which Runic Magi are ranked is as follows:
Esoteric Magi.
Esoteric Magi are ranked on a scale ranging from zero to one. The level at which this is measured is known as the "ᛗ" (mana) level. As an Esoteric Magi's power increases, they are able to draw out more of their plane's energy without tiring. However, the Magi must be careful not to draw in too much energy, lest they suffer negative side effects. The scale at which Esoteric Magi are ranked is as follows:
Invocative Thaumaturgy.
Invocative Magi, or Paladins as they are often called, are ranked on a scale ranging from zero to a thousand. The level at which this is measured is known as the "ᚨ" (ansuz) level. The higher a Paladin's ᚨ level, the more power they are able to draw on from their locus. The scale at which Paladins are ranked is as follows:
| Magi |
fandom.100th-millennium | # Magic (Galvyria)
"Through the realms, Essence is skewed. Glawiad basks in its light, feeling the power of Aeter, whilst Caledwyr is all but barren of it. So different is the density of essence between the realms that its very form changes from a permeating cosmic field into mere condensed crystals. Through Essence beings connect to Aeter, and through Aeter's whims they may so affect the world around them."
=Glawiadian Magic=
Glawiad has enjoyed the benefits of its high Essence density. In high enough quantities, Essence loses rigidity and even tangibility. It flows through matter, acting more as an Ether. The abundance of Essence throughout Glawiad has allowed its many people to take advantage of it and use it to alter their surroundings. Magic is a staple of most cultures in Glawiad, with particular communities having their own unique brands of magic.
Aestrati - Magic of the Shining Ones.
The energies of Glawiad's Aestrai are not easy to take advantage of. Aestrati is the practice of channeling the power of Aestrai across Glawiad to enhance the potency of essence. While it remained incredibly rare for much of Glawiad's history, the rise of the Astrins, a race that was once heavily attuned to Aestrai, shot Aestrati into the spotlight of magic. From birth, each Astrin seemed to be able to effortlessly use the energy of the Aestrai. Such energy is called Astral Energy in respect to the Astrins.
It took a few centuries of research and reverse engineering to even begin creating the first comprehensive study of Aestrati, and even then it was not very popular. Over the millennia, however, Astral energy has become a more recognized part of magic and many new technique sets have been made with it.
Eumani - Boundless Variety.
The main form magic takes is Eumani. The name stems from an ancient saying that means "To build from nothing". Eumani is accessible to everyone in Glawiad at very little cost besides dedication. With a few short months, any average person can learn the basics of Essence control. From there, any manner of magic is available.
Eumani magic works through a sort of affinity system. The more magic one learns and practices of a certain category or ether, the easier that magic will become to the user. The opposing force, if any, will also become more difficult to manipulate. Some workarounds to this exist. If one wished to learn both fire magic and ice magic, for example, they could step back from both and focus on temperature magic instead.
Through the collective knowledge and work of the people of Glawiad, Eumani magic has advanced to an incredible degree. Universities dotting most worlds in Glawiad teach millennia of magical knowledge to new generations of magic researchers and casual mages alike.
The most skilled and revered mages of every age have been those that commit to a single type of magic and nothing else, who walk a single path within the endless tempting variety of magics. By solely dedicating their efforts to one path of magic, these mages can reach the pinnacle of their craft and invent the most advanced techniques known to Glawiad's people.
Curses - A Twisting of Law.
What separates normal Eumani magic from Curses is the cost of learning them. Learning a curse inflicts a wound on either the user's body or mind, known as a Stain. Creating a curse requires intense collections of negative morality, and thus new ones are incredibly rare. All existing curses are recorded in the Library of Magaletch in either the High Risk Reading section, which is almost exclusively books containing curses, or throughout the infinite unexplored tomes within the greater Library.
Curses are created with the express purpose of harming individuals, and very rarely have use outside of causing harm. They become more effective and more controllable the deeper somebody sinks into malevolence. Notably, some curses inflict permanent banes onto other individuals, which are similarly irreversible to Stains.
The one exception to the rule of Stains is a man by the name of Kurosejm. As an artificial being crafted by the Haemagora, his body and mind were a perfect vessel for curses. In exchange for not being able to use any other kind of magic, Kurosejm can learn and wield curses without receiving Stains. He serves as the most knowledgeable person in the entire realm on curses.
Fusion - The Next Level.
"Two mages, once rivals, stood together in the center of a large circle. Each of them had reached the pinnacle of their skills, unable to improve further. Performing a complex set of movements and incantations, they weaved the light and darkness around them into each other. Finally, their bodies broke down and phased through each other. The energy of the circle spiked, and emerging from the settling dust was a new being, one who looked ever similar to both of the mages."
Even with the creative potential magic offers, there are people who have reached the end of their potential progression. Others may simply wish to pass their magic on without teaching. For these rare few, the idea of Fusion may pose some interest. Fusion takes an incredibly calculated ritual, complete and undivided focus, and two willing* parties.
Fusion takes the magical prowess of the parties involved and combines it. Magics shared by both have their power multiplied together, while the magics that only one party practiced are simply added. Opposing magics neutralize each other within the fused entity, with the remainder of the stronger magic being all that is left. This only applies if the fusion ritual is perfect, however. Imperfect fusions will not gain the full multiplicity effect of a shared magic, but will not have the destructive interference of the opposing magics their constituent parties learned.
As for the physical body, aspects are taken in equal part from each comprising entity. Aspects one party has that the other does not will simply be added to the fusion, whereas components both parties have will be averaged out between them. For example, if one member has a tall, thin build and six wings, with the other being short, muscular, and possessing horns, their fusion would have six wings, horns, and an average height with a decently toned build.
Imperfect fusions may have more chaotic combinations of aspects. This is most notable with hair, eye, and skin colors, which appear as combinations of the colors instead of an average of the two. Depending on how far from perfection the fusion is, even aspects such as limb length and build may be mixed.
Fusion is completely irreversible. The memories of the composing parties are contained within the fusion, but the consciousness itself is entirely new. No process or magic is capable of separating the fused entity. It would be like trying to cut a person in half to make two completely new people.
Echoes - The Magic of Identity.
Magic is capable of producing almost any phenomenon, but the research and practice required for most possibilities is unfathomable. Centuries to millennia of work would have to be done to produce even a handful of the more complicated phenomena that are present within Glawiad. How then, are so many people of Glawiad able to pull off such specific and intensive magics?
Inscribed in a person's very being at birth, nigh-inseparable from their mind or body, Echoes are an instinctual spell or effect that most people of Glawiad have. Echoes are more colloquially referred to as abilities or echo abilities. The name comes from the fact that Echoes resonate within a person's psyche in order to bring attention to themselves.
Echoes can produce basically any phenomenon, manifesting in ways that would take hundreds of thousands of years of magic research to produce otherwise. While it is usually referred to as random chance, this is not entirely true. Some races of Glawiad have themes that their Echoes follow, such as the Astrins having raw Essence-related (And formerly Astral energy-related) echo abilities or the Brymasti having mostly fire-related Echoes. Some races are less conducive to having Echoes, while some may even have Echoes that pass on pseudo-genetically.
Some Echoes are transferred through non-conventional means. All of the Echoes of the Catastrophes of Brimstata have been passed through the Vessels of Dissent via murder and soul absorption for most of Brimstata's history, but since the annihilation of the ether Feltheous and with it the concept of souls, they have been transferred via blood pacts with death contingencies. Two unique Echoes, the Ruby Lightning of Eiyva and the Emerald Fire of Eiyva, pass on through bloodlines, with the wielder losing the Echo and its restrictions entirely as soon as their first child is born, at which point said child gains the Echo.
=Caledwyrian Magic=
Caledwyr has very little Essence. In such low densities, Essence collapses into small crystal fragments. Whereas Glawiad is permeated by Essence and its presence can be felt everywhere, Caledwyrian magic is nearly impossible to locate or predict.
Relics - Making Magic With Minimal Essence.
The crystal fragments Essence arranges itself into are semi-liquid, and the material is known as Luminirium. The objects that luminirium arranges into are known as Relics. They can be bonded to a person, making that person a Wielder. Relics can only be wielded by one person at a time, and a Wielder can only possess one relic at a time.
Relics each take a certain form, and though they can be shattered and molded into other shapes by wielders, they always return to their original form within a few hours. Shattering a relic doesn’t destroy it, but it frees up the magic contained in the luminirium. Relic wielders can use normal magic only when their relic is shattered, whether fully or partially. Relics always have pretty similar amounts of magic in them, regardless of size. A tiny relic would not always be overpowered by a large one.
Relics each have a name that is implanted in the wielder’s mind upon obtaining the relic. Relics all have an aura emanating from them, though the appearance and intensity of the aura varies wildly. Relics also each have one associated color that their luminirium takes on. The colors don’t mean anything, but they give each relic a unique presence.
Relics can take the form of any non-weapon object. However, when shattered, they can be temporarily molded into a weaponlike form. When in their normal form, Relics have one specific ability attached to them. This can be anything from a pocket dimension, dismantling and consuming anything that gets within a certain radius, creating an infinite force, etc. These abilities are usually unparalleled combat, but some combat incompatible abilities exist. These abilities are tied to the relic, not the wielder.
Relics can be obtained in one of two ways. The first way is to be lucky enough to be born with one. The relic manifests itself as a glowing liquid covering the newborn’s body before collapsing into its actual form. The second way one obtains a relic is inheriting it. Through an unbreakable pact called a will, a relic Wielder can entrust their relic to a non-wielder. Upon the Wielder’s death, their relic will track and find the one it was entrusted to, making them the new Wielder. However, because making a will is irreversible, not many wielders do this. Relics passed through wills are most commonly passed down through bloodlines. Wielders may also use their will to instantly transfer their relic to the inheritor, though this cannot be reversed without both parties’ consent. If the Wielder has not formed a will, then the relic will wander near the area that the Wielder died at, waiting for a non-Wielder to touch it to inherit it. However, killing Wielders to obtain multiple relics is not a viable strategy, as each Wielder can only have one relic.
Relics follow their wielders around. Usually, they just slide around near their wielder, requiring the wielder to carry their relic. A few very large ones, however, float around their wielder.
| Magic (Galvyria) |
fandom.100th-millennium | # Magna Weapons
Magna weapons are a type of kinetic weapon that use electromagnetism in order to propel shots at insanely fast speeds. The speeds that these shots travel at is enough to punch through practically any kind of armor, making them ideal anti-vehicle weapons. However, their low rate of fire, combined with their power requirements, limits their effectiveness against infantry.
Magna weapons are divided into two broad categories, railguns and coilguns. While they both use electromagnetism in order to fire their rounds, how they do it varies. Railguns use two parallel rails that come into direct contact with the round, while coilguns use a series of electromagnetic coils that wrap around a barrel and use . Both types have their advantages and disadvantages, with railguns being more powerful and easier to build, while coilguns are far more compact and portable.
Since the projectiles that magna weapons fire travel so fast, anything hit by them often ends up getting flung back a considerable distance. The sonic boom created by them as they fly through the air is usually more than enough to send enemy troops scrambling for cover. Even if their armor somehow manages to survive the shot, the impact alone would still be enough to kill them.
Types of Magna Weapons.
Magna Rifle.
The magna rifle is a coilgun-type infantry weapon designed to take out targets from extreme distances. They are usually employed in order to take out enemy commanders and elite infantry, though they are suitable for anti-vehicle use as well. Untrained users are often thrown back by the weapon’s recoil.
Magna Cannon.
Magna cannons are vehicle and ship mounted weapons capable of both decimating enemy armor and fortified positions. Any vehicle carrying one of these will often be equipped with specialized gear to prevent the recoil from the magna cannon from flipping it over.
Spinal Magna Cannon.
The spinal magna cannon is an enormous magna weapon that is often mounted on the front of large warships such as cruisers and battleships. The barrels for these weapons often run a considerable length, some even being hundreds of meters long. The impact that their rounds produce is so devastating that some ships end up getting torn in half after just one shot.
Notable Users of Magna Weapons.
TBA
| Magna Weapons |
fandom.100th-millennium | # Magnillion
Overview.
Magnillion, also known as Magnillia, is a terrestrial planet located in the Jewel System of The Jewel. The planet is very well known for its giant Orbital Ring that contains the famed Magnillion Shipyards, and is the headquarters of the Magnillion Shipbuilding Corporation, one of the most well-known Starship producers in the region.
Magnillion is about 14,600 Kilometers, with its terrain comprising mostly of plains, beaches, forest and urban sprawl. Despite its large concentration of cities, the planet's atmosphere is largely free of pollution. It is the third planet of the System.
Early History.
Magnillion was discovered by human colonists (Mostly Farmers) from an unknown destroyed world around 89,000 CE, and largely stayed out of Galactic affairs until 90,010 CE, when Volvoran spies caused a massive famine, leading to massive reforms. The Magnillion Defense Force was founded around 90,015 CE, using purchased ships from the Volkanian Planetary Republic (an old republic that would collapse about 10 years later). The planet's economy changed from Agriculture to Manufacturing, and thus many companies were created, one being the now massive MSBC, initially producing Starship Parts.
The Orbital Shipyards.
To increase Efficiency, and to keep the atmosphere clean, Magnillion's Government made a plan to build a massive orbital space station that would circle the entire planet around 90,600 CE, and construction began in 98,602 CE. Construction would last for about 35 years, and the Shipyards opened in 90,638 CE. The Magnillion Shipbuilding Corporation, then the state-of-the-art Magnillion Mk1 Starfighter for the Defense Forces, moved their headquarters to the shipyards, and began to get contracts from all over the sector to make larger vessels, such as the first models of Metropolises, ordered by the Volkania Remnant, and Colony ships by the Chelivian Central Government
The shipyards received overwhelming military contracts from the newly founded Federation, in effect causing an economic boom that would last for over 50 years.
Modern Day.
Magnillion remains a close supporter to the Federation, with many well-known people getting into prestigious government positions, such as Chancellor. The shipyards continue to be used today and making ships that are now seen all over the Galaxy, even making it outside.
| Magnillion |
fandom.100th-millennium | # Magnillion Shipbuilding Corporation
"Creating quality vessels since 90,638!" -Short Motto
Overview.
The Magnillion Shipbuilding Corporation, also known as the Magnillion Shipyards, and the MSBC, was a giant public shipbuilding corporation created in 90,638 CE by the Magnillion government during the Reform Era. As the name suggest, they are located in Magnillion. They were the main manufacturer of military grade capital ships, starfighters and defensive structures for the Federation of Free Jewel Systems and its Starfleet, as well as making small number of civilian vehicles until being overtaken by Anarvis-Thandetis Yards.
The Company had one subsidiary, and that subsidiary is Lobelia Stardrive, the primary manufacturer of the Magnillion Mk2 and Mk3 Starfighters, as well as other smaller capital ships, such as shuttles. They are headquartered in Lobelia, a moon of Magnillion with its own, albeit smaller shipyards.
MSBC field for bankruptcy in 95,004 CE, and all its assets were given to Anarvis Yards. MSBC contuniues to operate as a subsidiary of Anarvis Yards. Many factors played in their downfall, but one primary reason was the construction of the massive orbital ring, that doomed the company from the beginning.
Magnillion Products.
Capital Ships.
Metropolis-Class: 1,100-meter-long "Battlecruiser" with medium cannons, high shielding but very weak Abralt hull plating. This however comes at an increase of speed and maneuverability. Originally a Volkanian design. 3 main variants exist.
Immobilizer-Class: 1,000-meter-long "Battlecruiser" with dozens of heavy cannons, a high power volta cannon capable of disabling even the largest of colony ships or a massive beam cannon capable of destroying entire fleets, and a very strong shield generator, with reinforced Abralt hull plating. Average speed for its size. Originally a Volkanian design. These ships usually serve as a flagship.
Class-50B: 750-meter-long "Light Cruiser" with dozens of heavy and medium megalasers and a massive projectile cannon. Also contains reinforced Fesmoanium hull plating and fast engines, at the cost of a weak shield generator.
Lobelia Class Cargo Cruiser: 850-meter-long "Medium Cruiser" with enough cargo capacity to resupply an entire colony for about 5 months. A combat version was planned, but its blueprints were stolen by alliance saboteurs, and retaken by Anarvis Yards. The military version was planned to be produced, but the designs were stolen by Anarvians.
Lobelia StarDrive Products.
Magnillion-Class Starfighter Mk.4: One of the main starfighters of the Starfleet armed with 2 laser cannons, 4 light volta cannons, a missile launcher. equipped with standard abralt plates and a XGF shield. One of the most advanced starfighters, but expensive to maintain, so they are a rare sight. An Upgraded Mk.3.
L-D Mk.2 Patroller: The 2nd most used Starfighter of the Federation Starfleet, as well as many security forces. This ship actually has the exact same appearance as the Lobelian bomber, apart from the bomb bay, instead adding a missile launcher. Armed with 2 laser cannons, 2 light fixed volta cannons, and a turreted volta cannon in the back, this ship is the epidemy of Planetary Defense.
Lobelia-Class Light Bomber: A bomber being able to carry over 15 bombs into battle to cripple most capital ships. Some variants have a second gunner that controls the turret volta cannon and also act as a bombardier.
Magnillion Gunship: A troop transport capable of transporting 8 troops into battle. Armed with 2 laser cannons, a ballistic cannon and a turret laser cannon.
| Magnillion Shipbuilding Corporation |
fandom.100th-millennium | # Mahou
| Mahou |
fandom.100th-millennium | # Mandras
Mandras is the fifth largest UNF nation, located in the Paleas Sector of Florathel. It is also one of the latest members of the UNF, only joining in 99874. Mandras, because of its great influence, was quite rapidly admitted to the UNF security council, the decision passing in one of the landmark decisions of 99999. However, before it was admitted, the FNG was a tumultuous region, with nationalists and separatists fighting for control and trying to secede and conquer various scraps of territory in the oceans between the stars. Today the nation is much calmer, although the old factions still exist, and is now home to many influential characters in the UNF.
Capital.
The capital of Mandras lies on the planet Garrea, a tidally locked world in orbit around the red dwarf Dorok. The capital city of Koror is an architectural marvel, its shining glass spires reaching kilometers into the sky. Koror was carefully built to avoid disturbing the thriving ecosystem on the planet, with some neighborhoods built directly into the branches of the towering trees native to the far north of Sonian. Koror was hit hard by the War of Saiheran Succession and the later Vakran Riots, and was only recently rebuilt to its former glory.
Area.
Mandras is run by a highly centralized government, with only a few separately governed regions. Mandras controls the Selar System, Dorok System, and the red supergiant Fornes, as well as many rogue planets in the space between the three.
History.
The history of Mandras is long and somewhat confusing. Sometimes, things are going on smoothly and the borders slowly expand into unclaimed space. Other times, everyone's fighting each other for no apparent reason.
| Mandras |
fandom.100th-millennium | # Marakat
Marakat is a democratic assembly of provinces located in the Elerad Arm of Florathel. It is a founding member of the United Nations of Florathel. Marakat manages to have a large amount of trade paths going through its territory due to its central position, giving it control over much trade. The most populated planet in Marakat is Artaclate, as it has been since the Union's founding.
Marakat is separated into five main provinces, each of which is separated into several sub-provinces, implemented to maintain a stable decentralized government over the diverse species under the control of the Union. Most provinces are relatively sparsely populated, with the "Artaclate Province" in the Feres System containing a full 72 percent of the population of Marakat. The empty areas are mostly governed by local forces.
Founded on the basis of a loose decentralized government, Marakat has given a large amount of autonomy to its provinces, enabling them to enforce local laws and control smaller sub-provinces. While effective at promoting cohesion and avoiding fragmentation of the Union, this has made passing national laws a tedious task - something which has decreased the lifespan of other governments throughout history. Even so, Marakat excels at the national level of development, low poverty rates, and good relations with its neighbors.
Being one of the signers of the Fifth Treaty of Providence, they have control over a slice of the Providence Neutral Zone, and are currently researching a large amount of ancient Providence Union artifacts squirreled away in the mazelike Inner Providence Cluster. Their slice of the PNZ is connected to their main territory by an artificial gate directly to the Feres System.
Area.
Marakat borders eight different major nations, the largest number out of any nation in Florathel. These are, going counterclockwise, Khela, the Theocracy of Yaztas, Trezhath, Seldrin-Darusa, Mankala, Corelnas, the Varkas Tribes, and Moktosha.
Marakat is split into five different "prefects", three of which are the original states which coalesced to form the Union in the first place. The Vea, Artaclate, and Perol prefects are the largest of them, and Toralaskis is the smallest and most distant of the five. Each prefect is split into several provinces, which are split into sectors, each of which containing a roughly equal population.
There is one major disputed territory: Alulia is a large rogue planet administered by Marakat and claimed by the Queendom of Tancred. It contains many very massive and valuable resources, and borders the Soka Exclave of the queendom with its cloud of habitats.
Capital.
The capital of Marakat is an ecumenopolis known as Artaclate. Artaclate has always been the most populated world in the nation, giving it a large amount of prestige and fame. Artaclate is primarily focused on heavy industry and commerce, and is surrounded by many stations and drydocks, and is close to a valuable wormhole station with links to the other four major worlds. Artaclate also orbits a so-called "frozen star", a star which has a lower temperature than it should due to extremely high metallicity. These stars are prime starlifting sites, allowing Artaclate's system to be filled to bursting with a huge amount of megastructures. As such, Artaclate is a perfect place to create a prosperous nation.
Artaclate, being the capital of Marakat, is also one of the major worlds of the United Nations of the Florathel. It is one of the most populated worlds, with many layers of cities beneath the top levels. Natural activity in the core of Artaclate has stopped after extensive development of the planet's endless cities, replaced by an artificial black hole held in place at the center of the planet to replace the gravity lost from the mining. Populated layers are replaced by massive automated industrial complexes, which is where Artaclate earns much of its fame. The artificial black hole is kept stable with many receptacles which not only feed matter to the black hole, but draw power which is obtained by superradiant scattering. While not powering all of Artaclate, it is noted to power the majority of its industrial sectors.
Local Government.
The Marakat Provincal Government is a government body overseeing all provinces in the nation. It helps pass and enforce national law, and it is also able to ensure that the provinces keep their autonomy in Marakat. The local government of Marakat also stretches to the provincial level, where it regulates elected officials to ensure that they are fit for duty. These governors are able to ratify new laws with support of the local government and popular vote. They may also influence greater national affairs in the Marakat Provincial Government.
Economy.
The economy of Marakat is relatively similar to that of the rest of the UNF. The nation is almost fully self-sufficient, but often imports and exports expensive items. Like the rest of the UNF, Marakat uses the Protea currency, but often converts between this and other local currencies, which does not happen in most other nations.
Much of the work in the Marakat economy is run by the artificial superintelligence known as the Economic Supervisor Intelligence, which manages trade, keeps track of exchange rates, and does many other economy things. An identical but disconnected copy also works in the Economic Federation of Saleas due to its extreme efficiency. Rules regarding the ESI's influence may be tweaked for each of the five provinces by the governors of those states or by the ESI itself to maximize efficiency.
Furthermore, unlike its neighbor opposite the core, Marakat has prevented the formation of megacorporations, passing laws which prohibit mergers and help small corporations. Since the War of Saiheran Succession, and the part massive corporations played in it, mega-corporations have been unilaterally barred in all provinces, with the limits for corporation size varying from place to place.
| Marakat |
fandom.100th-millennium | # Marakat Interstellar Union
| Marakat Interstellar Union |
fandom.100th-millennium | # Marakel Interstellar Union
| Marakel Interstellar Union |
fandom.100th-millennium | # Marauder
The Mark IV Modular Combat Platform, also called the Marauder, is a vehicle used by the Golden Hand Syndicate. It is a large, armored walker equipped with multiple weapons hardpoints that allow the Marauder to deal with a wide variety of threats.
History.
TBA
Characteristics.
TBA
Armament.
TBA
Role(s).
TBA
Notable Variants.
TBA
| Marauder |
fandom.100th-millennium | # Marceum
Marceum was a unique form of artificial matter used as a weapon by the nations of Florathel during the War of Saiheran Succession. It caused a rapid acceleration of proton decay in any form of matter it touched, essentially erasing it from existence.
History.
Origins.
Marceum was first created by scientists of the Kingdom of Saihera at the request of princess Kalea Atherian. She requested the creation of Marceum as a way to kill her siblings so they could not claim the throne after the assassination of their father, Oram. However, an underling of her brother, prince Karnak, found out about the secret alliances she had been forging with the Saiheran military and other powers. When this information was revealed to the other heirs, they spread out across Florathel (except for prince Sais, who stayed on Dimostah), forging alliances with other powers in order to build up their forces for the coming conflict.
When the War of Saiheran Succession broke out, Marceum was initially not used as all sides stuck to relatively small-scale conflicts. However, sometime after the Battle of Erae, the warring nations realized that the current battle strategies they were using weren't really getting them anywhere. At this point, they had just wanted to end the war and emerge victorious. To this end, they resorted to exceptionally brutal tactics and the usage of horrific weaponry. Marceum was one such weapon.
The Scouring of Arnot.
Perhaps the most infamous example of Marceum's power was during the Battle of Morlac. The Trezhath-Khae Alliance, led by Kalea, confronted the fleet of the Arnot Republic, led by her brother, Karnak. While both fleets were approximately equal in size and strength, Karnak's refusal to use Marceum bullets led to a massacre as his fleet was utterly wiped out. Morlac itself was soon destroyed afterwards, although Karnak managed to escape into the intergalactic void.
After the battle, Kalea then ordered the remaining major worlds of the Arnot Republic to be destroyed as well, leading to the complete collapse of the nation and 99.5% of its people being wiped out. This event would later come to be known as the "Scouring of Arnot" by historians.
Alliance Against Kalea.
After this horrific display of brutality, Kalea's remaining two siblings, Sais and Zelera, knew that they couldn't let their sister win the war. An alliance was formed between the two sides as they agreed to destroy Kalea's Marceum factories. They had managed to locate Kalea's Marceum production ships stationed in orbit above the planet of Kaledar. As the only known way of disposing of Marceum was to throw it into a black hole, the only two options they had were to steal the production ships and send them into a black hole, or to create a new one. They chose the latter.
After sending scanner probes to pinpoint vulnerable areas of the planet, they then sent a ship containing a black hole generator into Kaledar's orbit. The ship then dropped the generator directly onto the planet's surface, creating a massive black hole that destroyed not only Kaledar, but the entire Marceum production fleet.
Characteristics.
Marceum was an extremely dense form of artificial matter. It was regarded as being very difficult and time-intensive to produce. It was also regarded as being highly unstable, more so than even antimatter weapons. After it was created, it would then be placed into a special shell casing, known as a "Marceum bullet".
When the bullet struck a target, it rapidly accelerated proton decay it whatever it happened to hit. This led to a chain reaction that would completely erase the target. It was also fast acting, as a single Marceum bullet could destroy a planet in under an hour.
| Marceum |
fandom.100th-millennium | # Marella Aster
Marella Aster is the current prime minister of the Cnara-Frealee Federation and among the most influential individuals within Florathel. Born on the backwater world of Kavira, she is the adopted child of Derela Aster, a major Federalist politician, although her fame would rapidly outshine her adopted mother's. Marella is known for being an incredibly pacifistic individual, utterly refusing to take part in any wars that have taken place in Florathel.
Marella is currently not married to anyone. Although she has formed brief romantic relationships with hundreds of people over her lifetime, she swore off any long-term personal relationships after the death of her only husband Faraka. She has given birth to 436 children over her lifetime. This does not stop her from doing important government tasks, despite what her detractors may say of her. She is also seen as having a good taste in fashion, and has influenced such trends during her years as congresswoman and prime minister.
Today, Marella is known across the galaxy as an example of what a head of state should be. Professional, principled, good at arguing her points, and so on. Some people put her picture on their walls, although she advises against this in a well-known recent speech.
Characteristics.
Appearance.
Marella Aster is a baseline Skara Carlean and is considered to be stunningly beautiful among Carleans, although perhaps not in the stereotypical manner. She has lighter blue scales than most Carleans and has deep purple eyes. Her body is not very thin, partially due to the strain of giving birth to almost five hundred children over her lifetime and partially due to personal choices. Marella's belly is swollen as if she is perpetually late in a pregnancy, as she was frozen in this state in a stasis pod at one point, which killed the four children within.
Personality.
Marella has a very high intelligence, partially due to genetic engineering, particularly in the area of mathematics. She is also incredibly well-practiced at diplomacy, social skills, political intrigue, and philosophy, all things needed to run a nation well. Marella also has a notable knack for fashion, which accentuates her stunning beauty and causes many individuals in the CFF to emulate her rapidly changing style.
She is very wise, idealistic and by far the oldest member of CFF government. She commonly uses this as a campaign fact, although some use her age against her. Marella is very popular due to a combination of all these factors, and this helped along her successful political career.
During her long breaks from politics, she frequently travels around the untamed regions of the galaxy, cataloguing worlds for the UNF's mapping committee. She has stated her plans to do this after her current term in office, although her supporters hate this idea. During Prime Ministerial campaigns, she tries to visit every single province in the CFF, and is seen as a "people's candidate" because of this.
Biography.
Early Life.
Information on Marella Aster's early life is spotty at best, and this is a reconstruction based on what little facts are available.
On the little-known world of Kavira, a young Carlean named Andriana Filarsa gave birth to four children, Erala, Stamara, Alareus, and Marella. The four children had a peaceful, prosperous life for the first seven years after their birth. Unfortunately, while the four were on a day trip supervised by a family friend, Andriana was killed in a widely publicized racially motivated murder. She was lethally stabbed by a pair of Darvikans, but managed to swallow them before her death, and their partially digested bodies were found in the autopsy.
This impacted the four siblings severely. Erala went into a depression so severe that she was found at the bottom of a Kaviran swamp three months later with weights around her neck. Alareus blamed the entire Darvikan species for the death of his mother, ran away, and went on a massive killing spree until he was captured by the planet's police. He killed himself before the trial.
Meanwhile, Stamara and Marella were ping-ponging between various foster homes, none of whom really treated them that well. However, they were soon adopted by Derela Aster, an up-and-coming politician who would become the model for the political career of Marella herself.
Initial Political Ambitions.
After the two grew up, Stamara emigrated to a planet in the Providence Neutral Zone, and her life story diverges from her sister's here. Marella became interested in politics in the vein of her adopted mother, and when she was thirty years old, she entered the race for the representative of Kavira. She came in second place, far better than people not sure of her high popularity expected. She tried again three more times, each time inching closer and closer to the win. Marella finally won the congressional seat in 81,568, and voted for many major reforms as she promised, including greater protections for workers as well as greater autonomy for her province.
During her time in office, Marella had her first two children, Arana and Orolus, by an unknown father. Historians believe that during this time she had many such encounters. Her children are virtually irrelevant to the story however.
After a second term, she did not put herself up for reelection. In an interview with a major news channel asking why she did so, she explained that she needed a break from the tiresome, difficult-to-navigate world of politics. Her autobiography goes into essentially no details about this time, which lasted almost a thousand years and carefully mapped two provinces.
A thousand years later, Marella returned to her home province and abruptly put herself up for reelection. She won by a landslide as a result of her lionization during her absence. She was praised as a generally good person and exValmet politician, causing her to win four elections in a row. She was eventually appointed as Secretary of State of the Cnara-Frealee Federation in an effort to boost his popularity. This didn't work, but his successor reappointed her, and she stayed in this cushy job for a fairly long period of time. However, in 83,014, she resigned her post and left civilized space yet again.
The Fifth Treaty of Providence.
She returned in 84,801 CE in time for the end of the War of Saiheran Succession. Despite what her advisers said, she did not take up a prominent role in the treaty arbitrations, choosing instead to be a text editor to ensure no errors. This role proved to be much more important as she had the opportunity to make slight tweaks in the wording of what would become the Fifth Treaty of Providence, to avoid what she saw as potentially fatal errors which would allow the galaxy to fall into war. Her role came into the light shortly after the signing of the treaty, which helped her win her first stint as prime minister of the entire Cnara-Frealee Federation.
Shortly after the signing of the treaty that ended the war, Marella began campaigning for the position of Prime Minister of the CFF. She became the first prime ministerial candidate to visit every single state, which caused her to win by a landslide 74%, higher than any other candidate in history at this point.
At the beginning of her time in office, the Cnara-Frealee Federation was not quite as egalitarian as its founders wished it to be. Rural areas were often impoverished and lacked access to many resources found in more populated space. While in office, Marella worked to change this by passing laws making distribution of such important resources cheaper, allowing it to be done across the entire territory. Being the first Prime Minister not from the core regions around Carlea or Darvikus, she had firsthand experience in these problems, and they were mostly fixed by the time she left office. This made her very popular, and many were clamoring for her to put herself up for reelection after her third term. However, she stated in a public announcement that she needed a break and then left civilized space.
Little is known about this period in her life. Some conspiracy theorists say that she lived amongst the nomadic Varkas Tribes and had some weird interspecies babies, but anyone who knows the slightest bit about science knows that this is flatly ridiculous. She came back with a massive databank about millions of systems rimward of the edge of the CFF, allowing the nation to expand significantly. This helped alleviate overpopulation in the core regions, although some are confused why she didn't just send probes to map those things and continue to stay in office.
Marriage to Faraka and Kidnapping.
Marella is a very private individual, and after she returned from her mapping excursion she shied from the public eye. It is known that she met a charming young man named Faraka, who she fell in love with after a few months of friendship. They soon got married on a far-flung planet, and the press invaded only after the wedding was over.
Marella and Faraka had twelve children together over their eight hundred years of marriage, which she flatly refused to write about in her autobiography. Before she gave birth to their thirteenth through sixteenth, their marriage ended in tragedy in the year 89,430, when Faraka was killed by a ship crash. Marella herself barely survived, and swore off long-term relationships forever.
After this, Marella came within a hair of going the way her sister Erala went all those millennia ago, but her feelings of affection for her many children saved her. However, she was kidnapped by political opponents believing that she was about to run for office, and she did not resist due to her severe depression. She was locked in a cryostasis pod which was ejected into interstellar space, not to be seen again for ten thousand years.
The Return.
In 99,781 CE, a random salvage craft ran across what the pilot believed to be derelict space junk. The pilot, named Karfel and native to the nearby Federation of Kaurim, returned to his home asteroid to sort through the thousands of tons of junk which he had collected.
After finding a fully functional Pecay-Po starfighter, a small platinum-rich asteroid, and a dead cow, Karfel came upon the stasis pod in which Marella lay. He began cleaning it for sale, but after the window was cleaned off, he saw her and hastily moved the pod into the pressurized section of his home asteroid.
Karfel began cracking open her pod, initiated the revitalization sequence, and was the first thing the eyes of Marella Aster had seen for ten millennia. Retaining most of her brainpower and knowledge from before the freeze, she profusely thanked him in his native language, which surprised him as he was under the impression that only his species was capable of speaking it.
He found out just who he had rescued after a long conversation with her, and swiftly called the Cnara-Frealee Federation's relevant authorities. Before they arrived, she discovered that her four unborn children, her last by Faraka, were killed in her womb by the freeze, which also rendered her infertile.
She arrived on Carlea in time for the elections for prime minister, but chose to return to her homeworld for a few years to readjust to the new world she found herself in. She spent some time with her children and read up on the past ten thousand years.
Come next election cycle, she ran for the position of Prime Minister of the Cnara-Frealee Federation. Rather than causing the populace at large to forget about her, the freeze caused them to lionize her as the glory of the federation and its greatest member, causing her to win by almost 84 percent of the vote, beating her own previous record. She has continued to alleviate rural poverty and crime, as well as expanding the nation and stopping the problem of overpopulation. Marella Aster remains in this position today, and is among the most well-loved prime ministers in the history of the Cnara-Frealee Federation.
| Marella Aster |
fandom.100th-millennium | # Mars
To sit on the ornate throne of Scipio, adorned in material so expensive, so luxurious, and so radioactive that by its very nature most cannot view it, is not to rule the nation; the throne is simply a chair and has changed dozens of times. To command the nation's vast armies means little beyond having a strong force at one's beck and call. Furthermore, even if the kings and princes from across the nation paid tribute, begged for a seat at one's table, and worshiped a conqueror as lord, that would not mean that this conqueror ruled the nation.
None of these things by themselves are what it means to rule the people of Mars for none of these things are Mars. No single act or position of power gives one the right to rule this region for it is Mars, the embodiment of the people, the spirit of the nation itself, which bestows that right to rule. Without the Blessing of Mars, ruling the 15 stars that form Martial Space would be impossible.
Throughout history, Mars was conceptualized as a vast multi-headed construct composed out of the collective will of all residing within its realm of influence. In the past, the sole representative of this will was an all-powerful monarch or handful of oligarchs whose right to rule was maintained by physically channeling the raw power of Mars. Currently, it is understood that there is more to Mars than simply the nearly-deific influence it can exert over the universe. Sovereignty, that is, Mars itself, rests firmly within the hands of the people who compose the entity and always had.
Overview.
Mars is a highly influential Noospheric Disturbance most heavily acting upon the region that bears its name, Martial Space. In other words, Mars can be thought of as a "free mind" capable of acting on the universe directly instead of through a physical brain. An intelligent entity, Mars has been the source of dozens of conflicts as the being warred against all manner of what it deemed as threats. Consequently, it is usually contained within the monarch not only as a symbol of the right to rule but for national security.
The head of state of every government within Martial Space, the entity unites the "nation" that is the Greater Martial Consilium, a multi-species empire. Mars creates a unified identity, a nation, out of what would otherwise be hopelessly disunited peoples, species, and civilizations.
Physical.
Bearing no physical form, Mars only exists within the collective conscious, otherwise known as the Noosphere. Consequently, its form has changed throughout time to reflect current attitudes about the being. When manifesting in the physical universe, a rare occurrence often accompanied by unimaginable conflict, Mars appears superficially humanoid. Direct observation of the being is difficult; even this humanoid form is only an "impression" that is commonly reported. In most cases, Mars appears like a constellation moving through space, its movements seemingly accounted for by the stars in the night sky as they flicker. Mars often wields a spear but only in extreme situations.
As all Noospheric disturbances are, Mars only abstractly has a "location" and "form" within this realm of thought. Every mind within Martial Space, and many beyond depending on a myriad of factors, seem to sustain the entity. The mind of the monarch, by necessity some of the most powerful Magi to ever live, localizes Mars to a specific area in the Noosphere, stabilizing the entity while also containing it.
Abilities.
Mars has been known to grant portions of its immense strength to rulers throughout history. The first ruler of Martial Space to gain the full benefits of this was Hal Drusus II, who was otherwise a normal individual who gained incredible Thaumaturgical abilities simply due to the approval of this being. A super-weapons in his own right, Drusus turned the tides in battle numerous times by his simple presence alone.
The Imperator, or representative of Mars, is capable of manifesting a spear, called the "Spear of Byutix," which is the chief weapon representing the people of the region. Most armies in Martial Space deploy Magi trained in the usage of spears because of this powerful weapon.
Paladins, another kind of Magi, devoted to Mars and therefore the people of Martial Space possess enhanced abilities. The several million "Martial Paladins", as they are known, number among the most effective soldiers in history. They primarily wield spears as a primary weapon but also use conventional ranged weapons if need be.
As for Mars itself, the full suite of abilities are only available upon full manifestation. Much less elegant than blessing rulers or acolytes, Mars has only one ability, brute strength in both Cosmoria and the Noosphere. When fully manifested, that is to be fully conscious and unbound, Mars is capable of releasing enough energy to potentially reduce planets to dust. This ludicrous energy has almost always been directed towards Eos, a mega-structure so large that it has absorbed thousands of these blows and remains intact, albeit badly damaged.
Containment.
The ritual containing Mars is a matter of ultimate national security. A free Mars would bring about ruin as it would senselessly rampage across space, annihilating anything it deems foreign only to earn the ire of the Greater Martial Consilium's neighbors. Tyrannical or self-interested monarchs make the process much harder as it seems there is a direct correlation between the unrest of the people and the restlessness of Mars. Additionally, containment gets harder during times of war as the people direct their hatred towards a common enemy.
The current system of government, in which various interest groups manage most government affairs, emerged unintentionally but serves well to keep unrest down. Large economic growth and the maintenance of trade also serves this purpose well but are not strictly necessary.
Upon the accession of a new monarch, called an Imperator or Imperatrix, the containment of Mars needs to be transferred. To do this is a somewhat simple manner. An ornate crown that represents the totality of every individual in Martial Space, the single most expensive article of clothing within Cosmoria, is placed on the head of the new monarch. This is followed by ornate ceremonies, recitation of oaths of loyalty, and the meeting between the new Imperator and various high-ranking officials. These rituals, accumulated over thousands of years of history, create the impression of sovereignty and thus grant sovereignty. In other words, they convince Mars that this new monarch is indeed the new monarch and therefore the new vessel that contains it.
This symbolic transfer of power is accompanied by exactly one non-symbolic act for contained within the crown is a micro-black-hole which weighs well over 50,000 kilograms. This object, contained magnetically within the crown, not only represents the crushing weight of responsibility that this powerful person now bears, but distorts the Noosphere to allow for the easier transfer of Mars.
Non-consensual Containment.
Many times throughout history, Mars had become a nuisance that the ruling class did everything they could to excise from society. Mass disinformation campaigns designed to discredit the entity as well as the banning of the worship of Mars has been tried numerous times. Each time the integrity of the state collapses. Another common effort was by various "Non-Martial" rulers who sought legitimacy in the eyes of the people, and therefore their guardian. Un'oit rulers that conquered much of Martial Space could do little to curry its favor short of simply becoming "Martial." Once fully integrated into society, they had become accepted by virtue of their integration into what it meant to be in Martial Space. They were subsumed in other words, not by some deific force but by cultural changes as they lost their unique identity.
Ruling from the shadows is an effective way to rule Martial Space without approval. The Confederacy of Borealis did this for thousands of years as it puppeted the monarch to do their bidding. While ostensibly a people's organization, they lost their power as they forced Martial Space to fight one of their endless wars.
The last way to contain Mars is an overwhelming display of force. Shortly after the Confederacy lost its power, a civil war broke out which interrupted the coronation of Imperatrix Jezebel III. This untimely conflict freed Mars and caused it to nearly sterilize an entire star system before it was contained again. It was momentarily contained within a black hole as then Supreme Leader Wren Mori lead a campaign to outsmart the entity. Upon success, her assent to the throne saw Mars willingly contain itself. The people of Martial Space accepted her rule despite the new leader violating nearly every ritual that had built up over the millennia.
Martial Civil Religion.
Martial Civil Religion is more or less an outgrowth of Ibaradism in which Mars, for practicality purposes the state, is worshiped as a messianic figure. Heavily influenced by Neo-Terranism, the ancient pagan religion most Humans practiced on their home world, the main claim of the religion is that Mars is the rightful ruler of all of Cosmoria. Destined to banish chaos from the universe, Martialists, as they are known, predict that Mars will continue killing powerful entities from across Cosmoria until it remains alone, ruling over every species as they too become "Martial."
History.
Origin.
"Mad one, do you not understand that your civilization is gone, your leader killed, and your monuments desecrated all by my hand?"
On a forbidden world, perfectly smooth and featureless, stood a single man, the first disciple of Eve and confidant to Ohko. After destroying thousands of nigh incomprehensible machines, entire worlds of loyalists, and all traitors to his people, Hal Drusus stood alone in his resilience to his nation's murderer. He possessed no wounds, at least in the physical sense. On his journey, he had sustained obscene damage to the very concept of himself. Normally such thorough metaphysical deletion would have rendered him atomized, the atoms refusing to compose a being so scorned by nature herself. It would be by sheer willpower that he remained in existence.
"Do you have nothing to say, mortal?"
"Mortal" may no longer have been accurate given the sheer amount of conceptual weight holding together this man. Even so, Drusus had nothing to say, words having long since escaped his capacity. He only knew one thing, that this monstrosity, whatever it was, needed to be purged from this universe. The entity that hung in the sky like a celestial body appeared vaguely like a nebula. Like some kind of mechanical device, the nebula isochronally shifted, the clouds of gas giving the impression of gears, pulleys, or joints working to accomplish some unhallowed task.
Gathering every once of strength, Drusus would begin waging war against this infernal machine, grappling his foe in both concept and in reality. Equal parts metaphysical and material, Drusus channeled the strength of his destroyed civilization to aid him in this battle, the final act of revenge against his ultimate adversary.
The Noosphere, the realm of all thought, shook as these beings fought. Blows were exchanged, not delivered not by fists but by the powerful magic these two wielded. Centuries passed as the external universe beheld the tremendous amount of energy released around the then-unnamed star. Unfortunately for Drusus, standing up to a civilization-rending force would prove impossible for this one man. The conceptual construct that held him together, his ultimate goal of war against this being, so powerful as to resist any attempts against it, would slowly erode as the fight continued. With it Drusus' body lost coherence. During the final century of warfare, a simple mist was all that remained, held together solely by Drusus' intense magical ability. Drusus lost consciousness after nearly five centuries of this, his subconscious maintaining the battle for another decade before also succumbing. Drusus was well and truly dead, both physically as his atoms lost all order but even metaphysically as his very soul was torn to pieces.
Mars as a Terranist Figure.
The stories of a legendary warrior standing up against ultimate evil became commonplace across societies in Aylathiya. In particular amongst Humans, whose planet-spanning polytheistic religion recognized Hal Drusus as a nearly divine figure from which all Humans were descended. It was this renown that kept the very idea of Drusus alive, which would later become known as "Mars" as language shifted throughout history.
"Greetings, Humanity. I represent The Triumvirate Civilization and you are now formally a part of our new empire."
This message, transmitted to every major nation on Aegyn, marked the near-destruction of Mars as Humanity abandoned their traditional faith for more state-approved beliefs. Ironically, it was the very enemy of Mars, now known as "Holos," which paved the way for the conquest of Aegyn.
In 39,445 BCE, as Humans were barely crawling out of Aegyn's deep gravity well, they had established minor colonies across space. Still primitive, their settlements had been limited and very expensive. One such settlement, on the moon of Tyrik orbiting Shosturan, had a meager population of a few thousand. Situated at the bottom of a deep crater, the air pressure there was only just high enough for the planet's meager oxygen supply to permit habitation. Byutix, the smaller of Aegyn's twin suns, released a solar flare out-massing all planets in the system. From dozens of astronomical units away, the stream of energy blasted Shosturan, stripping it of its substantial atmosphere and destroying its moons. This event, so destructive as to set back Human space development by centuries, was visible from all of Aegyn and filled the night sky with a nebula-like show.
Called the "Spear of Byutix," it was the inciting incident for the Anthrovian Civil War, between the largely pagan classical Magi and the secular population. For the Magi, this was a sign from Mars that their society had strayed too far from the natural order. For the secular, it was a tragedy, but all the same it was referred to as "from Mars" in a sort of poetic description.
Following the defeat of the Magi and victory, Aegyn had largely converted to Ibaradism as the official state religion. Both the secular and pagan went underground to avoid potential persecution. A small subset of Aegyn's population preserved the ancient ways by practicing what is known as "Terransim," whose rituals dated back to the origin of Humanity. Within this religion's complex series of gods, rites, and stories lied a central figure, Mars. The lone warrior who stood up to the universe-conquering evil that was Holos, which was now understood to be one of Aegyn's three rulers. Clandestine in all operations so as to avoid outright extermination, the Terranists refined their beliefs in secret over the millennia. They spread with Humanity as sects or churches formed in every Human system.
Neo-Terranist Movement.
A man so distantly-related to Hal Drusus as to be another species, walked onto a stage to enthusiastic applause, emphatic expressions of praise, and dozens of blinding lights which illuminated the man for the tens of thousands gathered in the vast room. The latest in a millennia-spanning series of priests, he was clad in ornate garbs once worn by high-ranking Triumvirate officials. A symbol of authority even after that mighty civilization collapsed, they had become quite the commodity by the 14,000s CE.
The religion of Neo-Terranism grew to be the largest among Humans, heavily drawing on a sense of species identity through these old teachings. Amongst this crowd were not only the wealthy and politicians but kings and emperors. The religion had become something of political movement as Humans began asserting their authority over the near-dozen stars they believed they had divine sovereignty over.
It was on this stage that this preacher, identifying himself as "Hal Drusus II," gave his message. The man was believed to be a reincarnation of their central figure, giving him ultimate authority over all of the territory once ruled by the Triumvirate. Using this authority, he was able to raise vast armies, acquire vast amounts of capital, and organize nearly all of Humanity towards the singular goal of attaining their divine right.
On this particular day, he began an impassioned speech identifying the various threats Humanity faced. After describing the evil entities similar to Holos across Aylathiya and Azurullya, he took aim at Holos' two cohorts, Ma'eau and Titania.
"Thus, followers of nature, our goal is to rid the universe of these tyrants."
Initial Emergence.
Much like Holos, Titania appeared similarly to a constellation of gears, a fractal-like machine whose movements were both unsettlingly fluid and jarringly spasmodic. Possessing a roughly spherical form, she "sat" upon an ornate chandelier-like throne, the centerpiece of a sprawling temple-palace that was a city in its own right. Her seat hung in a vast chamber whose decorations moved in coordination with the prophetess, making it difficult to tell where one ended and the other began. Surrounding Titania were thousands of Atlin worshipers, frankly unwell souls whose constant exposure to this being ate away at the very stability of their minds. A species made of fire, they crackled excitedly as their cores flashed colors in praise of their prophetess and her goddess.
Drusus stood before Titania, the transparent floor beneath him designed to give the impression of infinite depth. Doing his best to avert his eyes from the overwhelming presence before him, he stood alone to challenge the immortal being. A "gesture," if it could be described as such, caused her frantic worshipers to stand down against this human interloper.
"I don't suppose you've come to declare your undying allegiance to Ibarados?," boomed the prophet-queen.
"I have come to expunge you from the heavens. Your heresies against nature cannot be overlooked."
Her worshipers seemed to suffer at these words, their sheer blasphemy and their inability to take action cut their distraught hearts, even if such hearts were a plasma complex maintained through the careful manipulation of magnetic fields.
"I am going to erase your soul, Human."
"Nothing that has not happened before."
For Titania, the process of destroying an unruly mortal was simple. Almost immediately, Drusus felt tendrils embrace his mind, a feeling akin to a squirming within his head. As Titania reached into it, exploring every area of Drusus' soul, all he could do was resist using his own magical ability. Her followers looked on with anticipation as the mental battle raged, Drusus growing increasingly uncomfortable as the integrity of his mind was tested.
After several more minutes, confused whispers began flying around, her worshipers switched to generating monotone chimes instead of flashing lights. Drusus emerged from the mental battle only for him to be greeted by a barrage of anti-material fire. Her followers again began their frenzied worship as they relished the destruction of the chief blasphemer against their faith. Titania knew immediately that the munitions had little effect, her worshipers taking a moment to understand this as the smoke cleared. Several more barrages did little to impeded Drusus' movement towards her throne.
Titania released a barrage of attacks against Drusus, ranging from more physical assaults to metaphysical assaults against his mind. Numerous times she attempted to break his psyche by inserting her complete form into his mind, a death sentence for those not inoculated against her splendor. Titania paused, her efforts having gone to waste. Many of her worshipers were extinguished, the ferocity of her attacks so great that the shock waves they produced damaged nearby minds. She dismissed her worshipers; causing them to float out of the room, heating themselves to rise into the air.
At the same time, Humanity's coalition army had finally made it to Alphos, Titania's capital city. Fighting had begun as both sides fanatically tore into each other's ranks. It was not a simple fight between two prophets but a civilizational conflict that would determine the future of religion throughout the region. It was this collective struggle that fueled Drusus. Like his ancestor over three-hundred-thousand years prior, Drusus had the strength of a nation fueling him. Unlike his forebear, however, his civilization was not only extant but still fighting for its survival.
Drusus had entertained her attacks for long enough. Within his hand suddenly appeared a brilliantly-bright spear that glowed a red-tinted white, the same color as the star Byutix. He winced as he held the weapon, the energy of a solar flare hurting even the powerful Magi. In one mighty motion, he lobbed the newly-materialized spear into the heart of Titania. It was not a physical blow, for the spiritual form of Titania would have effortlessly absorbed it. This blow was conceptual, the weight of collective Human thought-power bearing down on the prophetess. The spear of Byutix annihilated Titania, her spirit shattering into pieces under its immense conceptual weight. A non-physical attack to destroy a non-physical being.
Death of Hal Drusus II.
Whether Hal Drusus II was literally Mars' reincarnation or simply a representative of the being, his death was entirely unexpected. Before it was known that Mars was capable of influencing the universe, Drusus contained the entity within his soul. For several weeks, Drusus had gradually lost his grip on reality. At first it was simply forgetfulness but as the weeks went on, his mind rapidly degenerated. He died in 17,809 CE, witnesses describing a "shade" staring through the open window at the dying man.
As Ibaradists celebrated the death of their most hated person, Humans had to regroup around a new prophet. Djet Drusus changed his named to Hal Drusus III and assumed power that same year. He never claimed to be a reincarnation but instead as an agent of Hal Drusus' will. This would begin the tradition of the new "chief priests" being called "Supreme Leaders." At this point, the church was organized into what was known as the Neo-Terran Party, a group meant to organize the followers of Mars in the lobbying of powerful non-believers in Erstes Konsortium, the ruling nation at the time.
Political Changes.
Mars continued lurking in the shadows of Humanity's collective will, occasionally manifesting in the physical universe to destroy what it deemed to be threats. Humans quickly gained ultimate supremacy as other species had no choice but to accept their rule. The Human monarch at the time, the Kaiser, had ultimate sovereignty over all of what would now be called "Martial Space." The idea was that they were the only legitimate ruler left over from the Triumvirate and thus had the ultimate right to rule.
The Kaiser, an artificial intelligence ruling from Aegyn, had little interest in serving "nature" or Mars and focused on increasing their own power. While at first this was fine, it soon became a major point of conflict between the Neo-Terran Party and the Kaiser whose goals often conflicted. Where the Kaiser wanted to integrate other species into the empire to create a stronger civilization, the Neo-Terrans wanted to subjugate them to make way for a fully Human state.
Great Empyreal Crusade.
The Atlins began to avenge Titania in 18,991 CE, starting the Great Empyreal Crusade as their vast armies slammed into the rest of Martial Space. Mars caused a great amount of damage to their fleets, but Atlin strategists kept the entity busy by firing Kugelblitzes at it, destabilizing both space and the Noosphere to debilitate it.
The Kaiser and Neo-Terran Party were basically fighting each other during the conflict instead of their common enemy, forcing many of the Un'oit Warlords to get involved, further reducing the strength of either side as the Un'oit gained legitimacy. As the Vaplein Republic, an external nation to Martial Space, pushed back the Atlins, Mars grew significantly weaker, likely due to its reputation being weakened. Conventional militaries were able to solve Humanity's problems which would have been less humiliating if it were not an external army that saved them.
Mars had lost its political significance as Humans in Martial Space lost their privileged position. Power was decentralized across many species and thus even the idea of Martial Space had become insolvent. The Neo-Terran Party had become just another political party as others emerged.
Ma'eau War.
The Ma'eau War was a collaboration between the Neo-Terran Party and Sagittarium to destroy Ma'eau, the second leader of the Triumvirate. Unlike Titania who had at least an ostensibly physical location, Ma'eau was distributed across nearly every world in Martial Space. It was the gardener that seeded most of its planets with life while also sculpting that life to thrive. To resist it was tantamount to resisting a god. In fact, for many in Martial Space, the very action was an act of provocation against them.
As the Neo-Terrans stood up to this vast decentralized hive-mind, worlds burned as the very life that they hosted resisted this effort. Many party members found their unconscious minds mutinying as genetic fail-safes activated to keep Ma'eau's creations in line. Through thorough genetic cleansing, the Neo-Terrans gradually rooted from themselves and Sagittarium the influences of Ma'eau.
The war began heating up as the Neo-Terrans created an identity around their "now-purified" genetics. It was at this time that Mars finally remanifested, nearly 3000 years after the last time. The worlds of Tchruv, Callithyia, Nai'Starte, Velevev, and much of Eos were slowly destroyed to throw the hive mind into disarray. As Ma'eau lost its industrial capacity, it lost much of its intelligence which had long since been digitized.
The current Supreme Leader of the party, Jayvyn Drusus, lead a squadron of soldiers through a large complex on Velevev. Buried deep underground, fighting through legions of machines and loyal soldiers had greatly depleted Jayvyn's forces. The air was choked with the stench of death as Ma'eau resorted to using the very life it created to protect its last stronghold.
"Why are you doing this?," the half-obliterated body of a Vexlore seized by Ma'eau asked.
"Is there something you gain by destroying me?"
"Me who sided with you against the Triumvirate?"
The bacteria and fungi eating away at bodies in various states of decomposition had organized themselves to produce speech, an incredible feat of engineering that Ma'eau had placed in these decomposers. Jayvyn simply destroyed Ma'eau's mouthpieces as they talked.
"Because of your acts against nature, demon."
He crushed the skull of the Vexlore, a disgusting experience given how similar they were to Humans. Even so, the point needed to be made that not even the creator of life in Martial Space was exempt from subjugation. Following Jayvyn, flamethrower-wielding soldiers did their best to sterilize this room, concentrating their efforts on the self-organizing life in front of them.
"I want to help y-," flames melted the body before it could continue.
"This is it! This is why! You act like a god! You have no self-interest! You have the nerve to act surprised when the strong destroy you! This makes you no god! Where is your pride as one of the divine? Even now you grovel you pile of pond scum!"
This was one of the last missions against Ma'eau, the being having been mostly reduced to its original form, a simple hive-mind which unconsciously kept worlds habitable. To fully remove it from Cosmoria would have meant invading over a dozen nations in which it had seeded life. To return it to its place as simply a part of the ecosystem was the only attainable goal.
The success of the Neo-Terrans and Sagittarium was met with the reassertion of Human dominance over Martial Space. The triumph, the total victory that came with destroying the caretaker of life in Martial Space, came with a renewed sense of authority. It was this event that allowed Neo-Terranism to resurge as the dominant ideology. It would no longer be enough that the Neo-Terrans, the followers of the ultimate sovereign of Martial Space, were just another political party.
Initial Rule.
In 27,945 CE, Aethelwulf Claes, the Supreme Leader of the party, faced off against the Kaiser, killing them as he destroyed the networks on Aegyn that stored the artificial intelligence. Nearly ripping up the whole planet, the battle between the Neo-Terrans and the Kaiser was in many ways the battle between fundamental ideologies. Is it Mars that rules this area or the military?
Aethelwulf stood, badly injured from leading the charge against Erstes Konsortium's capital, and saw that the task had been finished. Before him was a Faux Pylon, a complex machine that was essentially an artificial soul. Finally exposed to the sky, the cylindrical tube churned as it processed the thoughts of Aegyn's ruler. A rod of osmium fell from the sky on his orders, obliterating the device. Fortunately for him, the resulting explosion was little compared to the explosions that had leveled much of Aegyn during this battle.
Aethelwulf pried sovereignty from the Kaiser and had secured it for the Neo-Terrans. He was able to enjoy his authority for the better part of a year. Immediately before dawn, Aethelwulf leaned over railing overlooking an ecumenopolis below. As commerce flowed through the planet-spanning city of Albedo, Aethelwulf beheld his new capital world. Streaks of light arced across the sky, superluminal ships taking their valuable cargo and sending it across the universe. They glinted light from Albedo's sun, hinting at the red glow of Eos well before the dawn.
Suddenly Aethelwulf lost sight of the busy night sky, his vision filled with the pavement below his feet. Almost immediately he felt a great pain as the back of his head felt both very hot and numb. Before he could rise, similar sensations emanated from across his body. He was unaware of any conventional weapon that could damage him, a powerful Magi, and yet here came the projectiles. He took several seconds to die as his brain was finally filled with enough ammunition to stop all function. The projectiles, pellets a pink metal known as Orichalcum, slowly returned to their sender.
Without a sound, the assassin gathered their valuable payload, the only bullets capable of killing that leader. Capable of telepathically controlling anything made up of the substance, they effectively flew as they forced it in any direction they pleased. Flying off of the balcony, they narrowly avoided a burst of anti-personnel fire from the just-now-responding guards. This person was the Bishop of Orichalcum, the leader of the Occult Galaxy Project.
Roxanne Caffron, the now-highest-ranking official in the Party, began a war against the O.G.P. Fueled by rage against this assassination, Mars contended with this order of Magi for centuries. During this time, they began experimenting on the entity, their scientists systemically figuring out how to contain it in groundbreaking research that would prove invaluable later on.
Rise of the Emperor.
"Emperor" (usually Imperator or Imperatrix) is the official title given to the ruler of Martial Space. The first person to have the title was Imperatrix Ymir who ascended in 32,988 CE. It was at this point that the ideology shifted from a reactive to proactive assertion of power. Ymir was not simply acting on behalf of Mars, she "was" Mars in that she declared she was Mars' avatar.
"Most Honorable Bishop of Orichalcum, I humbly apologize for our actions taken against your organization."
A secret meeting between the leader of the O.G.P, Bishop Rudyard II, and Ymir took place shortly after her ascension. The endless battle between Mars and their researchers was a waste for both sides. Additionally, Ymir had a special request that only these near magically advanced scientists could grant.
"You know what we want."
In typical fashion, Rudyard ignored the pleasantries to address the issue at hand.
"Likewise."
Ymir handed the man a small ampule, a pinkish-grey alloy contained within.
"30 grams of Orichalcum in a mercury solution as requested."
This ultra-rare substance, impossible for even this organization to synthesize, was the bedrock of its society. A mere kilogram of the material was all they had access to, a criminally small amount for a Bishop to wield. A master of a specific element, even this small amount would go a long way in preserving their power.
Rudyard signaled a nearby aid who immediately left the room. Shortly thereafter, the two rulers made their way onto another ship. For such a large payment, the purchase was surely just as great. Sitting atop a large active-support apparatus, a crown sat. The beautiful object was made up of pure Eitr, another ultra-rare element. Adorned with rare gems that resisted all attempts to synthesize, the crown contained one more important feature, a micro black hole massing at over 50,000 kilograms.
She would not put it on until an official coronation ceremony taking place several months later. It was at this ceremony that the studies of O.G.P. researchers proved useful, giving the emperor a way to control Mars. Picking up the crown, a difficult task for the only moderately-magically-powerful Ymir, and putting it on resulted in Mars almost instantly ceasing its attacks. It became contained within Ymir's very soul. This is what separated the Imperator from all previous leaders.
The following rulers would become increasingly magically powerful not due to Mars granting them abilities but due to increased resistance from it. After two more leaders, it took the most powerful known magi in Martial Space to contain Mars, precluding the nation from having much in the way of good leadership, only worsening the resistance they faced.
Fall of the Neo-Terrans.
As the Neo-Terrans lost their advantage, a joint Human-Vexlore coalition had begun infiltrating the government from within. This nation, known as Greater Tenshi, used private police to enforce laws they passed, operated a military to suppress rebellions, and had an advanced government apparatus incredibly dissimilar to the current absolute monarchy. As the people began identifying with Tenshi, Mars would become increasingly difficult for the Imperator to contain.
Imperator Leonitus had long since lost his ability to move on his own. An exoskeleton carried his body to create the illusion of complete control. He pounded a button on the side of his head to flood his brain with painkillers, his mind engaging in a constant struggle against its prisoner.
"We lost our right to rule," he spoke to an aid while looking through a room-spanning window facing space. As Tenshi's forces invaded Albedo, it was no surprise that the people had lost their faith in the Neo-Terrans. Even Leonitus, a devout believer in the cause, could not help but lose faith as he saw his armies destroyed. A bright light filled the room as Mars' legendary spear suddenly manifested in his hands. He had never once managed to manifest this ultimate weapon and he knew at once why Mars allowed him to have it.
Leonitus fell on the spear, one of the few things in the universe that could kill such a powerful Magi, releasing Mars.
Terror filled the hearts of the billions of soldiers fighting over this world. They saw the deific entity in the shadows it cast on the stars. They all but stopped as Tenshin generals ordered retreats. Mars, however, did nothing to interfere. Several days later, Tenshi renewed their attack on Albedo and took the planet within years. Mars dispassionately watched the assault from above.
Holy Bureaucracy.
Leonitus' crown was secured several years later, recovered from smugglers attempting to sell the device to buyers in Sedrua. So heavy as to be useless for all but ultra-powerful magi, it remained a symbol of sovereignty. Upon the creation of the Dominion of Astraeus, a unified Martial Space under the rule of ten dukes, the crown was split in two. Tange Meiko III and Nicodemus IV shared sovereignty not as absolute diarchs, but as the heads of state and government.
Sovereignty lied with the large bureaucracy on Eos and Yakusoku. The "person" of the state, in other words, seemingly satisfied Mars. With strict rules and little room for corruption, the Dominion grew rapidly in power as it centralized. The state had become the sovereign instead of any individual and with it came a far easier job of containment. Millions of paladins devoted to the state, and therefore Mars, collectively contained Mars while the dual leaders, as symbols representing the state, gained incredible thaumic abilities. In a sense, there were two Imperators both capable of wielding the gifts granted by Mars.
The Hero.
"The firstborn of Yuuho and Nicodemus will finally liberate us from The Administrator," an oracle spoke to the diarchs as they sat on their twin thrones. A mysterious figure, a Bahatte, stood alone. As they spoke, they seemed to emanate authority as though a new prophet had entered the universe.
"You may be of two different species but worry not for nature will grant you a child regardless. A hybrid will be born."
"Enough. Who sent you?" Yuuho asked, unamused at the notion of her and her Vexlore husband being able to reproduce.
"I am an agent of nature, a messenger from Ibarados."
"Nonsense."
A simple nod was all it took for the Bahatte to be escorted out.
It seemed that the prophecy did come true, however. After accusations of infidelity and a genetic test, it seemed that the two co-rulers did produce an heir. Even so, this rare event was seen as a validation and the new prince was immediately declared the crown prince.
As the boy grew, his potent magical abilities were obvious. Regularly sparring with the greatest paladins and, later, imported magi from the Commonwealth of Aggregate Aylathiya, prince Jeroboam most certainly had great promise. Greatly popular amongst the people, he showed exceptional promise in nearly every way. It was Mars that proved most resistant to the idea of a "Hero." As the boy grew in power, it became increasingly difficult for paladins devoted to Mars to stand his presence. Even his parents limited contact, both of them being so highly influenced by the entity.
Nicodemus had tried several times to connect to his son, but the overwhelming disgust Mars felt for the boy proved too powerful. He could hardly stomach a cold formal conversation in which no eye-contact was made. His mother has all but given up, ordering geneticists to clone several more children instead who she endlessly lobbied to have replace Jeroboam.
"Father why must I train with imported Magi?"
"If I had an answer you would be training with Humans."
After a moment of silence, Jeroboam grew distraught.
"Father look at me," the desperation of the request was underscored by the fact that this was the first time in a month they had spoken.
"Son, I..."
"Look at me!"
Nicodemus gave in, knowing that this was the most basic courtesy that he could give the forsaken child. In the briefest moment, he saw gears, pulleys, axles, joints, wheels, and cogs; an array of machinery working in a horrid asynchronousness.
"GET OUT, DEMON"
Jeroboam quickly left the room, slamming upon the door with enough force to destroy it.
"Wait... son. No I didn't..." Nicodemus convulsed, nearly vomiting having been forced to endure the otherworldly presence.
"Why must Mars torture him like this? He is destined to kill his ultimate enemy, is he not?"
Jeroboam confined himself in his room, various aids failing to convince him to leave. Locked in his chambers, he stared at the portrait of his family on the wall. The so-called "Hero," hailed across Martial Space as their new liberator. He hardly remembered the last time he saw his mother, the woman in the portrait may as well have been a stranger. It was a distressing thought that this would probably never change.
"Son of Holos, why do you hang your head in shame?"
"Who's there?"
"I am the oracle who predicted your birth."
"I cannot see you."
"Of course, they would never let me speak to you in person. I have reached out to your mind."
"Why?"
"Are you so blind? They are terrified of you and what you can do."
Jeroboam sat still, processing this information.
The oracle continued, "They know you are unbeatable."
"Who is Holos?"
The oracle described the story of Mars battling Holos, the legend that had become central to the national identity.
"What does that have to do with anything?"
"You are destined to destroy it, you, descendant of Hal Drusus."
"You said I was a son of 'Holos' though."
"Why yes, who do you think caused the miracle of your birth?"
Jeroboam would be visited by the oracle every night. During training with the few Magi that could stand up to him, the oracle would give advice. In what few interactions he had with his parents, he would say little to them from behind a veil. As he entered adulthood, he would give speeches about the glory of Martial Space and Mars.
"I am honored to give this speech before you, people of Eos." A crowd had gathered below him, nearly a million souls crowding around the podium to listen to their crown prince.
"At least they love me"
"Never before has our great nation been so strong, so unified..."
He finished his speech, quickly going through the same bland nationalism the people constantly ate up, before returning to his quarters.
"That was a great speech, Jeroboam!," his younger brother, Rehoboam, abruptly entered.
"Thank you, Rehoboam...," he said without bothering to turn around. He knew that doing so would send the boy into a seizure-like fit as Mars revolted. It was something of a miracle that he could even stand to be in the same room as him.
Rehoboam strained out another sentence, "You are quite popular and a gifted speaker and..."
"You need not force yourself. Spare me your pity."
Rehoboam said nothing.
"Now go back to your palace feeling good about yourself, understand?"
"Mother has been growing impatient. She is going to make you fight The Administrator soon," he sourly responded.
"What good news. I'll get to die and you can reign."
"No- I am just telling you..." Rehoboam stopped and left.
"I sense no malice," the oracle spoke.
"Oh hush, I grow sick of you too."
Thirty days later, Jeroboam stepped out of a small craft onto a featureless world orbiting Tryvya, the planet of Ommekha. The legendary world was almost shockingly boring, a perfectly flat horizon was all that greeted him. Where the planet had a nearly unnerving nothingness to it, the sky was filled with the impressive grandeur of the Triumvirate's last surviving leader.
"Ah, finally. Welcome, son."
"Holos," Jeroboam coldly acknowledged the nebular entity floating in the sky.
"It seems that you are here to slay me. By all means, use the ultimate spear of Mars to destroy me."
"We both know that what you ask is impossible. Mars hates me."
"As Mars hates me."
Jeroboam pauses for a moment, "Why am I here, Holos?"
"Did you not listen to the oracle I provided?"
"Enough lies, I want to hear your justification."
"You cannot kill me. I hardly exist in the same way you do. That is because I am not your target. You are meant to kill Mars."
"Impossible."
"Mars will stop at nothing to kill you."
"The people love me, how could Mars go against himself?"
"You are a symbol. Do you think they would not love Rehoboam as well? You are completely interchangeable to them."
"Unless I become indispensable."
If the Administrator were capable of smiling in this moment, a devilish grin would have crossed its face. Jeroboam understood that this was all a plot against Mars, but he wanted desperately to gain the full recognition of the people.
"Your plan is for me to subjugate Mars?"
"You understand I hope you can overlook my using you."
"I will overlook it this once."
Jeroboam did not need a ship to return, his immense abilities could bend spacetime directly, creating a warp bubble he could use to cross space.
In 73,144 CE, Jeroboam landed on Yakusoku. Immediately assaulted by dozens of aids demanding why he did not fight the Administrator. Pushing them aside, he made his way towards the throne room.
"Hello, Father," Jeroboam said as he bounded up the steps to Nicodemus.
Nicodemus sighed as he stood up, still averting his eyes.
"Can we please talk about this?"
Jeroboam stood directly before his father, staring directly at him. Nicodemus was suddenly holding the legendary spear of Mars, one about half as bright given that his wife held the other half. Jeroboam unleashed a magical strike against Nicodemus, spacetime visibly quaking at the intensity of the blast. Nicodemus half-heartedly struck back with the spear but it was easily avoided.
"Son please I wish not to-"
"You hate me! Every cell in your body wants me dead!"
"I did not choose this!"
"That does not diminish its reality," Jeroboam struck again, destroying both of the thrones behind Nicodemus.
Nicodemus struck back; in one motion the spear struck Jeroboam with the power of a star. He choked back a sob as he saw the array of gears for a moment shatter. Jeroboam staggered upwards to confront his frozen father. Nicodemus stood still as Jeroboam threw a kugelblitz-laden punch, causing the spear to disintegrate as his pylon destabilized. After several more savage punches, Nicodemus' body was destroyed.
In a rage, Jeroboam destroyed the local detachment of paladins as well as several military bases. His former instructors, a university of Thaumaturgy, and even merchant vessels bearing the symbol of the Dominion; Jeroboam destroyed it all. Even as the military fought back, they could do little against this seemingly divine force.
"Hello, Mother" Jeroboam finally caught up to her on Eos, having fought through nearly a million paladins to reach her.
She spat on the ground in front of him as she and Rehoboam stood in front of the younger children. Jeroboam wept uncontrollably as he fought his mother, the woman not holding back one bit. Rehoboam was easily dispatched shortly thereafter, followed by his three youngest siblings.
"I am your ruler!" He yelled at the soldiers that intercepted him afterwards. They continued emptying antimatter shells into him.
"I AM YOUR RULER!" Several magi surrounded him, casting dozens of spells to hold him in place or kill him.
"WHO IS LEFT THAT YOU ARE LOYAL TO BEFORE ME?"
Another decade of this uncontainable force rampaging across Martial Space saw the deaths of dozens of individuals claiming the status of "Imperator." Mars granted each one ever-more-powerful abilities to face off against Jeroboam. Expeditionary forces from both Sagittarium and the Confederacy of Borealis failed to debilitate the mad prince. The leaders of both nations had to go into hiding as Jeroboam realized that they threatened his sovereignty. Any leader that was not him was a threat.
Mars finally materialized in front of Jeroboam in 73,146 CE.
"You finally showed up, you coward! Come on! Fight me! I will crush you!"
Mars, a giant compared to Jeroboam, simply stared at the man, like a Human looking down on an insect.
"You are not worth my time."
"W-what?"
"I am throwing you to the dogs."
"What do you mean!? I destroyed your empire!"
Mars bent to the ground, grabbing Jeroboam. At relativistic speeds, he threw him out of Martial Space, to the realm of the Ekrosian Guardians. These beings, weapons created to specifically defy the will of the Administrator, wasted no time in tearing into the spawn of their nemesis. Jeroboam fought for decades, but would become overwhelmed and become buried in their ever-lasting wrath.
Gen vs The Administrator.
"Ladies, Gentlemen, Others; it is with a heavy heart I accept this crown," a distant relative of Yuuho, Lai Gen, would become the next Imperator. Ruling entirely by himself, he had no Vexlore counterpart as their civilization burned.
"I want to secure the peaceful trade we have had for centuries, maintain our status as a superpower, and serve the people," he continued his acceptance speech.
A veritable gun trained on him, the president of the Confederacy of Borealis sat in the front row, staring daggers at him to remind him of who was really in charge. The organization's military, having survived the disaster that was Jeroboam, had become the de facto ruling organization of the Dominion.
"I pledge to serve Mars in all that I do," he would eventually conclude. Gen looked over to the president briefly before adding an unforeseen addendum.
"I will avenge our nation."
Applause broke out, prompting him to continue, this time ad-libbing, "We now know that it was the Administrator who created Jeroboam. Our intelligence agencies have been working around the clock to find a solution and I believe we have it. The people are angry; their prosperity is destroyed. If we can direct their energy, their pain, against the Administrator, perhaps Mars will be able to finally end this civilizational struggle!"
The president left the room; Gen knew he would get an earful later. Even so, he was the Imperator, not her. He believed that he had everything under control.
"Good will triumph!"
After a visit to Ommekha, Gen returned nearly dead. Instead of a tale of triumphant victory he returned blabbering about "the machine god." A husk whose mental fortitude broke upon simply looking at the entity.
"You pitiful man," President Takina Ortiz stood at his bed side, "We had another plan."
"Please leave me alone!"
"Thaumic insanity is something else, huh?"
Gen simply continued rambling.
Ortiz activated a voice channel, "We need to appoint one of our guys. How does Maximilian sound?"
Mars as an Institution.
The ten dukes across the Dominion, of which Ortiz was an elected one, gathered to discuss the future of the nation. Joining the dukes were dozens of representatives of small nations and even private companies that had come out on top after the disaster.
"For the sake of Martial Space, we will be forming a parliament to act in place of a single ruler."
Most agreed, several months prior the nation nearly collapsed into civil war as each of the dukes attempted to assert their status as Imperator.
"Thus, we will elect a prime minister who will serve the purpose of the Imperator for the public."
With little other choice, the newly-formed parliament voted to grant the title to Maximilian Veras-Drusus, granting him the crown and containing Mars within him. A mere figurehead, the actual sovereignty lied with the parliament in which he was simply a mouthpiece.
"Oh and Max," Ortiz talked to the new "Prime Minister" in private, "I just want to check if our arrangement is clear."
"Yes, Madam President"
From this point on, Mars had little practical power. The Confederacy invested vast sums, paid for by a small tariff on all goods passing through Martial Space, into the containment of Mars. During this period, starting in 73,156 CE, the real power of Martial Space was concentrated in a handful of officially non-governmental organizations. As the power of the dukes was eroded, the paladins exchanged for conventional military units, and the government secularized, Martial Space entered into the "Confederate Era."
Mars became something of a metaphor for the government itself, an ideal that was interchangeable with the people. During this period, it did not manifest a single time.
Mars vs POLIKY.
Prime Minister Boaz Abedayo-Drusus was quite the formidable weapon. During the War of the Ancients, a conflict between the Confederacy of Borealis and Quintet Payontari Assocation, he would prove tremendously useful. Capable of standing up to nearly any powerful magi, the propaganda value of the "leader" of Martial Space on the front lines was enormous.
In 88,116 CE, the president of the Confederacy, Lance Ekhart, met with POLIKY, the artificial intelligence that governed the QPA. Accompanying him was the prime minister.
"Greetings, Mr. President, Your Excellency," POLIKY said.
After exchanging greetings, the three began negotiating.
"There have been three billion civilian casualties, 99% of which were our civilians, thanks to the Celestial Plague you so graciously bestowed upon us," Ekhart wasted no time lobbing accusations, "Furthermore, the amount of trade that was disrupted is an economic disaster for our friends both in Aylathiya and Florathel."
"I understand your concern; however, this was the most efficient way to ensure a quick peace."
"I do not follow."
"The more damage we do to your civilians and economy the more agreeable you will be."
"Leave it to a machine to commit the worst atrocities possible with no remorse... Are you not ashamed?"
"We responded with appropriate force to your provocation."
"I will try to explain this concept to you; you are not dealing with fully rational emotionless machines. People are dying and this will only make the people demand more war, not less."
"It is not my problem that you choose to run your civilization emotionally."
"Ibarados..." Ekhart swore.
"I do not understand. Your invocation of myth is quite off-topic."
While the two went back and forth, spiraling into ever-increasing exasperation on the part of the president, Boaz remained still. They were communicating with a simple avatar of the AI, but even so is seemed deeply unsettling. While to the president its mannerisms were perfectly sculpted to evade any scrutiny from a Human, to Boaz it was the mind within the android avatar that disturbed him. There was something so inhuman about it, well, even the minds of non-humans had at least some common architecture that assuaged any doubt that they were indeed alive.
POLIKY, however, felt synthetic and flat. Machines, however, usually have some kind of simple purpose or mind ascribed to them that was perfectly understandable. This being, its aloofness disturbing, seemed to be both devoid of purpose yet eager to carry out some instructions inscribed onto its soul. It was an automaton pretending to be alive and getting just close enough to fool almost everyone. That was, everyone except for Mars.
"Our demands are simple, Mr. President. We demand reparations as well as a demilitarization of the Gira Gira system."
Ekhart coldly stared at the avatar.
"Is something the matter? We have excellent care-givers that can-"
"There is no need."
Boaz stared at the android as well, wondering what could be done to stop its controller.
"I have a suggestion," Boaz broke the silence.
"Your Excellency," Ekhart signaled for his partner to remain silent.
Boaz ignored him, "We will keep our soldiers around Gira Gira, we will keep whatever artifacts we find around it, and we will be so merciful as to not kill you in cold blood while we are doing so. How does that sound, machine?"
"Your Excellency!" Ekhart insisted, "I apologize for his behavior."
"I will not have any of this!" Boaz stood pointing a finger directly in the face of the android, "I have the power of MARS! The people of Martial Space!"
"I am quite aware of this, Your Excellency," POLIKY responded.
"I have the power!"
An armed guard burst into the room, "Mr. President we need to go."
"Ibarados save us."
Ekhart quickly left as Boaz continued his fiery retribution.
"Is our meeting over?" asked POLIKY, the android watching Ekhart as he left.
"I am in charge here!" Boaz grabbed the android and forced it to look at him, "and you are going do what I say. Do you understand, machine?"
"I do not believe you have any official power within the Dominion."
Boaz dropped the android, the force of his grip on it having badly damaged it.
"We should arrange another meeting soon. When will the-"
Boaz punched the android, the fury of Mars flowing through him. A durable body designed to handle altercations, it now limped forward.
"Is something the matter?"
"You are mad!"
Boaz destroyed the android with another punch, leaving a flaming pile of wreckage.
"I am going to kill you!"
Warping spacetime to move through space was a simple endeavor for powerful magi. It was the premier form of travel for thousands of years before modern warp drives. When done indoors, however, the matter on either side of the bubble becomes trapped. As Boaz left the space station at superluminal velocities, he dragged much of it with him, destroying it in the process.
It was a relatively short flight to POLIKY's core world of [NAME]. Already they had begun mounting a defense, this was the first time anyone from the Confederacy had even seen it during the conflict. The delicate situation was about to become a lot more simple. They would acquiesce or their capital will be replaced with a sea of volcanic glass.
After sending a few sacrificial lambs to fight against Boaz, POLIKY came to the conclusion that it would take an inordinate number of military units to deal with the current threat. Thus, it would need to get involved directly.
Boaz destroyed aimlessly destroyed an orbital habitat, the hundredth or so he has targeted to get attention.
"How many do I have to kill!?" he mouthed, space preventing any sound from escaping his lungs.
A blast of thaumic energy came from a lone android, its vaguely humanoid body acting as yet another avatar. Boaz manifested his spear before lobbing it at the body. POLIKY nearly recoiled as the small part of its mind that was in the android was violently cut off from it. It was as though Boaz reached into it for but a moment. A more indirect approach was needed.
POLIKY manifested a proper avatar, an extension of itself, into the physical universe. Unlike the Administrator, whose clockwork-like organization made for a disturbing dance of synchronization, POLIKY's form was polished, streamline, and aesthetically pleasing by Payontari standards.
Boaz once again struck with the spear, bending space around his arm to amplify the force of his throw. On the planet below, engines whined as they remotely changed the geometry of space to deflect the throw. Retrieving his spear, Boaz attempted to approach only for the same engines to hold him in place. POLIKY unleashed a barrage of thaumic energy it precisely calculated to be enough to debilitate the emperor.
Flashes of light flashed on the planet below as the engines gave out and the fusion reactors sustaining them melted down. Boaz broke through, enraged beyond even words. POLIKY reasoned that this must be an instinctual or animal-like behavior, prompting it to demanifest in time to avoid the ferocious onslaught. POLIKY increased the energy it used by an order of magnitude before striking again, this time from "above" relative to the planet below.
Boaz was at this point glowing from not only the sheer amount of radiation that he absorbed, but from his own thaumic power rushing through him. Passively radiating a hydrogen-bomb's worth of energy every second, even approaching him proved difficult. POLIKY recalculated once more, eventually coming to the conclusion that there was only one solution. The artificial intelligence seized Boaz before ordering every local military unit to concentrate fire onto him. A waste of brave soldiers, weapons, and materiel, but ultimately the only thing that could actually stop him.
Several weeks later, Boaz had used so much energy that his pylon was on the verge of breaking. Even so he glowed with enough energy to force residents below to stay indoors or risk lethal radiation poisoning. Units continued bombarding him until he finally died as his pylon shattered into pieces, releasing so much energy as to strip the ozone layer of the world and prompting emergency restoration options.
"POLIKY gave us a message, 'There can be no peace with a nation that entrusts so much power to an animal,'" a general read the latest report following the death of Boaz. Ekhart stood at a table with his generals, his hand over his eyes as he processed the information. Quickly, they had to promote another Prime Minister.
"I hereby appoint you Prime Minister Jezebel Torez-Drusus II," Ekhart, with the help of a robotic arm, placed the crown atop Jezebel's head, her body easily accommodating its large weight. While she was no Boaz in terms of magical ability, she had proven herself to be far more stable.
"I am honored."
Jezebel had one goal, to end this humiliating war and to restore the glory of Martial Space. The Confederacy's lust for infinite economic growth had interfered. The merchants had grown far too powerful and the new industrialists more powerful still. Where would the aristocracy fit in this new system? Surely there was no hope going down this path.
Due to constant bombardment from the celestial plague, Sagittarium joined the conflict in 88,173 CE.
"A perfect distraction! Those fools will trip over themselves for glory in battle all while absorbing enemy fire!," Jezebel excitedly said to herself, "Those 'nobles' they have are excellent!"
It was time for the conflict to escalate, the celestial plague only growing in ferocity. While the Confederacy and Sagittarium tried desperately to hold the QPAs advanced ships at bay, Jezebel laid the groundwork for a new system of government. Disgruntled nobles, peasants dependent on them for protection, and foolish industrialists made great allies.
The Amaranthian Heist.
The year was now 88,790 CE, centuries after the war began. The people had grown restless and it was now the time to strike.
"Good day, Vurilia," Jezebel, who is dwarfed by the impressive height of this Sedruan leader, attempts to grab his shoulder but only manages his lower back.
"I do wonder why you thought it would be a good idea to supply our enemies," she pokes the metal Goliath.
"How did you get in here? Who are you?"
"I'm asking the questions here," she snapped, suddenly holding the legendary spear.
"We were such good trading partners! We had a non-aggression pact! Things were looking so good!"
"I don't know what you are talking about, our non-aggression pact is still-"
"Liar!"
Jezebel throws a small object at Vurilia. He intercepts it before inspecting it. In less than a second he drops it to the ground.
"Do you know how much of a pain it is to remove those from squirming magi? These damn crystals." She gestures to a sack full of them, "and to top it all off we do not even have a use for them. What a shame."
Vurilia silently stared at this intruder. Perhaps the most powerful woman in Cosmoria stood in front of him, gloating about scores of Sedruan magi she must have killed.
"Are you listening?"
Vurilia outstretches a hand, unleashing powerful thaumic energy.
Jezebel yells, "You rude bastard! That bitch of an angel that raised you did a horrible job!"
Vurilia simply repeats his attack, prompting Jezebel to use her spear to absorb it. It was now her turn to strike and strike she did, unleashing a fury of blows that Vurilia seemed to dodge over and over. Vurilia managed several times to impact the Imperatrix, only for her to seemingly laugh it off. Even as open wounds took shape, she continued her assaults.
"I want to know why!"
Vurilia remained silent, growing frustrated at the intruders incessant questioning. They continued for some time, Jezebel only growing increasingly injured as she managed to dispense only a few dents to Vurilia's metallic skin.
"Sorry, I have to go, Vuri," she playfully said, "Too bad we don't get to fight to the death, but I would lose!"
Jezebel slipped out of the room nearly as fast as she had entered, prompting Vurilia to give chase. He emerged into the treasure room, a cavernous room once filled to the brim with all kinds of obscure artifacts unique to Sedrua. Jezebel stood alone in the center, looking through a crate that had long since been emptied. Vurilia stared at the desecrated room, many of the treasures having been destroyed or are outright missing.
"You know I quite fancied a lot of the things in here. While not quite enough for reparations, I'm sure it is a good place to start, right Vuri?"
"How..."
"The people want vengeance you dumb fuck. Who am I but an agent of Mars, of the people? Nature is restoring what is right"
"That's not... just fucking die already!"
Vurilia, moving at ultra-relativistic speeds, was upon her within a nanosecond. She smirked at him as she responded just as quickly with a parry. What was left in the room was vaporized in the resulting exchange, the walls themselves easily absorbing the amount of energy given off as was their job. After several more blows dealt to Jezebel, she seemed to have had her fill. She dashed off, bending space itself to get the required speed.
"Get back here!"
"I would love to stay the night, Vuri, but Ekhart would grow jealous," she laughs as she bounds out of the room. Vurilia follows only to be met with a sight of destruction. Much of his city had been razed by a relentless onslaught.
"Guess who?" Jezebel landed on top of Vurilia seemingly out of nowhere, covering his eyes with her hands. Vurilia threw her off, followed by an extinction-event-level punch in her direction.
"Ouch!" it barely nicked her but even a nick of such an attack was enough to take a huge chunk out of her leg.
"They didn't do anything!" Vurilia gestured throughout the now burning city. Jezebel simply levitated in place.
"What do you have to gain from making them suffer? It was my choice why are you hurting them!?"
Jezebel frowned, "It was the Confederacy's choice to start this silly war. Why did they have to make me do all this stupid shit for them!"
She punched a nearby building, causing it to collapse, "I just wanted to relax today! I had plans with friends!"
Vurilia stared, with no words or actions that could possibly respond to this statement.
"Maybe I can get back in time?," she wonders, before seemingly blinking out of existence. The assault stopped shortly thereafter, the ships in orbit retreating. Sedruan craft fired upon as they left, but the damage had already been done. Vurilia returned to his palace to coordinate a relief effort.
Jezebel's War.
By the time the heist had ended, the year was 88,805 CE. With Sedrua pulling out of the conflict, the QPA drafted and signed cease-fire agreements after raiding Gira Gira for any artifact they could get. The Confederacy begrudgingly agreed to the terms. The same day, the Confederacy asked parliament for immense amounts of funding to rebuild its industry.
In 89,124 CE, the Confederacy began a "nationalization" of all industry within the Dominion. In other words, they attempted to nationalize and subsequently collectivize all industry. This would have made them the unrivaled rulers of the nation.
"People of parliament, this brazen act against our sovereignty cannot stand! Today I propose a renewal of the aristocratic class. The merchants and their cooperatives have grown far too greedy. Arise! Those loyal to the bloodlines whose destiny it is to rule!"
With resounding approval, Jezebel organized a united front against the Confederacy whose waning power crippled any response. Jezebel herself lead the attack on the Confederate congress, decapitating its vast military as the president was destroyed. For all of 36 hours, Jezebel was the uncontested ruler of Martial Space. By the time the Confederate military reorganized, the arch-duchy of Tenshi caught word of the event, and rebels on Eos heard of what happened, dozens of opportunists sprung up divided into one of two camps: the pro and anti-merchant sides.
Nobles who depended on trade for survival created a counter-coalition with the goal of rebuilding the Confederacy as a means to mediate trade. Much of the middle class and wealthy sided with these nobles, whose insistence on free trade directly benefited them.
As war began, external nations simply watched. Sagittarium, its own noble class now unified behind a single monarch, refused to intervene. The Commonwealth of Aggregate Aylathiya had no desire to intervene and Sedrua feared another retaliation. The issue with non-intervention, however, was that easy access to trade hung in the balance.
"They betrayed me again! What do they get out of funding my enemies!?" Jezebel ranted to her servant.
"I wonder which one I'll raid first? Aylathiya's Sphere? Uspayador? Which one is easier...? Well?"
The servant squeaked, "Aylathiya's Sphere?"
"The Sphere? The Sphere? The Sphere? What fucking pond scum did they assign to be my servant? Are you telling a joke to me?"
"Y-yes I am! Funny right?"
Jezebel stared at them for thirty seconds before releasing a Thaumic attack against them, obliterating the commoner who had no resistance to such attacks. Jezebel heard a shuffling behind her, like plates of metal were scraping against each other. She turned to see the Amaranth Knight, one of the most obscure treasures she had taken from Sedrua.
"What do you want?"
"You... are... evil. People... dead..." it sounded as though it cobbled together five different recordings of people saying such words.
"My how observan-"
The Knight grabbed Jezebel at speeds far in excess of what she could manage. The room they were in, a luxurious room overlooking the planet of Yakusoku, was encased in a single large window. Through this window, the Knight thrust Jezebel. The resulting ultra-relativistic collision obliterated her body as well as much of the city below. Miraculously, only a handful of civilians were harmed by the otherwise deadly blast. Many generals, nobles, and merchants that sided with her perished in the blast.
Mars stood at eye level with the tower Jezebel had just been thrown out of. The giant stared at the Knight through the window and the Knight stared back. Soldiers immediately detained the living suit of armor, it not resisting as it continued to stare at Mars.
Kanadett Disaster.
Jezebel III was meant to be crowned in 90,001. Her job was to fulfill Jezebel's mission of restoring the aristocracy. The only person left to crown her was the patriarch of the Claes family, who did so despite hardly being strictly on her side. For them, it was a rebellion against the Tenshin nobility that coincidentally brought them together.
Before the crown could be placed, a fire from a cell remaining from the Confederacy struck the station the ceremony took place in. After a brief battle, the ships responsible retreated. A huge blow in morale for Jezebel's coalition, the realization that Mars had become uncontained only compounded the issues faced.
General Wren Mori organized the response, wasting no time, she ordered a contingent of ships to follow her, making sure to recover and bring with them the crown. Immediately, she also dispatched a messenger to Sagittarium, informing them of the situation and how the 'Readymade' would be invaluable.
Wren stood on Eos, a swarm of ships from the Confederacy and Sagittarium scattered throughout the sky. Mars, seemingly kilometers tall, stood its ground, destroying the ships that pestered it. It wildly swung with its spear, seemingly slicing space itself as it swung. The spear filled the air with a high-pitched hum as the atoms desperately moved out of the way of its thunderous swings.
"Now!" Wren signaled the 'Readymade', prompting it to fire its primary weapon. A brilliantly bright light flashed from the barrel of its massive gun, an artificial black hole struck Mars, seemingly distorting Mars as it passed through.
"Again!" it fired another shot, this time at a slower speed so as to spend more time impacting the entity. Timed directly with the dissonance, she grabbed the crown and placed it on her own head, nearly crushing the inexperienced Magi. The people cheered as Mars stood still, looking down on this new leader. It seemingly became more blurry, or perhaps pixelated as one observer described, before striking the ground at Wren's feet, putting so much energy into Eos that the entire object shook. A field of melted magma replaced the ground Wren stood on as it lost all structural integrity. The ground itself moved as it floated off of the vast structure. This land was nearly all of Tenshi's territory, prompting the nation to take emergency repair measures to prevent all air from leaking and their land from floating into space.
Mars then suddenly disappeared, meaning that Wren satisfied the entity. She quickly removed the crown before collapsing onto the lava. Upon awakening, she was the Imperatrix who bravely risked everything to protect the people, regardless of their allegiance. She served the people, Mars, before herself, even the commoners who had been so adamantly on the side of the aristocracy. Jezebel's War officially ended as Wren declared the people, and therefore the merchant class, were the victors.
Modern Era.
Following Imperatrix Wren was Imperatrix Elliot, known as the "Warlady" for her mimicking of the ancient Un'oit warlords who had dominated Martial Space in the past. Never stopping to establish a capital, she accompanied the military on its thousands of campaigns across Martial Space to maintain order. She emphasized free trade just like her predecessor and often attacked unequal or segregated societies within Martial Space.
Imperatrix Lydia followed Elliot's example, but established a permanent base of operations in the city of Scipio, centering her efforts on rebuilding Eos. It was during this time that the merchants, industrialists, guilds, and cooperatives formed what was known as "The Consilium," a powerful trade bloc dedicated to maintaining favorable economic conditions. The Confederacy, finally rebuilt, was the largest proponent of this new organization. By the end of Lydia's reign, the organization represented over 79% of the Dominion's economic output.
In 97,821 CE, Lydia and the Consilium signed the "Second Treaty of Hiroseh", forming the Greater Martial Consilium, a union between the central government and this trade organization. The Imperator, who ruled using the power of Mars, ruled in conjunction with organizations representing the people, who ruled using the essense of Mars. It was this state of affairs, this balance, that pursuits to this day across Martial Space.
Return to Ommekha.
Imperator Sebas Blanc-Drusus, current ruler of the Consilium, had dreamt of peace since he a young boy. To finally meet one of the most prolific generals in history, whose immortality allowed them to have continually commanded Confederate forces since the War of the Ancients, was quite the shock to the system. The Dotsk that stood before him, an equine intelligent species complete with an arachnid-like head and mantis-like front arm, was quite the imposing specimen. The ancient leader had finally become president of the Confederacy once again and wasted no time using this power to begin concocting a plan to defeat The Administrator. This leader, Donatus Shuker, was unfortunately crucial to Sebas' own goals.
In a horrible clicking noise, Shuker described his ideas for total victory. As the translator pack returned the details of the plan, Sebas grew increasingly disappointed. This coalition he proposed, uniting nearly every single being that Mars hated, to stand up against the being Mars hated most would surely result in a disaster. Maybe that is what he wanted.
"Titania is not an option, I'm afraid. Mars won't allow it," Sebas suggested.
Donatus countered, "I don't suppose you have anyone else who is both willing and able to help?"
"I have some ideas."
"Do enlighten me."
Despite Shuker's clear disrespect, Sebas described his ultimate solution. Ruling out asking the Theocracy of Silverstar for their prophet, ruling out asking an angel for help, and ruling out scraping together a contingent of bishops, there was only one last option.
"We find the person Mars loves most."
Several months later, Shuker and Sebas both stood on Ommekha, separated by a good distance as the ships that transported them were amongst the largest and sturdiest ever built. The one carrying Shuker was nearly ten kilometers long and had so much armor that a crash-landing would be more dangerous for the planet it would hit than the ship itself. Contained within were dozens of brave magi that knew this was the most dangerous mission they could have ever done as well as perhaps the biggest trump card they had against the Administrator.
Dozens of other leaders had also gathered on the planet. Sebas felt guilty that they would be caught up in the cross-fire, but most of them were powerful enough to leave unscathed if they so desired. The Administrator illuminated Ommekha brighter than the star it orbited; Sebas could swear that it seemed excited for what it was about to announce.
"Progeny of the Triumvirate, you who have common history, heritage, and culture gather here to discuss the reformation of our glorious Triumvirate Civilization. I hope you all understand the implications of this."
A signal from Sebas released Thaumic seals on the ship, instantly cluing the Administrator as to what it contained as well as releasing who was inside. Perhaps the most powerful Magi ever, Eve burst out of the ship, ready to exact revenge for the destruction of her civilization all those years ago.
Mars as a Symbol.
What can be learned from this, then, is that Mars is incredibly difficult to distinguish from the whims of the people of Martial Space. What it means to be part of the "Nation" is vague and entirely meaningless. What's more is that Mars is not an info-hazard or hostile Noospheric Disturbance. Whether strictly real or a collective hallucination by the people, Mars can be thought of as an extension of the people's will, the physical manifestation of trends and feelings that already exist while also taking on the mantle of a hero from ancient mythology as a way to give itself identity.
| Mars |
fandom.100th-millennium | # Martial Space
The intoxicating idea, the sweet promise of a united Martial Space, has a terrifying potential. Were there to ever be a successful campaign to unite Cosmoria, it would need to start here. Were its peoples, rulers, and powers put towards a single front, any achievement could be had. It is this alluring idea that has lead many civilizations to their doom, the very nature of the region inhibiting any true unification. Nations from both within and without have learned to leave the realm to its own devices.
There was one successful unification in history, however, that of the legendary Triumvirate Civilization. Stretching across all 15 of Martial Space's stars, the Triumvirate unseated Sedrua as the rulers of Aylathiya and were well on their way to universal hegemony. The common era is defined by the collapse of this mighty civilization, its collapse so traumatic for the universe that many places have still not recovered. For Martial Space, the collapse was so traumatic that the population fell to under one trillion—a number divided across ten species. Soon after, the region fell into endless conflict as what relics that could be preserved were bitterly fought over.
There would be one group that came to worship war, the Neo-Terran Party, whose ideology was devoted to the maximization of conflict. This would be the origin of Mars, the embodiment of war itself. As they became more devoted to war, the inner circle of the party would become Paladins, those so devoted to a concept that they manifest powers related to their pursuits. The Neo-Terrans killed Titania and Mars killed Ma'eau, two of the Triumvirate's rulers. From here, Mars would make war against Nocturne, Solomon of Kristadt, the Alkan Order, A.C.E., and even entire species that got in its way. Today, a complex ritual keeps the entity in check, contained within the Imperator, the ruler of Martial Space. This gives them tremendous power, both literally and in a political sense.
An estimated 700 trillion reside within this realm, split between Sagittarium and the Greater Martial Consilium. The region has had many phases in which the organization of the central government changed. One thing has remained constant, however. No modern government has ever had sovereignty over its territory. The central government shares sovereignty with thousands of disparate organizations. The result is a convoluted mess of a political system that never qualifies as a "state" but merely thousands of para-states vying for supremacy under the Imperator.
Physical.
Martial Space is nearly evenly divided in population between what is known as "The Heavens" and "Eos." The Heavens are simply all of the stars closest to Eos. These fifteen stars wrap around the core of Cosmoria like a hook, hence their great importance in trade throughout history. A small assembly of stars directly orbit Nocturne and lies a ways into the core. Throughout history, power has bounced back and forth between Eos and the heavens, each side attempting to rule the other.
Stellar Neighborhood.
The section of the galactic halo above Martial Space is known as Un'oit Space, named for its primary inhabitants. Once a disunited warrior people, the Un'oit united shortly before the Common Era, forming the Un'oit Collective. This council of warlords would share power with Humans, splitting Martial Space in two sections both under the rule of the Kaiser, the first ruler of Martial Space after the Triumvirate's collapse.
Abridged History.
Martial Space has many eras in which history is divided. These eras are defined by how the central government of Martial Space operated. There is rarely a stark transition between the eras. Flag changes are a colloquial way many define the eras even if governance does not change.
| Martial Space |
fandom.100th-millennium | # Maruse
For ease of understanding their species, we asked this species to give us some information about it.<br>
Species.
The Maruse species is an alien, terrestrial omnivorous multicellular life form that first appeared on Tiafe around 34,000 CE. It looks like a mouse from planet Aureiga in a bit bigger and dark purple in color. Despite everything, this species is stronger than a mouse and intelligent. This species has two genera (male and female). A female can give birth between 6 and 12 young. The species is very resistant to disease. The Marusian life expectancy is 114 Aureiga years.
The species can survive without a combination at a temperature range of -230 ° C to -115 ° C and an atmospheric pressure of 0.02 atm to 0.09 atm. The ideal gravity of the species is between 1.35 g and 1.92 g.
The Maruses breathes ethylene (C2H4) and releases methane (CH4).
The Maruses seem to behave like a family. Even though there is no natural telepathy at the moment, they tend to help each other. Therefore, this species is considered pacifist.
Civilization.
Historical.
The Maruse civilization began to appear around 42,000 CE on the island of Tep with the creation of what would later become the city of Shemarq. Moreover, the first tools in wood and stone made their appearance at the same time.
The population is already estimated at around 10 million around the years 42,500 CE.
In 42,600 CE, agriculture was discovered by this civilization.
Civilization was first discovered by humeigas in 42,694 CE. It is also this same year that the name of their civilization and their species by humeigas was given and will remain preserved.
The writing and the wheel were discovered at about the same time around 42,720 CE. Breeding also becomes more important at this time.
A few metals were discovered like iron but at the time the Maruses didn't know how to melt it.
The city of Dona begins to be founded in 42,732 CE. In addition, civilization notices that their planet is round.
Around 42,750 CE, invention of the first ship. Foundation of the city of Hep.
From 42,800 CE, Plysus with the help of other scientist first calculated the radius of the planet. It is also at this time that maritime explorations begin.
In 42,807 CE, a group of scientists confirms because it was already somewhat suspected that the planet revolves around their star.
For the first time, a continent is discovered by the crew of Nisa Iem in 42,812 CE. This is also why the continent was named Iem and the first city was named Nisa, founded in 42,816 CE.
Sails began to appear in 42,820 CE. This now allows their boat to move better with the help of the wind, and will speed up maritime explorations.
Discovery of Marf in 42,821 CE, followed by Cort soon after.
Foundation of the city of Abyre in 42,823 CE. Laker discovered in 42,824 CE, a lake that has a higher concentration of oxygen than anywhere on the planet. In addition, the fire is finally discovered by chance. According to legend, a thunderstorm also occurred during Laker's discovery and part of it caught fire for a while.
In 42,830 CE, the fire was brought under control. Metals such as iron began to reveal their secrets with the making of stronger tools.
The continent of Ganyor was discovered in 42,835 CE. Meanwhile, the cities of Inech and Gare began to rise from the ground.
Glass is discovered in 42,840 CE. Chemistry becomes more important, which in turn collects oxygen from the oceans and seas. Indeed, before that, they almost collected from the Laker.
Creation of the telescope by Nelée in 42,851 CE. This allowed him to see in more detail the moons and some planets. In addition, he discovered universal gravitation.
Foundation of the city of Coton and Dery circa 42,875 CE.
The population in 42,900 CE exceeds 1 billion.
Discovery of the Midom continent in 43,004 CE then of Omeit in 43,008 CE.
Some small cities appear in 43,010 CE such as Nervil, Ylop.
Creation of the city of Udan in 43,024 CE as well as the discovery of Wenres and Ganep.
Creation of the cities of Midom and Ganyor during the period of 43,048 CE and 43,115 CE.
Disease hit the Maruse population for the first (and only) full force in 43,210 CE, mainly in Tep. Therefore, research has focused more on medicine which has been poorly developed as the Maruses have strong immunity to disease. Some populations for fear of being victims of this disease fled the cities of this island and sought refuge in an isolated place. It is by this chance that the islands of Nise and Ylas were discovered and that the first cities were built. Fortunately, the cure for this disease was found after only 4 years on Aureiga, but still left around 10 million people dead. Even today, we do not know exactly where the origin of this disease comes from.
The city of Hep began to expand over the seas in 43,275 CE.
In 43,301 CE, Hap discovered the humeiga orbital station from a telescope. This discovery was confirmed by other scientists. This is the same year that the United Nations of Tiafe was proclaimed.
The stagnation lasted from 43,301 CE to 89,092 CE. The news that aliens were discovered scared the population because they felt. As a result, scientific research has drastically stagnated to avoid, according to the writings of the Maruses of that time, offending the "gods" and the birth rate from falling.
In 89,092 CE, everything would change when an expedition decided to understand a little more why Laker had a higher concentration of oxygen. It turns out that the surprise is great when he sees a gigantic alien ship crashed in the middle. This vessel contained a large amount of oxygen which spilled into this lake and presumably into the ocean.
In 89,093 CE, The Maruses understood that the "gods" were only a civilization like their most advanced and with research on ships, research quickly evolved. Moreover, the Maruses were reassured and the birth rate returned to high. Indeed, a few years later, they were able to understand the language and principles of flights such as for example.
The population reached 10 billion in 89,100 CE. The last cities on the planet began to be built.
In 89,124 CE, the first modes of remote communications were invented.
The first airship was invented in 89,175 CE. In addition, synthetic food was created. Thanks to airships, cities are also connected faster across the planet and thrive even more.
The first nuclear reactor entered service in 89,203 CE.
With the growing population and with the progress of synthetic food, in 89,215 CE, it was forbidden to eat meat to conserve other species on the planet.
Creation of "Internet" in 89,240 CE. The exchange of information becomes faster and a foreground of a fit jet designed.
In 89,284 CE, the first jet aircraft took off.
The population reached 100 billion in 89,300 CE.
Invention of the radio telescope and radar system in 89,324 CE.
Detection and study of humeiga language in 89,340 CE.
In 89,362 CE, the first satellite was launched into orbit. Its orbit is designed to pass near the humeiga scientific research station orbiting their planet.
Study of humeigas between 89,363 and 89,374 CE.
Sends a welcome message in Lapeito language in 89,375 CE as well as a request for protectorate to the Noyminod del Auyen, but transfer to Regnum Aureiga. Request accepted by the protectorate of the latter that same year.
In 89,376 CE, with the collaboration of a Regnum Aureiga research team, an extensive study of the crashed spacecraft at Laker demonstrated that it belonged to the Sedrua civilization, dating back over 1 million years. In addition, it seemed to act on the life of the planet as well.
United Nations of Tiafe.
The United Nations of Tiafe (UNT) is under the protectorate of Regnum Aureiga. This ensures their protection and also the exchange of knowledge.
UNT currently controls 10 colonies including its home planet only in their native system.
The UNT, is a nation which does not have currency since their civilization considers itself as said previously a family spirit.
The type of government is democratic in which the president is voted by direct universal suffrage for a period of just over 3 Aureiga years, which corresponds to 10 years of the mother planet.
Laws are voted on by citizens.
The National anthem of the UNT is "We are Maruse".
| Maruse |
fandom.100th-millennium | # Marwanism
Marwanism is a polytheistic religion practiced across the universe, especially in Florathel. It is a bit of a stretch to call Marwanism a single cohesive religion, as its thousands of gods are not equally worshipped, and different sets of gods predominate in various places. It is by far the most populous religion in Florathel and the second most practiced religion in the entire universe. The largest concentrations of adherents are within the territory of the Theocracy of Yaztas and the Darari Kelnai, and most of the rest of the population is thinly scattered throughout the galaxy.
Marwanism has become increasingly diverse in its many variants as well as individual interpretations of the various key components of the religion. The variants usually all have a distinction between the true supreme beings, the Marwa, and various lesser deities. However, which gods are in the Marwa and which are not differs depending on who you ask, and there is no universally accepted grouping.
While many Marwanists believe that this religion was revealed to many different civilizations across all of time, the modern form of Marwanism evolved over roughly five thousand years between 45,000 and 50,000 CE in the region of space known as Yaztas. It was originally limited to this region until it slowly began to trickle outwards alongside both refugees from the oppressive policies there as well as, later, the Theocracy's conquests. It was at this point when large differences began to occur between various branches of the religion, forming the diversity we see today.
Origins and History.
Modern Marwanism traces most of its teachings to a series of prophets known as the Hundred Lords. The first of them only described a few gods, and said that Artas herself initially created the universe. To most any modern Marwanist, this ancient form would be considered almost unrecognizable, although there are some that still adhere to it. As time went on, more gods were added, and the Hundred Lords’ lack of communication with each other led to wild inconsistencies in the various stories.
As time went on, more gods were added to the Marwa, and some new concepts such as the Karyads (spirits of individual celestial bodies) were added, and various details of the myths were fleshed out. During this time, the persecution of the Marwanists lessened somewhat with the fall of the Providence Union.
Shortly before the creation of the Theocracy of Yaztas, Marwanism was roughly in its modern form. Various refugee groups fleeing the Yaztas region, cut off from the original holy texts, gradually diverged from the main religion, forming several branches scattered throughout the galaxy.
The conquests of the Theocracy also spread the religion, and the Arnot Republic came to have a large population of adherents as well before its destruction. Today, Marwanism is the second largest religion in the entire universe, and the fastest growing. Relatively recently, because of the growing corruption of the Theocracy of Yaztas, many alternative religions such as Salacism and Reklan have grown in popularity, challenging Marwanism’s dominance.
Things Marwanism does not have.
Marwanism has no fixed creed and no statement of faith. It has no set list of gods and no consistent chief god. Marwanism also notably lacks a hierarchy of priests, with worship being a mostly individual thing.
Temples and monasteries are not strictly necessary for Marwanist faith, and the introduction of other religions such as Saliacism, Aviranism, and others popularized the concept of temples even among Marwanists.
Marwanism, somewhat confusingly for outside observers, lacks a consensus on what happens to you after death. The two agreed-upon possibilities will be described later.
Most religions instruct the believer to do virtuous things, at least in theory, but Marwanism has explicit passages instructing the reader on how to achieve power and pleasure. In fact, there are several stories about bad things that happen when a believer neglects the two in favor of simple virtuousness.
For a religion supported by at least two major states, there is a surprising fraction of Marwanist text that supports ditching civilization and living in the interstellar wilderness if you don’t like what the state is doing. Finally, Marwanism does not require that its followers not follow one of the other Florathelian religions, such as Salacism.
The Marwanist Calendar.
The Marwanist calendar is based primarily on the orbital period of the planet Artas (not the goddess). The year is split into 27 months, based on the orbital period of Alos, Artas' largest moon and the seat of government of the Theocracy of Yaztas. Artas is said to be the original site of the Holy Palace of the Marwa before it was moved into an alternate plane to avoid the searchings of mortal men, and that is why the planet was chosen to mark the system of time in the Marwanist calendar.
The Marwa: The Pantheon of Gods.
The Marwa lacks a set membership among the various deities. However, this section will detail the various gods and goddesses most often considered a part of it.
WIP
Eschatology.
Death and the Afterlife - Option 1.
There are three competing versions of the Marwanist afterlife. The most popular one, supported by roughly 55% of believers, simply says that once you die your soul will be taken by the messenger of the dead, Trita, to the afterlife to be literally reborn among the gods, after which you will live forever in paradise. Assuming of course that you lived a good life. Most people are closer to average, and Trita instead takes such people to various layers of a Punishment realm where they atone for their sins before rising to heaven.
Death and the Afterlife - Option 2.
The second version posits that after you die, Trita will take you before the goddess of the dead, Lias. If your life is judged to be a good one, you will be allowed into the paradise of Naru. If you have led a life whose actions have caused more bad then good, Lias will devour you and you will cease to exist.
The End of Time.
In Marwanism, the universe is eternal, endlessly destroying and reforming itself. However, predictions drawn from the various sayings of the Hundred Lords state that the next cycle of universal rebirth will begin by 200,000 CE and reforge the universe into a gleaming perfection.
Holy Texts.
The holy texts of Marwanism begun their compilation during the lifetime of the last of the Hundred Lords. However, after the death of the last of them, the then-small Marwanist community scrambled to find every myth that was recorded and place them in a single set of books.
The original copies of these books are found in the Great Temple at Artas, although they were not always housed here. During the Dominion of Khae and the Trezhath Republic's persecution of the early Marwanist community, they were hidden carefully on an uncharted rogue asteroid near the border of the Marakat Interstellar Union, but after the successful independence of the Theocracy of Yaztas they were restored to the temple.
Marwanism has five widely accepted holy texts, alongside the Book of Kafalun which is generally considered to be heretical by almost all Marwanists except the branch of Kafanism. The five holy books are referred to as the Marelsis Canon. Marwanists derive their practices from the actions of the gods and virtuous heroes as described in the Marelsis Canon alongside traditions of the actions of the Hundred Lords themselves, rather than there being explicit directions. These holy books have many interpretations, and they never specify how many gods are among the Marwa. Only Artas, Talkas, Tawir, and Lias are explicitly stated to be, helping give rise to the many interpretations of the books.
During the time of the hundred lords, the myths that compose the Marelsis Canon were not arranged in any order, and were simply told whenever the teller felt it necessary. The Canon was arranged in rough chronological order, and titled in reference to whatever topic was most important within the book.
| Marwanism |
fandom.100th-millennium | # Mavimyst
Description.
The Mavimyst, "Long Day and Night" in the Typhonian Tongue, is the great Jewel of all Thavma, and a member of its Outer Realms. Located at the center of the Typhonia-Circulacium, the spherical arrangement of Thavma's own Thirteen Realms, the Mavimyst has served as both the setting and prize of the collective Divine Typhonia's eternal power struggle, which claims dominion over the surrounding Realms of existence. Particularly, its primary plane of existence, the world of Haven, is subject to the lion's share of the machinations of the Divines, as they send forth their progeny to the world in order to further their own personal agendas. As such, many of these Divine beings are often presented as some manner of benevolent savior, or other type of figurehead to the mortal populace of Haven, but they are never truly benign, always playing with the lives of both the mortal inhabitants, and their own Inomeni progeny.
It stands alone in its like amongst all the collective realms of Thavma. Having been crafted by the very first Divine, the Sentient Power of the Golden Sovereign, as a means to observe the interplay between Light and Darkness, the Mavimyst exists in an eternal state of Penumbral balance between the two diametrically opposed facets of existence. Through the use of the "Penumbral Scales," an ethereal force woven into the Mavimyst's fabric, the balance between good and evil is determined by the actions of its collective inhabitants and will ultimately reset upon the coming of the next millennia, in an event known as the "Mavishift."
Due to its advantageous location, and the nature of its surrounding Mysterial Field, Haven serves as the central nexus point in the Typhonia-Circulacium, and thus holds tremendous sway over the rest of the Thirteen Realms. It is thus why the Divine Typhonians have always attempted to keep a tight grip on the world. However, as the Mavimyst has always been surrounded by the vast and powerful Mysterial Field, a massive arcane boundary separates the realm from any who wish to enter from outside, unintentionally designed to prevent would-be invaders from reaching the center of the sphere, where the Jewel sits. It is only when the boundaries of the Mavimyst shift, such as during the Mavishift are those outside of it able to now enter its domain.
History.
Creation.
Shortly after the dawn of the Great Age Typhonia, and the creation of the Typhonians by the omnipotent Annuat, the very first of their kind, and the only Penumbral Typhonian, the Golden Sovereign, had been given great insight upon their function in that of Imagindarium's Creation. While the collective young Typhonians were still understanding their place in existence, the Ultimate Antagonistic force of all creation, the Great Unifier, had given the Golden Sovereign a view of the analogs of time. Revealing to the first of the Divines the predestined line towards the "Ultimate End" of all things. It showed that he would serve as an instrumental piece in this predetermined storyline, and how it was vital and essential he knew of all that would occur ahead of time. It would be through this foresight, the Golden Sovereign saw the path to the end of all things, and even more importantly, he realized the role he would play in this grand narrative.
To accomplish all that he would need to influence in the line to the End, the Golden Sovereign would have to reach a level beyond the great power of the Typhonians. Thus, the Great Unifier would reveal to him the existence of the Typhonians predecessor, the Primeveranth, the very first sentient mind crafted by the Annuat, prior to the Typhonians' own creation. It was during this time that the Great Unifier had poured within the mind of the Primeveranth the concepts of conflict and contradictory thought. This would cause the first sapient being's own mind to fracture, ultimately causing it to self-destruct under the weight of its own contradiction, and from its demise, the creation of what would be the progenitor of all thought, the Mental Stratum, would be forged. All the Golden Sovereign need do to reach a level beyond that of infinity, and thus be able to act upon the analogs of time, long after the Typhonians purpose in Ambrosia was fulfilled would be to surrender himself to the Mental Stratum. As he did, the Golden Sovereign would become one with the Remnant essence of the Primeveranth, joining with the Mental Stratum itself and becoming the universe's Sentient Power, able to make any act of creation or destruction with a mere thought.
The first step for the Golden Sovereign would be to create the Mavimyst, a Realm characterized and which would be dictated by the most inherent throughline amongst everything contained within Imagindarium's Creation, the eternal conflict between Light and Darkness. The Mavimyst, the place of the ultimate balance of good and evil, would be the perfect place for the Golden Sovereign to observe his own role in the grand scheme of things, and thus, control. The Mavimyst would serve as the focal point of his own being, a physical manifestation of the ultimate, yet paradoxical goal of the Golden Sovereign, and the nature of the Mavimyst would soon prove to be the greatest testament to his very nature. While he could create the Realm by just a simple thought, as the Great Unifier had shown him prior to his transformation as the Sentient Power, in order for the line to the End to continue, he must willingly abide by the chain of events already determined by Imagindarium prior to his creation.
As such, the Golden Sovereign would ultimately hide his new self from his Typhonian brethren, and instead, act as if he was but another Divine amongst them. However, with his great mental extent, and his nature as the sole Penumbral Divine, the Golden Sovereign would soon find himself in a sort of leadership position of both the Aeleano-Typhonia of Light, and the Vuhleano-Typhonia of Darkness. With their collective trust now gained, he would reveal to the rest of the Typhonians of the former existence of the Primeveranth, and how most of its Remnant essence escaped Ambrosia proper, entering the Realm of Thavma. The Golden Sovereign would put forth an idea, as the Typhonians themselves lacked the ability to create like their Annuat progenitors, whilst the Primeveranth held infinite powers of creation. Instead, they could collectively manipulate the Primeveranth's Remnant essence contained within Thavma to create a set of self-contained planes of reality.
Once crafted, the Divines would then be able to forge forth beings of their own creation from the accumulated essence of the first sentient mind. This idea would be met with resounding approval by his Divine brothers and sisters, and the collective Typhonia would leave Ambrosia, and set themselves upon the Thavmatic Void. Once there, they would work together to create said planes of reality, ultimately crafting thirteen distinctive macrocosms, which would later be dubbed as the "Thirteen Realms" of Typhonia. From within these Realms, they would call upon the concentrated powers of creation contained therein to craft sets of sentient beings born to serve them known as the "Inomeni" races.
The Golden Sovereign himself would participate in this, crafting his own Inomeni. However, whilst the Divines were consumed by their work in crafting the Realms and their denizens, in secret, the Golden Sovereign would of his own power create a realm all of his own. Born from the concept of Penumbral balance between Light and Darkness, as a means to study and observe the interplay between the twin forces of existence, which had been revealed to him to be the driving force towards the Ultimate End of all things. Named the "Mavimyst," it would be an existence balanced on a delicate scale, known as the "Penumbral Scales." On one side of the Scales sat the side of good and Light. On the other, the side of evil and Darkness.
With every act committed by those within the Mavimyst, the balance between good and evil would shift in accordance with the inherent morality built within everything in Imagindarium's Creation. Then, upon the thousandth year of the Mavimyst, the Scales would reset themselves, dispersing all light and darkness contained within into the Mavimyst itself, leaving them a blank slate to later be filled once more. He would place his creation at the center of the circular pattern in which the Thirteen Realms had been arranged, and would then obscure its sight from the Divines. Afterwards, the Mavimyst would remain obscured from the going-ons of the universe at large, awaiting the time in which its function shall be made manifest.
Haven's First Entrance.
Following the end of the Great Age Typhonia, and the subsequent shrinking of Ambrosia, the Typhonians proved to be an inherent threat to the Amaranth Realm. As the now greatly diminished Ambrosia took form, worlds of coherency crafted by the Annuat prior had finally emerged across the cosmos, but as they did, the crushing extent of the Typhonians' great magical power would begin to take its toll. Ambrosia's own reality began to slowly bend, tear, and shatter upon the strain of the Typhonians' very existence within it. Thus, from an Amaranth Contravene, would come about the very first Amaranth Heir. Named "Skorne," this living Amaranth Contravene would contain within him a further Contravene, that would forever banish the Typhonians from that of Ambrosia, eternally locking them within the Thirteen Realms of their own creation. Thus he would begin a self-determined quest, uniting the collective Divine in a single location, that being the Amaranth Veil from which they had originated. He would then unleash his dormant Contravene, locking the remaining Typhonians in their own self-crafted prisons. With his purpose fulfilled, Skorne faded from reality, ending the reign of the Divines. However, as the all-mighty Sentient Power, the Golden Sovereign would be unaffected by Skorne's wrath, able to remain extant within Ambrosia should he desire. Following this, his grand plan would be set in motion.
With the banishment of the Divine Typhonians, their Inomeni progeny, crafted from the Thirteen Realms prior would remain within Ambrosia, now able to forge their own destinies, free from the control of their godly creators. From the Inomeni which remained within the Amaranth Realm, two would rise to total domination of Ambrosia. The Isariel of the Lady Amaranth. And the Golden Sovereign's own Inomeni race, the Seraphnim. Dubbed the "Great Dyad Powers," they would conquer world after world, claiming dominion over the Inomeni which resided upon them, as the two superpowers would carve the universe in two. It was within the realm of power in which the Isariel reigned supreme that the world of Lyarth found itself within. Chosen to be the domain of the Typhonian Ventalir's own Inomeni progeny, the Edia, they would ultimately be forced into subjection by the far more powerful Isariel which surround them. Thus the Edia would find themselves exchanging one master for another, as the Isariel would force them, alongside the world of Lyarth under their heel. Nearly the whole of the Edia would hold great hatred in their hearts for their Isariel masters, as the Ungrateful's rule was a cruel one for any who were not of their kind, and they would long to one day free themselves from their shackles.
This dream, however, seemed to be made manifest when a mysterious hooded being descended from the stars to Lyarth below. This being of no name presented themselves as an all-powerful Amaranth Heir, similar to that of Skorne who had freed them from the bondage of Ventalir centuries prior, and they would claim they wished to do the same for them once again. With a wave of their hand, all Isariel who stood upon Lyarth burned in bright golden flames, turning them all into ash. The figure then spoke once again, telling the Edia's leaders that the means of destroying both the Isariel and the Seraphnim lie in the realm in which they had gained their awesome power. They would explain the means to access a fragment of the Great Collective itself, all they need do is simply accept to have their world sent into it and they would achieve both great cosmic powers, and the gift of endless time to gather their arms and challenge the Great Dyad Powers. This realm, known as the Mavimyst, would soon encompass all of Edia kind upon their world of Lyarth, and they would begin to discover the wealth of power contained within. However, unbeknownst to them, the benevolent Heir which told them of this paradise of power had motives not within their best interests, as the visage of the Heir was merely the Golden Sovereign himself, masquerading from beyond the boundaries of existence.
The Edia would remain within the Mavimyst for untold millennia, gaining as much power from the Light and Darkness that surround them. The constant flux of good and evil would ultimately begin to transform the Edia into beings containing a vast swath of both sides of existence, known to themselves as the Ama'Edia, so named as they believed they had become Amaranth themselves. The Ama'Edia's powers of Penumbra would ultimately make themselves equal to that of both the Isariel, and the Seraphnim, and they would resolve to return to Ambrosia to challenge their former masters for control over the universe. However, unknown to the arrogant Ama'Edia, the Penumbra which now flowed within them was not of Ambrosia, but that of the Mavimyst, and would be impossible to bring forth into the Amaranth Realm. This was both known and planned by the Golden Sovereign, as he would find the means to control both good and evil themselves, to see if he could manipulate the line to the End using its one and only throughline.
A sect of the Ama'Edia would discover that their very essence was now permanently tied to that of the Mavimyst, and the return to Ambrosia would spell their race's destruction. This faction of Edia would bring this to the attention of their fellows, however, their pleas would fall on deaf ears. With this failure, they would resolve to avoid their own personal destruction. Using their own powers of Penumbra, they would craft a demi-plane from within the Mavimyst proper, keeping them tied to the realm when the world of Lyarth departs from it. This demi-plane would later be known as the "Undone Haven." The remaining majority Ama'Edia would use their vast powers to return Lyarth to Ambrosia, however, the instant they did, the Mavimyst's Penumbral Scales would reset themselves. As it did, the good and evil which formed the Penumbra that made up their beings would be ripped from them, ultimately dispersing into the Mavimyst's essence, destroying nearly the whole of Edia kind. Satisfied with the experiment, the Golden Sovereign would abandon both the Mavimyst of his creation, and the memory of the Edia's existence, continuing his work to understand Imagindarium. Following this, the Edia who had remained within the Mavimyst would continue to exist within the plane of their creation, whilst the world of Lyarth itself, now devoid of life, took its former position in the Amaranth Realm.
Haven's Second Entrance.
A hundred thousand years later from Ambrosia's perspective, the Great Dyad Powers would ultimately fall, as would the rest of the Inomeni, allowing the rise of Alizarin. The world of Lyarth, now known as "Haven", would birth the mortal race known as the Havriel. However, through the treachery of one of the last remaining Isariel, Junaria, would find themselves embroiled in a genocidal crusade at the hands of the Sanlagosa, a biomechanical race crafted by the Seraphnim to do battle against their rivals, the Isariel during the height of their respective power. Junaria would receive a vision of the future by the Great Unifier itself, showing that her greatest foe, the Lady Amaranth, would be reborn in Havriel form, and he, alongside another, would ultimately bring an end to her, and everything she had plotted over the analogues of universal history. To prevent this, she would deceive the surviving Seraphnim known as the "Blessed Consecrator," who held dominion over the Sanlagosa, that the Havriel were descendant of their most despised enemies, the Isariel. Preying upon their inherent hatred over her race, Junaria would cause the Sanlagosa to enact a slaughter of all Havriel, until all remnants of their race were purged from the stars.
The Havriel would fight their hardest against the Sanlagosa Concordant, and with great heroes such as Mace Sappho and Domina Morningstar, they would put up an impressive defiance. Unfortunately, they would ultimately be overwhelmed by the Sanlagosa, as world after world belonging to them was burned into rubble and ruin. However, the Havirel's staunch defiance of destruction would ultimately be personified in that of two heroes: Syx Corsage, and Seven Novum. This Great Dyad would begin to strike back against the Concordant, ultimately preventing their attempts to reactivate ancient Seraphnim weaponry in order to assist in their blind crusade. The battle between the Dyad and the Concordant would eventually reach Haven, however, by the time the two arrived, the planet now lie in flames, and the majority of its people would be slain. As the two fought back against the Sanlagosa, the two wished nothing more then the last bastion of all that they knew, that of Haven, remain the one world untouched by their ever-present enemy. From their deep desire and need, the universe itself would bend to the two's very will, as they stood as Imagindarium's own Ultimate End. Upon their demands, an Amaranth Contravene would lift planet Haven and its moons to the one realm in which the Sanlagosa could never reach, the Mavimyst.
Now within the Mavimyst, the destroyed Haven would instantly revert itself back to that when it was known as Lyarth, returning the ancient vast seas, thick vegetation, and wildlife to the planet. Following this, the Ama'Edia which had remained in the Mavimyst through the use of a constructed demi-plane, found themselves baffled that their world of Lyarth returned to the Mavimyst. Cautiously, they would exit their self-contained reality, stepping foot upon their native, untouched soil for the first time in countless millennia. As they wandered the world, they would find isolated pockets of weak, weary and battered mortals whom were strikingly similar to that of themselves. Should these mortals had found themselves when the Ama'Edia walked the world enforce, they would have been destroyed in moments to shift the Mavimyst's scales towards evil's end. However, these Ama'Edia had spent their existence within their crafted plane pondering the inherent nature of the Edia as a whole, finding them in constant need and want, ultimately defying their inherent discontent and becoming the content Ali'Edia.
As the Ali'Edia knew the moment the Havriel entered the Mavimyst, they were now eternally bound within it such as them, they resolved to coexist with the scared mortals they saw before them. Thus, across uncountable years, the Ali'Edia and the Havriel would begin to fall in love with one another, teaching them the Edian Language and ultimately coexisting with one another. Eventually, both the Ali'Edia and the Havriel would begin to fade from prominence, as numerous mortal races had begun to appear on the world, including their own Edian descendants, who had spread themselves across the planet. But despite the vast change upon the planet, the name of "Haven" would persist, and the name Lyarth would not return. A saying known worldwide from then on would continue on to this very day, enforcing the name: "Heaven Above, Haven Below."
Nature.
Penumbral Scales.
Often regarded as the single most important aspect of the Mavimyst, the Penumbral Scales is a force that is inherent to its very fabric of existence. Everything contained within is subject to its function of the delicate balance between the Light and Darkness energies of the Mavimyst itself. This balancing act is maintained by the continual flow of energy that continually circulates around and through the spherical boundaries of the Mavimyst, ensuring this balance remains intact. The greater the influx of Dark energy, the more intense the Penumbral Scales' effect becomes, and the same applies to the presence of Light. However, as the Mavimyst is constantly bathed in a constant flux of the two opposing forces, no specific region of the Realm can ever become entirely dominated by one or the other. Thus, while the ability of the Penumbral Scales to maintain the necessary balance is critical for the Mavimyst, it is also equally vital that the scales remain finely balanced, lest the entire realm be overtaken by either Light and Darkness and making it inoperable.
Mysterial Field.
As the Mavimyst sits upon the center of this great conflict of Realms, endless arcane energies flow from the surrounding planes and rush toward that of the Mavimyst, condensing and accumulating in its boundaries and forming an immense mythical field of magical presence known as the "Mysterial Field,"
| Mavimyst |
fandom.100th-millennium | # Melyos System
Overview.
The Melyos System is the mother system of the humeiga civilization and contains a artificial wormhole. It is located relatively far from the core of Cosmoria, located deep in Regnum Aureiga.
Composition.
The Melyos System is made up of two stars, Melyos, a G2 V type main sequence star, and Lemerya, a L-type brown dwarf, which orbit around each other in 4,723.42 years.
Planetary Bodies - In Detail.
Laveh.
Laveh is the first planet around Melyos in 2.156 standard days away about 4.5 million kilometers (0.03 AU). Is a lava planet most covered by lava with a estimated mass of 0.75 Standard Terrestrial Masses. It's diameter is around 11,326.58 kilometers. These properties combined give the planet a gravity of 0.95 G. The axial tidal of the planet is 1°03'27.30". The planet is tidal locked to Melyos, so the solar day is infinite.
The average temperature on this hell world is around 1000 °C and the atmosphere pressure is about 12 Standard Atmospheres.
In 15,750 BCE, precious minerals are discoveries on this world by a probe and outpost are start to be build in 15,663 BCE with a alloy discoveries resistant to high temperature some years ago in 15,674 BCE.
Junest.
Junest is the second planet orbit around Melyos in 0.61 standard years away 0.72 AU, a terrestrial planet with a estimated mass of 0.82 Standard Terrestrial Masses. It's diameter is around 12,104 kilometers. These properties combined give the planet a gravity of 0.91 G. The axial tidal of the planet is 176°40'04.52" and has a solar day of 69.431 standard days. Except oceans, most of the planet is cover by desert and jungle. This planet are natural organic multicellular life on the surface and in the oceans.
Junest has a atmosphere with a pressure of 0.173 Standard Atmospheres and made a average temperature of 31 °C.
The first robot on this world is in 16,682 BCE, first Humeiga in 16,659 BCE and colonization started in 16,547 BCE.
There are 72,472 million inhabitants on this planet. Most are in dome cities.
Saring.
Saring is the fourth planet orbit Melyos in 1.88 standard years away 1.52 AU. Is a terrestrial world with a estimated mass of 0.52 Standard Terrestrial Masses. It's diameter is around 9,707.48 kilometers. These properties combined give the planet a gravity of 0.91 G. The axial tidal of the planet is 49°54'58.28" and has a solar day of 24ʰ39ᵐ35.37ˢ.
This planet has fascinated Humeiga for years with the rings before discoveries of Bluneidon because Humeiga think this planet are inhabited by a intelligent species also. But there are wrong. Unlike Junest, this world hasn't life although some areas are covered with green color, they are caused by rocks, but the main land color is brown, grey, yellow and white.
The planet has in majority ocean, plains, deserts, mountains, volcanoes, snow region and ice cap.
The first robot on this planet is 16,694 BCE, first Humeiga on 16,671 BCE and the starting of the colonization on 16,502 BCE.
Saring has a carbon dioxide atmosphere with a pressure of 0.209 Standard Atmospheres, and made a average temperature of -71 °C.
The first robot on this world is in 16,694 BCE, first Humeiga in 16,671 BCE and colonization started in 16,502 BCE.
Most cities are domed cities or underground. There are also orbit cities and mining outpost in the rings. In total, the population lived on or in orbit of Saring is 51,316 million.
Zeuters.
Zeuters is the sixth planet orbit around Melyos in 20.66 standard years away 7.53 AU with a thin rings and 12 moons (4 majors and 8 minors). The planet is a gas giant with a estimated mass of 1 Standard Gas Masses (317.832 Standard Terrestrial Masses). It's diameter is around 142,984 kilometers. These properties combined give the planet a gravity of 2.53 G at the sky level. The axial tidal of the planet is 2°21'43.43" and has a solar day of 9ʰ55ᵐ29.25ˢ.
At the sky level, the atmosphere pressure is 1*106 Standard Atmospheres and a temperature about -183 °C.
Toi.
Toi is a hot terrestrial moon most cover by a huge ocean with many volcanoes due to the tidal force of Zeuters. It is the first major moon orbit around Zeuters in about 34 standard hours away about 362 million kilometers. Natural life is only in the ocean to be adapted with the hot temperature of around 87 °C. This terrestrial world has a estimated mass of 1.85 Standard Terrestrial Masses. It's diameter is around 18,276.64 kilometers. These properties combined give the moon a gravity of 0.90 G. The axial tidal of the moon is 0°04'26.46" and has a solar day of 33ʰ41ᵐ59.17ˢ.
The atmosphere pressure on the sea level is 0.04 Standard Atmospheres.
The first robot on this world is in 16,433 BCE, first Humeiga in 16,004 BCE and colonization started in 15,876 BCE.
There has 21,574 million inhabitants in colonies, most are under water domed cities.
Bluneidon.
Bluneidon is the seventh planet orbit around Melyos in 84.01 standard years away 19.19 AU with a large rings and 16 moons (13 minors and 3 majors). The planet is a ice giant with a estimated mass of 17.147 Standard Terrestrial Masses. It's diameter is around 49,352 kilometers. These properties combined give the planet a gravity of 1.14 G. The axial tidal of the planet is 28°14'53.40" and has a solar day of 16ʰ06ᵐ37.27ˢ.
At the sky level, the atmosphere pressure is 1*105 Standard Atmospheres and the temperature is about -217 °C.
Aitta.
Aitta is a hydrocarbonia moon without life. It is the second major moon orbit around Bluneidon in 15.945 standard days away 1,222 million kilometers. The moon has a estimated mass of 0.02 Standard Terrestrial Masses. It's diameter is around 5,149.82 kilometers. These properties combined give the moon a gravity of 0.13 G. The axial tidal of the moon is 3°01'46.22" and has a solar day of 382ʰ53ᵐ20.09ˢ (15.954 standard days). The moon is tidal locked to her planet.
The atmosphere pressure is 1.47 Standard Atmospheres and the average temperature is about -200 °C.
The first robot on this world is in 16,259 BCE, Humeiga in 15,952 BCE and colonization started in 15,870 BCE.
There are some domed cities and underground with 25 million inhabitants.
| Melyos System |
fandom.100th-millennium | # Midonian Breach Generator
| Midonian Breach Generator |
fandom.100th-millennium | # Moonmoon
Description.
Moonmoon is a testament to Human history. Born on Aegyn since before interstellar travel became common or even possible for Aegynian societies, possibly even predating Aegyn's first space travel itself, he has witnessed more of history than any human alive today could hope for. Born in an ancient society in the year 41101 BCE, he has seen the vast majority of human civilization throughout the universe. He currently stands as the first and only Empire Priest of the Theocracy of Silverstar and is ranked among the most powerful known users of Thaumaturgy. Moonmoon, unsurprisingly, is well-known throughout the major nations as a high-ranking magi and a powerful political figure. He notably subjected the entire dwarf galaxy of Azurullya to his reign in just over 10,000 years. He runs his nation as a theocracy and makes all of his political goals open to the public. Even before the official beginning of his nation, he was exceedingly popular as a unique person. His constant position as the head of the Cult of Silverstar draws followers to him. Historians are attracted to his role throughout ancient history and as a source of knowledge about obscure events. Studies of thaumaturgy have turned to him in the past as an example or a test subject. His transparency and relative informality tend to make him feel more like a friend to everyone throughout the ages.
Characteristics.
Appearance.
Moonmoon is rather tall and muscular, but well his physique is well within the standard for baseline humans. However, he has some deviations from baseline humans in other aspects of his appearance. His hair is a deep blue. His eyes have multicolored sclera and seemingly "torn" pupils. It is unknown if any of this is natural, but if it is not, the features are at least very convincing. He has a tattoo around his left eye with some sort of ancient iconography, as well as another on his right shoulder of two nested crescent moons. For some reason, Moonmoon has augmented his body with cat ears and, more recently, a tail. He has recently explained that he did this through use of nanites, but refuses to elaborate on why.
Personality.
Moonmoon has a rather large and expressive personality. No matter the occasion, he maintains relative informality compared to what would normally be expected of a nation leader. He appears to come off as brash and energetic in every situation, but there is wisdom hidden in his actions.
In political announcements or events, he maintains his enthusiastic aura as he sends his voice across his galaxy or when discussing with other nation heads. While he doesn't tend to use formal or scientific language, his word choice in his speeches is deliberate and calculated. He's written in some of his books that he enjoys learning the shifting connotations of every word he uses to craft manners of speech to evoke the exact emotions he wants from people.
He tends to consider himself bad at commitment, though compared to the average human lifespan, one would not pick up that impression. He often entertains projects for years or decades on end and commits to relationships that last for his partner's entire lifespan.
Thaumaturgy.
Moonmoon is the first recorded Aegyn-born human to have developed thaumaturgic ability. Over 140 millennia ago, Moonmoon stood as the only being on Aegyn with access to what must have felt like pure, raw magic. His power may not have started as much, due to him being the progenitor of human thaumaturgy, but he has had many, many years to hone and strengthen his abilities. Now, he stands as one of the titans of the Magi, ranking nearly equally to beings that have lived for billions of years. His prowess in thaumaturgy tends to come more from his applications of the sects in tandem than raw power, though he has built up tremendous power as well.
Relationships.
In his long life, Moonmoon has become one of the most well-known figures in human history.
| Moonmoon |
fandom.100th-millennium | # Morid
Morid is a region of stars found near Florathel and the Lux Aeterna. Near the beginning of intelligent life in the region, its stars were impacted by an enormous cloud of natural unrefined Marceum, erasing the vast majority of the zone's nine stars from existence, leaving only Erinor, Meere, and Masran fully intact, each burning a harsh, forboding green. Due to its distance and lack of intelligent species, Morid remains unclaimed by any nation.
Astrography.
Modern-day Morid consists of a large central region known simply as the Desolation of Morid, filled with the scattered remains of erased stars and planets and centered on the bizarre structure of Malkathus. Beyond this, at the edge of the region, lie three star systems, the Erinor, Meere, and Masran systems, in which lie the only remaining evidence for the region's history. As such, these systems are rich archaeological sites for the ancient Moridian High Command.
History.
Formative Years.
The stars of Morid are theorized to have formed roughly 5.5 billion years ago alongside the rest of Cosmoria. Presumably, the first life in the galaxy started around this time, and no one has any idea what it was like because it died immediately. After this, life formed and stuck around, slowly evolving in complexity and culminating in intelligence ~10 million years ago.
Moridian High Command.
Roughly 9 million years ago, a species arose on the planet Dalkor. This species rapidly expanded and took control of all the other worlds and species in the galaxy, forming the Moridian High Command. This nation is only known from archaeological evidence, as its bones were moldering by even the time of the first empires of Florathel, so virtually nothing is known about its governance.
Morid Flash.
The High Command met its end when an enormous cloud of unrefined natural Marceum impacted the center of the region. The shockwaves spread through the thick clouds of dust between stars, reducing the stars and planets to atoms, and the atoms to nothing. The radiation severely irradiated much of the surrounding space, ensuring that no life would bloom even at the outer edges for millions of years. The heartland of the High Command, the Nekros System, was completely gone, and modern scientists have had to extrapolate what this ancient nation was like from the ragged edges of its territory that managed to survive the impact.
Aftermath and Modern Day.
<WIP>
| Morid |
fandom.100th-millennium | # Morid Galaxy
| Morid Galaxy |
fandom.100th-millennium | # Mother Sachitel
"Sachitel's limbs were scorched and singed upon contact with the otherworldly membrane. Recoiling in a sort of fear, she saw her hand melt before her eyes. Her ebbing, bony hand gave way to her Aeternal essence. Moving back to mend her wrist, The first Mother stared at the membrane with an estranged curiosity. Her face contorted to a contempt grimace as she scolded the mass in front of her. How could she have received such harm from a mindless creature? Left hand springing back to life, Sachitel's attention shifted back to the chimera's skull. She would never pass on the opportunity to take its Aeternal Energy, much like how she wrung dry a previous firmament."
"Worried over her now gory body, she moved her body back and protected her hand as much as she could. Stretching an arm out high, Sachitel sunk it back into the fiery organism. Jolts of pain somehow shot through her body, as if her very spirit was corrupting. Like boiling water, Sachitel's very form evaporated in the face of the High Warlock. The light scarred her face and she cowered in agony. Pained, divine screeches rang across Cosmoria as Sachitel squirmed to remove her arm. Feelings of regret and shame flooded over the Angel's mind as her hand tore clean from her now stubbed arm. A cauterized, necrotic gash crawled its way up her body, stopping only upon the boom of the raspy, primeval voice."
"You have spared a sliver of your form as a tradeoff. I will connect to your soul. You shall wield power far exceeding your most carnal of fantasies."
"Torment, now the lack of it, washed over Sachitel's body as the slimy mucus-colored membrane peeled itself open, revealing something which looked like a brain. It floated towards Sachitel and ushered her towards it. There appeared to be no choice."
"Place your new hand on my mind, my heir. Accept the gift of omnipotence."
"Hesitance was at the forefront of Sachitel's being. Countless fight or flight instincts sibilated across her mind, scattering into billions of thoughts. Mind flooded. Even then, Sachitel's primal instincts careened her towards the Warlock, and she found her hand on a piece of its very mind. She was uncertain if there was any agency left in her."
"As I thought. Our connection will be a valuable one. Do not waste it."
"The timeless membrane shimmered with a great red sheen and drummed like a beating heart before becoming as black as the space around it. Sachitel could not help but feel like a child in the wake of her new revelation. Looking down at her left arm, she saw a new six-fingered appendage. More so, it was by the hilt of a zealous Amaranth sword. The length of the blade was inscribed with a strange yet familiar text. It read as so:"
God's Hand.The Second Angel Mother Sachitel taunts her brothers and sisters high above the caste of her kind. Sydiah and Zaphenim are the only contenders, and they are fools at that. Sydiah became the Empress by mere chance, barely able to wrangle an unstable, dying nation for power. Her idiocy is what spurred its downfall as well. On the other hand, Zaphenim is an arrogant brute of strength. His recklessness for power nearly ended his life before it even started. Purposefully subsuming your own plane into the Aeterna does not bode well for tact after all. The timid one, Ohko, isn't worth Sachitel's time while the two renegades Rinayo and Isayo are but eyesores. In her eyes, Mother Sachitel is the peak of her peers, the only example of a pure Spirits.
Despite the rivalry with her peers, Sachitel remains by their side. To a degree, Sachitel does respect her Angelic brothers and sisters. In her eyes however, she is simply better. Besides, Sachitel always has disdain for those who are not her siblings or subjects. What else could there be to love besides squishy slaves or her family? In the end, Sachitel is staunch believer in the Angels' divine right to rule. A perfect future being one where the Aeterna is cherished, understood, and revered by all.
According to Sachitel, Aylathiya's societies are hardly societies at all. Nay, they are but arbiters of the galaxy's downfall, wringing dry its remaining resources. Barbarians, she believes, triumph over Aylathiya like a festering plague, performing naught but incessant infighting. It is up to her to show them what true living is, returning to the way of the Hedonist Worlds and connecting Aylathiya once and for all. The best way for mortals is to live off hedonistic fantasies, where they can be out of the way from the ones above them.
Its known that Sachitel is conspiring with Sydiah, working to eliminate one of the latter's last remaining children. In fact, every child of an Angel is a flawed being to her. She believes the children of the Angelic elite are nothing more than tools of the gods, pawns to be used as they see fit. As she kicks back and enjoys her paradise, these children should be building statues and palaces, not ruling by her side. Their immense defects bring them down to mortal levels, reducing them to blabbering, manipulative bastards. Some of them are literally insane, devising their schemes on the fly without any thought given to the consequences. Sachitel believes this is why they can never truly understand her vision; they are not worthy of it.
Origin of the Angel.
Sachitel's rage for the wider Cosmos is derived by her own mistakes. At some point, she toyed and even respected individual mortals, placing far too much mental work into polishing their lives. Upon the Aylathiya's unification, she bid her people farewell and took to the skies, touring Cosmoria. For thousands of years Sachitel bore witness to incredible sights, feeling small yet somehow grand in the universe. Untamed wilds were all that surrounded Aylathiya at the time, untainted by the hands of anyone, a type of paradise she genuinely forgot. Returning to Aylathiya one last time, Sachitel sojourned across many nameless worlds and constructed varying monuments, messages, and vacant "cities" of stone and iron. Reveling in the power of creation one last time, she sat, pondered, and partook in her own pleasures for several ages.
What followed was less of an itch and more of a gnawing sensation. It didn't matter how long Sachitel waited. The desire to create, build, and craft never ceased. She stood at a mental crossroads. On one hand, she already left the mortals to their own toils. Her purpose was complete. On the other hand rested the thought of endless creation. What said she needed to stop, after all? Sachitel took to the stars and gazed upon a peculiar, crimson domain. Maybe she could create there, in private.
Innocently following her senses like a curious child, Sachitel stumbled into a realm of past sins. A strange landscape of colossal, dark crystal ligaments coated the entire world like a scratchy, unruly blanket. Curiosity now piqued, Sachitel advanced. On the crystal sphere, Sachitel found herself lost. There were no landmarks, no roads, and certainly no signs of habitation. Sachitel continued onward though, following her intuition as she always did. She ceased however, upon hearing the nettlesome voice of something.
"You are lost. Not even one as high as you can find a new purpose. Like a caged animal."
Sachitel looked around. No one was there. Then again, Sachitel was prone to tricks of her old mind. Age did not bode her well these days. A loud intrusive thought? Sachitel turned to her true feelings and confirmed that she was just playing tricks on herself. She ought to return to the Aeterna one day, to soothe and heal herself. Sitting down, Sachitel looked across this world with a lack of interest. What even drove her here in the first place? There was a soft, subliminal tug to this most strange of worlds. She figured it was her curiosity but once she thought about it, she realized that it was not her own doing. Perhaps this world had an entity like her in the midst? There was a deep, nagging feeling as if the back of her head was being gazed at.
"Your cities will fall. Every spire upon your false worlds will crumble with time. You will see it. If you want to prevent this then look deep, to the center of this sinful world. I promise great power and a new purpose."'
Aghast, Sachitel stood and yelled back, irritated at the interloper. How dare it try to bribe her? How dare it?
"Whatever you think you are, you're not my ally! Nor do I know you!" Sachitel shouted. "By extension, you don't know anything about me! My father won't like you, and neither will my children! Leave me alone!" Sachitel exclaimed, ignoring the tug of her instinct.
"Then make your choice. Look deeper and follow a new purpose. Or turn away. Do not forget who you are, lost one."
The feeling of being watched pierced through Sachitel's brain. Something physically hurt inside of her and she didn't know how. She wasn't made of anything "corporeal" per se. Boiled down she was the ultimate conglomeration of the Aeterna's energy. How did she feel something so foreign? Sachitel refused to give in. She couldn't. That would be foolish. Ignoring it was all Sachitel could do.
"I have been watching you for millennia, Miss Sachitel. Turn your back and you will deny your destiny. Face me now and I'll walk you down your true path. The Aeterna will be pleased."
Steadfast and mentally sound, Sachitel stood straight and turned her eye.
| Mother Sachitel |
fandom.100th-millennium | # Mother Sydiah
Overview.
TBA
Characteristics.
Personality.
When she was younger, Sydiah had a very enthusiastic, almost explosive attitude which conveyed a heavy sense of pride and accomplishment. She deeply cared for her status in Sedrua, and managed to keep her motherly attitude over Sydiah's Architects. Upon times of conflict, Sydiah held a more dramatic inflection, wanting to appear as powerful and beneficial, while staying intimidating. She thought of people outside immediate circles to be none more than assets, believing that she and her children were the only "worthy" beings of the Universe. While this feeling was internal, it was not uncommon for her to show immense favoritism for Sydiah's Architects. She did show some emotion to the people however, as she promised them with times of bliss and fortune in her leadership days. As she progressed through her life, Sydiah grew to be more forceful, as extended use of Thaumaturgy slowly made her less sane. Her authoritarian nature reached a pinnacle just before the Wane of Reality, with her national plans being undivided rule over the Universe. With the Wane of Reality, her plans were prevented. Her personality went in many directions, veering from near-insanity to a calm, collected nature. In but a few short years, Sydiah's personality became muted by the chaos of The Aeterna.
Today, Sydiah is known to hold a very closed and mellow personality. She does not typically partake in conversations, and is rarely seen in the eye of the public at all. When she is, she avoids attention and prefers to stay low, often removing herself from situations very quickly. Most notably, Sydiah has shown a great disdain to Sedrua's older ways, its remaining government, and some of the Chosen of Sydiah. She has great anger and impatience for her old ways, but shows an opposite emotion to most other subjects. In social situations, Sydiah speaks with a soft, low voice. She is also very patient, having a good temper with social topics. However, she does hold a lackluster and nervous nature when it comes to her past or Sedrua. She tends to show this with a heavy feeling of guilt and anxiety, but usually keeps this away from public. Sydiah in this regard appears calm, detached, and apathetic, despite holding strong emotions within. When referring or talking to people, Sydiah typically uses words such as "child", "little one", and the like. These terms are of endearment, and tend to appear rather frequently while she engages in conversation. Unless specifically asked not to, she will casually use them. However, Sydiah speaks formally with those who are powerful in terms of thaumaturgy, politics, wealth, and religion. Sydiah shows respect for these individuals as well, showing a mild form of reverence when speaking to them.
Appearance.
Sydiah is seen adorn with dark colored skin, a gray colored dress, and a crown of orange, crystal-like eidolite. Her hair is a very dark purplish-blue, with its highlights glowing in a sort of light yellow color. Her eyes are a saffron color, one that mimics her crown. Sydiah also has other clothing, though she usually wears loose and comfortable dresses or gowns. Other than her set of clothes, Sydiah does have an assortment of protective gear, which she created on her own. It is made from advanced Sedruan technology, though her base defense makes it rather useless. It is more a set of vanity and prowess, one which she wears in wars or duels. Sydiah's armor is usually heavily plated and ornate, created from nanotechnology. It also has eidolite at more vulnerable areas, protecting her from lighter attacks.
In her past, Sydiah was known to have a wide range of outfits. Typically, she dawned herself in a red version of her robe. It was seen with designs of vanity, which held deep symbolism relating to Sedrua, The Aeterna, and herself. She frequently wore her set of armor as well, in an attempt to flaunt or show intimidation. Her highlights glowed with a reddish-pink which faded into yellow and white, thought to symbolize the Suvaren Galaxy itself. During her highest times of leadership, Sydiah was not seen often, though was seen with a more professional and authoritarian look. Usually, it was in the form of an ornate kind of suit or stylistic dresses.
Abilities.
Sydiah is heavily affiliated with thaumaturgy, being born with an affinity to its supernatural abilities. As of the modern day, Sydiah has mastered all three major branches of thaumaturgy, with intricate knowledge in all respective sects. Her experience in The Aeterna also gave her unique abilities, and expanded knowledge in Classical Thaumaturgy. This knowledge has refined her ability in Runic Thaumaturgy, allowing her to have full potential when it comes to creating and channeling energy from runes. Additionally, her experiences with training have given her a high proficiency in Sorcery.
Sydiah has used her abilities countless amounts of times, for applications relating to personal or wide-scale events. Most notably, Sydiah used her powers in conjunction with her intelligence to create Sydiah's Architects, a synthetic race which played a hand in Sedrua's creation. Sydiah's powers also had a part in her initial downfall, as the Wane of Reality caused her to be trapped in The Aeterna. She spent many of her years mastering the art of thaumaturgy, taking what little time she could to focus herself. It was her expertise in thaumaturgy which prevented Sydiah from succumbing to The Aeterna, allowing her to slowly grow over millennia. Eventually, she became virtually immune to the side effects of The Aeterna, an ability shared with but a few individuals in the Universe.
Days in the Lux Aeterna.
"The Universe is shaking with the combined fear of a great nation. The Eternal has become one with her creator. The cosmos now buckles under the weight of her consequences."
Re-Emergence.
"Eons of madness paved way for her return. No one can strike down The Eternal, not even herself."
| Mother Sydiah |
fandom.100th-millennium | # Myrmidan
Myrmidan is a large region found within the Matheras Arm of Florathel. This region is very desolate due to the effects of the Somnar Hive, which has conquered half of the region and condemned its inhabitants to a living death. The two remaining great powers in Myrmidan are working together to drive back the Hive, never succeeding for long as the Hive keeps pushing back. The Corroloa Empire was recently consumed by the Hive, and if the other nations cannot hold it back, the galaxy is doomed.
Galactic Geography.
Central Myrmidan.
The central portion of the Myrmidan region is home to Rayas, a supermassive black hole uniquely not found at the center of a galaxy, as well as many high-mass stars and star-forming regions. These valuable resources were controlled by the Union of Somnar before its fall to the hive and today mark the centerpiece of the Hive's power. Aside from these facts, Central Myrmidan is very mysterious and the most dangerous region in all of Florathel.
Outer Myrmidan.
Outer Myrmidan primarily contains the other nations surrounding the Hive and holding it back, although half of the region is already controlled by the Somnar Hive. The largest of these nations was the Corroloa Empire before it was consumed by the hive, but its place has been taken by the Coalition of Free Systems just beyond it.
Exurian Cluster.
The Exurian Cluster is a large globular cluster embedded within the galactic disk within the Myrmidan region. It is fully controlled by the Exurian Union, a nation closely allied with the United Nations of the Florathel, which has sent the vast majority of its military to help in the Ardaya Conflicts. The Exurian Union is currently constructing a relatively small Birch Planet out of the inner stars of the cluster, to concentrate its population in a well-protected location in case of a Somnar Hive incursion.
| Myrmidan |
fandom.100th-millennium | # Myrmidan Galaxy
| Myrmidan Galaxy |
fandom.100th-millennium | # Mythra
Description.
Mythra, also known more simply as "Men" or the "Race of Man" are an intelligent bipedal mammalian race found throughout all of planet Haven, and are a member species of the Edian Races, a group of ten individual races all descendent from the Inomeni race, the Edia, who once held dominion over the entire planet. Mythra are both the most populace of the Edian Races, as well as the most populace species across the entire world, accounting for a staggering fifteen percent of the whole of the planet's population, and as such, they are able to be found in nearly every corner of the globe. Due to their prevalence, much of Haven's world history has been dictated by the actions of Mythra individuals, as they have often held positions of power and authority throughout the millennia.
The name "Mythra" derives from the Edian word for "Destined Mothers," so named due to their race's special ability to be able to create a special crossbred child between themselves, and any member of the four other civilized racial groups of the world, forging a new interbred species known as a "Mythreni Race." Rather then the child simply sharing the race of the mother, as is the case for any other two members of separate racial groups mating with one another. Their name is also derived from the race's extremely quick rate of reproduction when compared to the rest of the collective races of Haven, making them be able to dominate the whole of the planet in sheer number alone.
Mythra are an extremely determined group of people, famed for their ingenuity, ambition, and overwhelming sense of community and kinship. All Mythra are born with a deep-seeded sense of discontentment, leading them to continually and eternally charge ever onward to quell this sense of discontent, be it from the completion of a simple personal project, such as the construction of a town or village, to the more grandiose of conquering entire continents. This sense of ambition has led to numerous conflicts between Mythra and other races, most predominantly, their rival sister-Edian Race, the Sylvians, who often times find themselves having to compete with their more prevalent contemporaries for relevancy in land, culture and politics.
Biology.
Appearance.
The Mythra are perhaps the most alike to their Edia ancestors when compared to the rest of the Edian Races, as comparatively, they hadn't diverged in many distinctive ways from their forbearers. They are a bipedal, mammalian species, standing at an average five feet six inches tall, (1.5 meters) and typically weighing around one hundred and thirty-six pounds. (61 kilograms) They're bodies are usually fairly slender, and somewhat frail when compared to other races of the world, making a Mythra have to rely more on created accruements to offset their fairly lack luster levels of physical durability.
Individual Mythra can vary widely from one another in appearance, weight, and height, as there are numerous sub-races of the Mythra depending on their place of origin. However when compared to the other Edian races, particular those of the Sylvian and Gnarvesh races, they are fairly uniform, lacking the same varied physical builds, or striking shades of body colorations.
As the Mythra originally developed within temperate forests across the planet, they are best suited to thrive in that environment, however as the Mythra began to spread themselves across the continents, their bodies, particularly their skin, became adapted to the respective environments they now found themselves within. Mythra races found in colder areas, such as taigas and tundras, developed pale-white skin due to the comparatively lower amount of sunlight reaching their bodies, as well as thicker bodies to better insulate themselves, while those found within hotter regions, like deserts and badlands gained a darker pigmentation, able to better withstand the increased sunlight and heat put upon them, as well as thinner bodies, able to expend more energy then they otherwise would be able to. This adaptation to their environment would lead the Mythra to be held as one of the most ethnically diverse intelligent race on the planet, having numerous different varieties.
The color hues in which the skin on their bodies will adapt is fairly mundane and placid when compared with other Edian Races, lacking much of the vibrancy their contemporaries exhibit. Their skin exhibits mainly placid pale-whites, and subdued tans and browns, though in rarer instances it might exhibit shades of gray and even pink. However, the colorations in which their hair and eyes can exhibit far eclipses the vibrancy of their skin, coming in with vibrant blues, deep reds, verdant greens, and striking yellows, as well as even luminous whites and violets.
Physiology.
The Mythra are rather famed for their species' exceptional abilities of adaptation, able to adapt to nearly any environment of the world, with only rare exceptions. These abilities of adaptation were so developed by them to be able to spread themselves across the planet, though these abilities of adaptation are less-so than that of their contemporary race, Sylvians. The Mythra are also known to have an innate resistance to high sun exposure conditions and extreme heat, most likely as a result of their native environments. As well, the Mythra possess a hardy constitution that allows them to resist minor forms of poison.
However, Mythra are perhaps most famed for their race's impeccable ability to create a special crossbreed child between themselves, and any member of an opposite racial group. Built within their genetic code lies a complex pseudo-magical DNA structure that contains the base genetic components of all members of the sapient races of the world. When the Mythra genetic code is either entered into a Mythra by way of a female receiving insemination, or if a male Mythra inseminates a member of an opposite racial group, it will combine the Edian Line imbued by the Mythra, alongside those gained by the opposite parent.
These crossbred races will inherent physiology more in-line with their Mythra parent, however, they will also possess special traits and abilities bestowed to them by the respective other parent. As well, due to the way in which the Mythra genes filter out any excess genetic material, leaving only the core components of the respective opposite donor, a Mythra interbred child inherited abilities are much more potent than that of their parent's, making them the perfect version of both the Mythra, and the other race they are forged from.
| Mythra |
fandom.100th-millennium | # Nalachi
Nalachi is the only planet in the Valme System, one of the three capitals of the Pecay-Po Federation of Nalachi, and a very important world to the United Nations of Florathel. Nalachi is among the oldest continuously inhabited worlds in the entire Cosmoria, as it has been almost completely unaffected by war throughout most of its long history after the unification of the cluster under the PPFN.
Despite its importance to the nation, it is not particularly well populated, as the majority of its surface is virtually uninhabitable due to the vagaries of planetary orbit and rotation. Thus, it is among the least populated capital worlds in the universe.
Properties.
The relatively low mass (1.8 M🜨) of Nalachi means that it is a rocky world with a solid surface. Its radius is roughly 1.1 R🜨 (over 7,000 kilometers), due to a standard silicate-iron composition. Thus, Nalachi is slightly denser than average terrestrial planets, so its gravitational pull is ~1.12 G.
Nalachi has an average temperature roughly 7 degrees above the melting point of water, but its actual temperature wildly varies depending where you are on the planet. The anti-subsolar point becomes so cold that ammonia can become liquid, and the subsolar point becomes so hot that water boils. Nalachi also has average metallicity.
Host Star.
Nalachi orbits the small M-dwarf Valme. The star has 0.17 M☉ and 0.2 R☉, a surface temperature of 3192 K, a luminosity of 0.00362 L☉, and was among the first stars to be formed in the universe at almost 5.5 billion years old.
Orbit & Rotation.
Nalachi is a very closely orbiting planet, with a year of less than ten days. Its average distance from Valme is roughly 7.42 million km, and its orbit is highly elliptical for a habitable planet. Nalachi is tidally locked to Valme, meaning that the star never moves across the sky aside from some slight libration.
Atmosphere.
Nalachi's atmosphere is thoroughly uninteresting at first glance, at 1/3 of a standard atmospheric pressure and ~60% oxygen. Nalachi has very little ocean coverage, and consequentially has very little water vapor in its atmosphere, although the PPFN is working on fixing the aridity caused by this. At the outermost point in its orbit, some of the atmosphere actively freezes out onto the night-side of the planet, causing impressive pressure decreases. It's frankly a wonder the Elkeres ever evolved here in the first place! As Nalachi formed as one of the first planets in the universe, decay of Potassium-40 isotopes in the planet's crust have increased the level of inert Argon in the planet's atmosphere higher than amounts one would normally find on a habitable world.
Infrastructure.
Due to Nalachi's hostility, the surface has a comparatively low population, most of which is housed in heavily shielded arcologies near the terminator. Space elevators allow transport of various things from the surface to the huge number of artificial orbital rings, which are so thickly arranged around the planet as to allow a significant heat reduction at the subsolar point.
The aforementioned orbital rings which surround the planet are where much of the population lives. Positioned above the atmosphere, they are perfect for launching craft to the Valme-Nalachi L1 point where their spike drives can be activated. Also due to the high population fraction of the structures, they are generally the first image in anyone's mind when Nalachi is mentioned.
In terms of defense, Nalachi is notably undefended from outside attack, as the Pecay-Po Federation has never suffered a major defeat since the unification of the two species. One structure is notable, however. Built into the orbital rings are possibly the most elaborate and advanced Quantum Shift Drive system ever built, designed to allow translocation of the entire planet's sphere of influence to an empty existential plane. Thankfully, it has never been used, as some theorists say that the passage of such a large object through to the other plane would be highly lethal to the inhabitants.
| Nalachi |
fandom.100th-millennium | # Native Sentient Species of The Jewel
= Native Species =
The Jewel is home to a few native species.
Havonians: Native to Havonis Prime, these green skinned alienoids were one of the first in Hasteria to develop FTL travel. Their DNA is a bit unstable, leading to a few instances of anomalous rapid evolution. Generally calm and quiet, they dislike conflict, but are willing to fight to defend their brethren and allies. The have 4 digits in each hand and feet
Thandetians: Native to Thandetis Major, these semi-aquatic Jelloids are very communal, but generally are extremely shy are require a lot of trust from outsiders. They are also very forgetful and have far lower average intelligence compared to other sentient species. they also have a limited lifespan of just 50 years. They are renowned for their efficient farming techniques, as well as their famed Cruiser line, these are some of the very few things that they recorded in history books once though lost to history. Like the Havonians, Thandetians have unstable DNA, leading to rapid and anomalous evolution on certain worlds. 2 notable baseline Thandetians exist:
Cemayans: Native to the Cemayus, These Humanoids-Plantoids are known as the plant people. They have red, green, yellow, white and gray skin colors, no visible mouth or nose and mushrooms (Males) or flowers (Females) as "Hair" and black eyes. Their hands and feetshave no digits. Historically, they are extremely communal and pacifist, but due to galactic conflicts, have become concerned with the safety of their Homeworld and their colonies. Cemayans are one of the few Hasterian Species with Thaumic abilities, being able to manipulate plant life around them. Their Anatomy is more consistent with plants, and their DNA is the most unstable of the Big 3. Cemayan Females are more numerous, outnumbering the males 2:1.
Menrinidians: Native to Menrinides, these Aliens were originally baseline Cemayans on a colony ship that malfunctioned and crashed on the barren, yet habitable world. The barren conditions of Menrindes lead to a change in their demeanor, being far less caring and distrusting of outsiders (Although they are more willing to trust others when calm). They are a constant state of sadness and worry, this led to them almost always having a sad or worried look. The barren conditions also caused some deterioration of the brain, such as blurred vision and near loss of the flowers/mushrooms on top of their heads, leading to a decreased lifespan from 150 Years to 85 years. Despite these downgrades, some areas of the brain have strengthened, such as their perception of the environment, as well as their hearing, being exceptionally sensitive to loud noises. They thrive in harsh environments.
Runzeonidians: Native to Runzeonides, these aliens were originally baseline Cemayans that underwent rapid adaptation to the warm waters of the tropical world after colonization. The aquatic conditions of Runzeonides lead to an anomalous change to their body, changing their skin color from white/grey/yellow/red/green to blue/cyan and yellow eyes. They gain the ability to breathe underwater, and the ability to swim better. Their calm and communal attitudes remain intact, and their flowers/mushrooms gradually became aquatic plants.
Chegsubians: Native to Chegnaotania and Subehines, this species also known as the coral people. their skin color can vary from red, yellow, cyan and green. Their face is featureless except for their beautiful blue eyes. They effectively live underwater, but can live on land as well, but require constant moisture to stay healthy. They dislike conflict and are very calm and friendly. Their heads are decorated with beautiful Coral. The current species is the result of crossbreeding between 2 (now extinct) identical species from different planets.
Humans: Technically not a native species, but many humans moved from areas unknown, they are extremely influential. Little has changed from baseline humans. They can be found in most worlds.
Chelivians: Originally baseline Havonians, these grey-ish alienoids who went rapid evolution are native to Cheliv, and have an extremely similar appearance and behavior to their green neighbors. Chelivians can handle extremely cold temperatures and have excellent eyesight. Depictions of Chelivians often show them wearing lighter snow clothing compared to other species. They are uncommon and can be found mostly in alpine, mountainous, tundra and snowy planets.
Zothians: Native to Zothia, these humanoids with ant-like heads are hard-working, efficient and have excellent perception and hearing. They can handle extreme heat. They can be Yellow or Orange. with black photoreceptors. They are rare on most planets but are extremely common in Savannah planets.
Streletanians: Native to Streletania, These tall, skinny alienoids are known for their ability to see in the dark, at the cost of extremely poor hearing. Depictions of Streletanians often show them with hearing aids. They tend to keep to themselves and are care-free but can be ferocious when threatened. They are relatively rare and can only be found in extremely large numbers in dark and urban planets.
Anarvians: Native to Anarvis, These Light green alienoids are known for their shipbuilding and fighting skills. They also are short-tempered and be angered easily but are also strong-willed. Their architecture is well known, and their Blimp-like Ships known for their quality and fighting capabilities. They are uncommon, and can be found on most worlds, especially swamp and jungle planets.
| Native Sentient Species of The Jewel |
fandom.100th-millennium | # Neo-Terran Intergalactic Hegemony
| Neo-Terran Intergalactic Hegemony |
fandom.100th-millennium | # Neo-Terran Intergalactic Hegemony/History
| Neo-Terran Intergalactic Hegemony/History |
fandom.100th-millennium | # Nestopsis
"Why the hell would you willingly live here?!" - Nestopsian Soldier
Overview.
Nestopsis, also known as Nestops, is a rocky planet located in the Magnillion Sector of the Jewel Cluster of the Eulciar Galaxy in Amoeni Space
. The rocky planet has been part of the Federation for Years and is well known as a staging ground for the Federation Starfleet in their war against the NJSA (Northern Jewel Systems Alliance). Apart from the high military presence, Nestopsis itself is very bland, with very little vegetation and animal life but it is still a very important member of the Federation.
Nestopsis is small, at around 9,650 kilometers in diameter, and has a ring of ice asteroids surrounding it, caused by the collision of 2 moons. Coincidentally, these ice asteroids are the main source of water on the world, apart from oasis scattered across the planet, and a large concentration of green in the south pole.
Bestosis.
Bestosis is the sole moon of Nestopsis, with a small population of 54,000 individuals. Most of the moon is desolate, and the sole area of habitation is the military bases and cities surrounding Bestopsis City, where all the population lives. It is the Headquarters of the Nestops System Defense Forces.
| Nestopsis |
fandom.100th-millennium | # Nicholas Fairwinter
Description.
Nicholas Fairwinter, also known a"s Father Lyumaynalia, the Giftgiver, the Toymaker and the Winter Wizard" is a male Serrani who appeared on Haven's eastern continent of Rahmiel in the year 240 YM. Nicholas is heralded as one of the most ubiquitous figures across the whole of the civilized world, as the holiday in which he would ultimately father, Lyumaynalia, would be celebrated by nearly all the peoples of the world, regardless of faith, race, or nationality. As well, due to the special place he has in the hearts of nearly everyone worldwide, fostered at such an early age, the Winter Wizard has endured for thousands of years as a hero to all, to a degree very few else in the world's history can hope to achieve. He has wandered the face of the world for over two thousand years, and every twenty-first of the month Mavimyst's End, Nicholas Fairwinter traverses the settled world, delivering gifts to young children underneath an ornament set up in their homestead whilst they sleep.
The holiday of Lyumaynaila, and Nicholas Fairwinter himself are inherent to one another. None can think of the holiday without having the Giftgiver's visage appear in the mind. While none can think of the Toymaker himself without having the holiday of Lyumaynaila associated with it. Nicholas spends the majority of the year within his workshop on the northernmost continent of Rahmiel, tirelessly compiling the material wishes of every boy and girl of the world into a lengthy list, only to fulfill their little heart's desires come the twenty-first of Mavimyst's End, so his influence on the world is only felt on Lyumaynaila day, as is in line with the majority of his efforts are focused on.
Alongside serving as one of the most famous figures of the world, the Winter Wizard holds the distinctive honor as one of the most powerful beings to inhabit the planet, able to near-instantly traverse the whole of the world with minimum effort, as well as being able to shape the land and weather to reflect whatever he desires. Despite his immense power, however, Nicholas Fairwinter prior to his coming to Haven had sworn to his lord Lyumayin that he would never take up arms against any being of Haven, and has thus remained a staunch pacifist, unable to intervene in conflicts that engulf the lives of millions. In line with this pacifism, Nicholas has on several occasions attempted to mitigate conflicts that arose across the world, unfortunately almost always resulting in failure. However, as a result of Lyumayin's decree, Nicholas is unable to directly interfere once a conflict has erupted, unable to even spirit away others to safety, as he is wholly bound to his lord's word, despite the sorrow it brings to his heart.
The existence of the Winter Wizard has been contentious throughout the multiple millennia in which he inhabited the world, as his non-interfering nature in the world's stage has raised many an eyebrow, and those questioning how true his high morality really is, for if he cares so deeply for the most innocent, and holds love in his heart for all who live, then his refusal to save the lives of innocents would be a direct contradiction to this. However, these opinions are only held by the citizenry of the collective world powers, as all nations of Haven are fully aware of Nicholas Fairwinter's existence, and have oftentimes tried to persuade him to their side, or even execute him, though neither has had any success.
Characteristics.
Appearance
Nicholas Fairwinter appears as a well-rotund Mythra man, with pale-white skin, bright blue eyes, a head of snow-white hair, and a long, thick beard sharing the same white pigmentation. His face, almost always bearing an ear-to-ear smile, and his cheeks have a rosy red appearance, and his bright blue-eyes alight, as if he is about to erupt in joyous laughter at any given moment in the day, it is as if he is innocent in flesh. Throughout the centuries he has inhabited the world however, his true physical appearance has changed slightly from time to time, most notably in regards to the length of his hair and beard, as he oftentimes changes the style in which he presents himself. Due to being so rarely seen, Nicholas' is depicted very differently between artistic interpretations across the world, depicting him with different skin tones, or even entirely different races, sometimes depicting him as a woman. Nicholas himself is well aware of how the interpretation of his appearance can vary depending on region, and finds the wild variation in art extremely amusing.
While he wears a variety of different clothing depending on the day, his most famous attire is a long robe of fine silk with various enlace patterns, typically in a bright red coloration, red also being the color in which he dawns every Lyumaynaila day, with large white fur cuffs at the end of the sleeves. However, he has been known to dawn other colors throughout the year, most prevalent being blue and green, however colors such as purple, silver, and tan have also adorned his hefty frame in the past. His most famous piece of attire is that atop his head, at nearly all times throughout the year is a large stocking cap, with a white fur outlining the cap and a small white fur puff ball at the end, so endemic to the Giftgiver that the stocking cap garment in totality has been associated with Nicholas Fairwinter worldwide. However, on occasion, he has been known to wear a crown made of mistletoe simple cloth hood over his head. As well, it has been noted that he oftentimes wears reading glasses, despite the fact he doesn't actually need them, for the simple fact he enjoys how they look on him. Along with the glasses, he is almost always smoking from a pipe carved from fine maple wood, smoking a variety of herbs, mainly forms of artic tobacco he cultivates in his workshop's gardens. Other less prevalent items seen on his person include pieces of mistletoe, small pine branches, and wreaths decorated with typical Lyumaynaila day bells and ribbons
Asides from his clothing, Nicholas Fairwinter is always seen carrying an icen wizard's staff by the name of the "North-Star," a magical artifact of such immense mystical energy, it could affect the entire planet tens of thousands of times over. With North-Star, the Winter Wizard channels his immense magical power to cast his variety of spells, mainly his ability to control the weather, communication with animals, and traverse the world instantaneously to every young boy and girl's home on Lyumaynaila day. Alongside North-Star, his second most famous item is his magic toy sack, contained within is its own pocket dimension of near-infinite extent, able to contain the millions of toys handcrafted by the Toymaker, alongside the multitude of baked sweets, breads, and candies he prepares for them all.
Personality.
Nicholas Fairwinter's personality paints the picture of a joyous, honest, and good man, who only ever wants to bring a smile to the faces of all those he interacts with. Utterly in love with the world around him, Nicholas spends every day wondering the planet, watching from a distance as collective peoples of Haven live their daily lives, taken aback by the great deeds of love, compassion, and friendship he sees each and every day. Particularly, Nicholas' finds that the children of the world are the purest thing to inhabit Haven, as they are uncorrupted and innocence incarnate, and with just the right guidance, any child could grow to become a good person, a benefit to those around them, or even a great hero to the entire world. Thus, he would dedicate the efforts bestowed to him by his Lord to the development of the virtues of giving, selflessness, compassion, love, and family within the hearts of children.
Underneath this overwhelming kind and friendly exterior, however, he has, on occasion, been very stern, and sometimes even wrathful to certain individuals, especially those who question his non-interfering nature in regards to world events, and acts of evil committed against the innocent, as it is not for mortals to question the will of the all-mighty Lord of Light, and those who openly criticize the path of pacifistic enlightenment. As well, if one was to violate the sanctity of his woods, he would respond in anger, cursing the name of the one who has crossed his peaceful lands and sending them back to whence they came.
Along with his love of the peoples of the planet, he also takes a keen interest in the creatures that inhabit the world, as the love for the animal fills every corner of his gigantic heart. From the smallest of wolf pups, to the mightiest of great dragons, the Winter Wizard will befriend each he sees, spending a bulk of his day doing nothing but enjoying the company of beast. His love for animals extends so deep that when the endless daily hunts committed against them by the peoples of the world crosses his all-seeing eyes, he can't help but become frustrated, however, as it is not his place to dictate the lives of mortals, he is unable to intervene, though he wishes one day the world would adopt a solely green diet. However, within his own woods, he will not stand for his animals to be harmed, and any who attempt to do so shall be teleported away from Ruhiel entirely to either the continents of Bariquel, or Rahmiel.
The single most prevalent part of his character would be his undying devotion to his divine creator, the God of Light, Lyumayin. Swearing a Soul Oath to him at the moment of his creation, living every waking moment he has lived in all his nine thousand years, Nicholas Fairwinter lives by the Highest Father's example, only ever acting in service to others, guiding those who seek it to the lessons of compassion, love, and goodness, giving praise to his creator for every second he exists. Once being selected by his Lord to be the fourth Elmagi to guide the people who seek them out, he would act upon Lyumayin's will on Haven without even the slightest deviation.
However, this devotion to his God has had the repercussion that he is forever forbidden to ever directly intercede in the course of events in the world, only able to indirectly plant the seeds of the God of Light's will in the hearts of mortals, never to lead them directly to it. This has meant that for over two thousand years, Nicholas Fairwinter has been cursed to endure the knowledge of all evils occurring across the entire world at every given moment. If this all-consuming evil was placed upon a mortal mind, they would surely go mad, however, due to his Inomeni mind, he is able to cope with the immense pain that the curse of knowledge brings to his heart, lessening that pain by focusing on the good mortals commit every day rather than the vile, as well as continuing his Lord's wishes through his holiday.
| Nicholas Fairwinter |
fandom.100th-millennium | # Nightmarelunen
"This... monstrosity. This was the first thing that truly made me fear death. The first time the skies turned that eerie crimson and the galaxy shrieked in horror, I truly realized that we are not guests in this forsaken realm."<br>-Moonmoon
The Nightmarelunen is one of the seven Deagami Nebulis and has one of the most pronounced effects.
Appearance.
The Nightmarelunen is a twisting nebula, deep crimson in hue, with helical strands of black dust surrounding its outer edges. Inside it are many worlds bathed in its eerie light, though none have ever produced life. It spans only a few light years in diameter, but the light can be seen from even outside Azurullya, along with the other Deagami Nebulis. Over the course of a few standard days, the Nightmarelunen can be observed "pulsing" as it grows brighter and dimmer. It is dimmest immediately after an active period ends and reaches full brightness around 156 days later.
Effects.
While the crimson realm may seem foreboding through appearance alone, its active state is something to behold. The nebula becomes active once two conditions are met. The first is that it has been over 156 days since it last activated. The second condition is that a threshold of sapient beings are within it. These conditions are usually met by young and reckless citizens doing tests of courage.
Once the Nightmarelunen activates, a sort of spatial boundary forms, appearing as a somewhat dark veil around the nebula itself. Nothing can enter or leave. Once this happens, all of Azurullya turns a blood-red shade and begins shaking. Quakes rattle every star and planet in the now bloodied bands of gas and dust as the core of the galaxy wails in agony. Ten random calamities befall all sapient beings within the veil of the Nightmarelunen. These are usually lethal, but any survivors are rewarded for living through the calamities with severed pieces of their deceased loved ones.
History.
The Nightmarelunen has been around for many millions of years. However, like the rest of the Deagami Nebulis, it does not dissipate into the rest of Azurullya. Instead, for most of its history, it has drifted around the cerulean realm, waiting for sapient life to foolishly enter its domain. Once, it is thought, a star with a budding primitive civilization fell into the maw of the crimson abomination. The Nightmarelunen awakened for the first time in millions of years and unleashed its fury on the galaxy. The explanation was crafted after similar ancient prehistoric records from all three native sapient species described a night where the skies turned red and began shaking. The violence and terror of that night was a special occurrence, but the unique horror of it has become a semi-regular happening since the arrival of the now sprawling Theocracy of SIlverstar.
Ever since the Theocracy began expanding throughout the galaxy, encounters with the Nightmarelunen have been happening more often. The safe period that exists after an active period is one of the only things preventing the cerulean vortex from being consumed eternally in the blighted glow of the Nightmarelunen.
Deagami Plane.
The plane the Nightmarelunen draws its power from is one of the most difficult Deagami planes to understand. Whereas most others have a simple concept that they embody, such as memory or apathy, the Nightmarelunen is more complicated. Many theories point to the concept being along the lines of sacrifice or bloodlust. The respective Cerulean King of the Nightmarelunen has trouble explaining the core of the plane, as it does not translate well into Neo-Azurulleyan language. However, as seen with other Deagami planes, the core concept is not always well represented by the effect they propagate into the galaxy. However, as with all Deagami planes, it is impossible to enter the Nightmarelunen's plane for any substantial period of time without being assimilated into it entirely.
| Nightmarelunen |
fandom.100th-millennium | # Noosphere
The Noosphere, in the simplest possible terms, is the realm of thought. Every thought, every act of cognition, takes place jointly within the brain, located in the "physical" universe, and the mind, "located" in the Noosphere. In the brain, chemical signals move and neurons fire; in the mind, concepts, move around. The brain and mind have a codependent relationship. Without the mind, a brain is an automaton and without a brain, the mind loses all coherence.
In truth, the universe loses all coherence without the existence of this over-arching conceptual reality. Modern physics revealed a unified theory, discovered multiple times throughout history but rediscovered in the modern universe surprisingly late, shortly after the beginning of the common era. Reconciling this theory with the metaphysical, however, has been an ongoing process. The latest attempt to create a theory is called Noosphere Theory, which ties in philosophy into the scientific theory of everything. Truly, it is a theory of everything, which attempts to objectively answer the question of how the quantum interacts with the non-quantum.
Ideals, Axioms, and Concepts.
An Ideal, or Form, is the fundamental building-block of cognition and the Noosphere broadly. Like atoms, they interact with one another according to a set of rules. Unlike atoms, whose rules are stagnant and clearly-defined, Ideals interact via meta-potential. This force has no strict set of rules, a simple equation which can model it, but a list of properties, called axioms, that go into effect under different conditions. Meta-Physicists are still researching the nuances of the axioms which may very well be infinitely complex.
A concept is a collection of ideals which come together to create a unit that minds can consciously grasp. Ideals by themselves, like individual atoms compared to an entire organism, are vanishingly small. Ideals are so "small" compared to proper concepts that billions of them make up the simplest ideas such as numbers. The most abstract concepts require anywhere from thousands to millions of times as many.
There are a certain number of concepts, called "odd concepts," which, by the organization of the ideals that make them up, behave differently than most. As these concepts first emerged, not through minds manipulating ideals but spontaneously, they split off from the Noosphere as it "cooled" or stabilized. These formed, in effect, miniature "Noosphere's" that contained vast numbers of ideals but dedicated to a particular concept.
Odd concepts are universal across intelligent species. Everyone in Cosmoria can understand them by definition. It is the mind-created concepts, of which there are perhaps infinite, that are hazier. Even so, the same concept will interact with a mind differently based on the architecture of the mind, meaning that wildly different minds, such as those between species, will have wildly different but still fundamentally similar perceptions of reality.
Minds.
One step above concepts are minds, collections of concepts which, by emergence, creates consciousness. Every mind in Cosmoria "rhymes," a metaphor for each mind having fundamentally similar architecture. Despite minds independently evolving dozens of times, they have all converged to a single common template with only a handful of exceptions. Minds come in two forms, tethered and untethered. Tethered minds require brains to keep them coherent while untethered minds keep themselves coherent within the Noosphere itself. In other words, untethered minds are their own brains, a self-reinforcing mind.
Minds are capable of interacting with brains via the Thaumic Force, a force related to but distinct from Meta-Potential. It is the only way for physical matter to interact with the Noosphere. Minute fluctuations of thaumic energy, created by the mind, can influence the neurons and also reflects the current state of the neurons.
Logic.
Meta-potential seems to adhere to the laws of logic in most cases, those being the impossibility of contradiction, that everything must either be true or false, and that everything is indeed identical to itself. The observed exceptions to these laws are the subject of ongoing study. Some believe that there are no exceptions and that the models of Meta-Potential are flawed. Others believe that these exceptions, called "logical singularities," mean that there are ideals that are fundamentally foreign which behave by an entirely different set of axioms. They propose "Esoteric Logic," or logic which has a different set of laws.
A potential example of Esoteric Logic includes the musings of non-Noospheric species, such as the Dotsk or Ersatz, who seem to regularly discuss ideas impossible for most others to comprehend. Their arguments, policies, and art are usually meaningless and the leaps of logic that they use to get to their conclusions somehow result in correct answers despite being incoherent. There are likely missing steps in the process of their reasoning that are simply invisible to most species, impossible to convey in translation. These steps, if they exist, would be very fundamental such that those using them would not notice the ideas as they would be based mostly on foreign ideals.
Contradictions, or what appear to be contradictions, manifest within Cosmoria as singularities, an event horizon "censoring" them in most cases. When this censoring fails, info-hazards, or noohazards, are often reported. These are concepts which are harmful to the integrity of a mind if perceived or otherwise comprehended. Info-hazards are either the result of certain arrangements of ideals being harmful, analogous to prions, or the result of inherently toxic or foreign ideals which destabilize minds in a similar way.
Noospheric Disturbances.
A Noospheric Disturbance is a class of untethered mind which forms as a result of large-scale alignment of minds. Minds can be thought of as moving randomly throughout conceptual space, like a diffuse gas. Under extreme conditions, however, when large numbers of minds begin moving in the same direction, it creates something like "wind," a storm of sorts that manifests as a widely-distributed untethered mind. In fewer words, Noospheric Disturbances are "boogie men" that manifest through large-scale fear, grief, or other emotions.
These entities, only existing within the Noosphere, was nevertheless able to interact with the physical universe through the use of Thaumaturgy. This force is more than enough for the disturbance to begin affecting reality. As the "wind" of the Disturbance moves throughout conceptual space, it can subconsciously influence users of Thaumaturgy to begin creating a physical representation of these disturbances within physical space. Since every single individual can use magic to some extent, the burden is widely-spread and nearly undetectable save for the most dramatic cases.
A notable case, The Seekers, caused the deaths of nearly a trillion as a cold war ravaged Aylathiya. Since tensions were so high and the threat of total war loomed, the inhabitants of Aylathiya inadvertently created The Seekers as representations of their enemies. Embodying evil, this fictional enemy behaved as one-dimensional killing machines whose depravity was so great that the cold war ended to fight back against them. They became self-reinforcing, meaning that the fear of The Seekers maintained their existence. It was Mars, the most widely-known Noospheric Disturbance as of today, which ultimately destroyed them.
It seems that there are trillions of disturbances that, like the ripples in a pond, mostly cancel one another out. In rare instances, such as with the Seekers or Mars, they can become self-reinforcing and virtually impossible to destroy, save for the action of hopefully a more positive disturbance within the collective psyche.
| Noosphere |
fandom.100th-millennium | # Norheim
Description.
Norheim, (Now known officially as "Greater Cloudrock Isle") is an island region of the continent of Bariquel located in the Superior Sea, northeast to the province of Northhaven, and northwest to the province Cloudspire. Norheim Isle is a member of the "Northrend Territories," a blanket title given to ten large islands off the northern coast of Bariquel in that of the Superior Sea. For much of its history, Norheim served as a protectorate state to that of Northhaven, the Westland Empire's true northernmost province. However, upon the conclusion of the Bloodied Sea in 2,850 YM, and the subsequent defeat of Northhaven by that of Cloudspire, control over the Norheim region was given to the latter province and has remained so to the present day.
Despite being seen as one of the less important territories of the Westland Empire, Norheim has an extremely varied history and culture. In modern history, the island was first conquered by Haethiod Vuldameek in 939 YM, during her northward treks into the then uncharted Superior Sea. Following the addition of Northhaven into the Westland Empire, Norheim has been a region under the continental superpower's control, and has remained so to the present day.
Famously, Norheim once served as the seat of power to the ancient Amaranth Heir, Itilgoloth. Under his reign, Norheim was transformed into a hellish waste of wriggling, gnashing tentacles, the mirror-image of his lord, the Wriggling Abyss. However, his kingdom would fall to ruin, and Itilgoloth himself would be magically trapped underneath the Norheim Isle. He would once again be unleashed upon the island in 3,000 YM following the subsequent Mavishift weakening his magical bindings, but his ultimate defeat came soon after at the hands of the Amaranth Heir Oblivion Mystara.
History (WIP).
Archaistic Era.
Though much of Norheim's history during the Early to Middle Archaistic Eras remains in large part a mystery to the modern day, it is known that the Edian Empire held a presence on the island, albeit a minor one. The island was viewed by the Edia to be one of the lesser important territories the continent of Bariquel held. Despite the Edian Empire being famed for their global dominating presence, advanced technology, and military might, it seemed they held little to no interest in holding much territory over many of the outlying islands across the Superior Sea, including that of Norheim. While there were some minor settlements located throughout the landmass, most of these were small villages or hamlets that acted merely as stop-offs along trade routes, rather than functioning as any sort of major settlement.
These isolated Edian communities were not unique to Norheim, but rather were found across much of the Superior Sea. However, despite the Edian Empire's ironfisted rule over the Bariquel continent mainland, the islands of the Superior Sea were almost lawless by comparison, making them a hub for other less powerful races to thrive upon. Particularly, the polar bear-like "Kolamar," whose natural hardiness to the extreme colds allowed them to live on the hostile island with minimal protection. This led to many of the smaller settlements on Norheim being home to nomadic tribes who would travel from place to place depending on where their resources could be found. As such, while the island was technically under the control of the Edian Empire, it did not see much use by the aforementioned global superpower.
With this in mind, it should come as no surprise that the island experienced its fair share of trouble throughout the era, including a long history of pirate raids and violent skirmishes between various nomadic factions and groups. Such incidents often left Norheim in ruins, with entire towns and villages burned to the ground due to the violence. This was particularly true of the southern coast of the island, which saw far more attacks from pirates and other brigands than any other region. Still, it is believed that this was only because of the relative ease by which ships could reach this area due to its lack of natural defenses. The northern portions of the island, however, were largely untouched, likely due to the fact that the more remote areas had little value to those who wanted to raid the island.
As time went on, some of the nomads eventually settled into permanent homes, building larger villages, towns, and cities across the island. Most of these were concentrated on Norheim's southern and western sides, near the coastal regions. This was the result of the nomads seeking out more fertile lands and water sources in order to build up a viable population. Further inland, nomads would continue to roam freely, with many establishing themselves around the many rivers that flowed through the land. Some even chose to settle near the mountains, though these areas were generally sparsely populated. Despite this, the nomadic peoples of Norheim still retained their customs and traditions well into the middle archaic period.
The late archaic period saw a great deal of change take hold across the island. It seems that some of the nomadic tribes began to form alliances with each other, forming a loose confederation of clans in order to better defend against the constant threat of invasion from pirates and other groups. A few of these people also decided to send out expeditions to explore the rest of the Superior Sea and beyond, looking for new lands to settle. These exploratory missions were not always successful, however, with many of these expeditions either failing utterly or being forced back by the climate conditions. Nonetheless, this newfound sense of cooperation and unity between nomads and other settlers alike would prove useful during the coming centuries, as it would help keep the island defended against pirate raids.
Rise of Nagrunok.
With the collapse of the Edian Empire, due to Norheim's comparatively little presence in the world-spanning superpower, the island remained largely unaffected by the cataclysmic event. With the Edia gone, however, many of the nomadic tribes that lived on Norheim joined together to establish a new nation. They called their new country "Nagrunok", meaning "the land of the nomads." Though the culture of the people had been evolving toward an increasingly sedentary lifestyle, the people of Nagrunok still kept many of their traditional ways intact, including their nomadic traditions. The first king of Nagrunok was named Sreshak Skolldava, who unified the scattered tribes of the island under his rule in the year 36 YM, making the kingdom of Nagrunok one of the very first mortalborne powers upon the entire planet.
Sreshak was able to accomplish the unification of the disparate Kolamar tribes in large part due to both his own individual physical strength and prowess, but also the strength in his words. He weaved great songs and tales telling of the promise of unity, passion, and strength. That all of Norheim would prosper should they come as one. One tribe with one goal. And so it came to be. A major factor in this would be the invented faith known as the ""Pillars of the World," one of the few faiths of Haven lacking in reverence to any of the Divines of the Thirteen Realms. Instead, it is believed by its practitioners that the world was controlled by four great pillars of north, south, east, and west, with Norheim itself serving as the world's northern pillar, and its Kolamar peoples being blessed with a special connection to these pillars because they were formed from the very same ethereal stone known as "Norshamar""
For a time, Nagrunok prospered, becoming a regional power that rivaled many of the other fledging nations of Bariquel. Their culture was heavily influenced by their nomadic traditions, this nomadic nature also made them adept at raiding and pillaging along the coastlines of neighboring islands, most notably that of Cloudrock Isle south of Norheim, alongside regions of the northern Bariquel mainland's coastline. This effectively kept the Nagrunok military strong, though the nation's influence never expanded beyond the Norheim island itself. Though the Nagrunok people would long covet the smaller Cloudrock Isle due to its relatively close proximity to Norheim itself, causing them to believe that the southern island was their birthright.
In the decades that would follow, under the reign of King Sreshak, the Nagrunok Culture would thrive on the island, as very little in the form of dissent would occur. Even as a more unified cultural face began to form among the continental north of Bariquel, Norheim Isle remained a distinctive land all of its own. As time went on, however, the island fell into a state of stagnation, with very little major developments taking place within the nation. The people of Nagrunok became increasingly focused on maintaining their hard-won status quo, rather than expanding into anything else. This would lead to several generations of stagnation, with little happening in the way of political progress on the island. Those who were born on the island, however, came of age without ever having seen any sign of conflict or war.
To prevent further stagnation of both the island and its people, King Sreshak would spend the latter half of his reign beginning new and grandiose projects for the nation, the first of which was the mapping out of the neighboring islands in the Superior Sea which began in 98 YM, with exploratory Nagrunok ships being sent in all four cardinal directions, in accordance to the Pillars of the World faith. From the north, they would discover the shores of the island of Alianna, while to the west they'd see the great Vorminheim Isles. They'd sail far enough east to find the monstrously large isle Galriel, and to the south, they'd find the continental mainland's regions of Northhaven, Cloudspire, High Castle, and Maidensong.
These expeditions, while mostly successful, did experience several disasters, as the waters remained largely uncharted to the people of Norheim, several ships and their crews would ultimately meet their doom at the hands of devastating arctic storms, large icebergs, or even monstrous sea beasts which call the Superior waters home. These would later go on to become popularized stories in the oral histories of the island, such as the tale of the three ships which set sail for the Great White Glacier in 103 YM, where they encountered a terrifying beast that would destroy the ships, sending the crew to their deaths. The last Nagrunok expedition would set sail for the Vorminheim Isles in 106 YM, ultimately meeting its doom at the hands of the great northern gales.
The most significant and grandiose of these great works programs would be the construction of the very Pillars of the World which the Nagrunok people held in such reverence. Beginning in 106 YM alongside the last exploratory expedition, great stone pillars would be erected upon the northernmost, southernmost, westernmost, and easternmost parts of the main Norheim Isle. Each of the pillars represented the four cardinal directions of the world, and each pillar was formed from the same mysterious and divine stone known as "Norshamar" which the Nagrunok people believed they were sculpted from. These pillars would serve as a reminder to the people of the importance of the pillars to Norheim's history, and that the people of Norheim had a special bond with them. Ultimately taking decades to accomplish, the last of the World Pillars would be completed in the year 166 YM, marking the end of the Nagrunok Golden Age.
Nagrunok War of Succession.
Concurrent with the completion of the Pillars of the World, King Sreshak would perish unexpectedly from an undiscovered illness of the liver. His death brought about a great period of unrest for the island, as the people of Nagrunok grew increasingly concerned about who would succeed him. Due to Sreshak not fathering any children throughout his reign, the Kingdom of Nagrunok lacked a true heir to the throne. Many of the leading nobles of the island had been close friends of the deceased monarch and thus felt that they had the right to ascend to the throne of Nagrunok. While there were attempts at diplomacy, the desire for personal power infected nearly all of the highest echelons of Nagrunok society, and soon after battle lines would begin to be drawn. It would not take long before the nobility of the land engaged in open warfare against one another, with the commoners either siding with one side or the other. This conflict would later be known as the "Nagrunok War of Succession," and its waging would soon engulf all of Norheim Isle.
Like much of Nagrunok society, these factions vying for control over the island were formed alongside the four cardinal directions of north, south, west, and east. The southernmost faction, named "Mythakhan," due to their advantageous location on the isle, remained the foremost and dominant power of the isle. Their naval might and position on the most temperate region of the island allowed them to send fleets of warships to the four corners of the isle, bombarding the settlements located upon the coastlines. This naval might allowed them to conquer nearly the whole of eastern Norheim by the year 172 YM. This utter dominance proved so threatening that the western and northern factions of the Isle were forced to form an alliance with one another in order to even begin to match Mythakhan's ferocity.
As the conflict dragged on, the great pillars that stood upon the four corners of the island began to show signs of decay and disrepair. While the people of Nagrunok continued to worship the pillars, many began to believe that the pillars themselves were magical and/or divine in nature, and that these flaws were reflections of the violence that befell the isle. In the ensuing chaos, many of the noble families' children sought to escape the fighting, leaving their parents behind to wage war against one another. Some of these children would go on to seek refuge within the lands of neighboring nations, like that of the northern island of Alianna. Alongside them, many commoners would seek refuge across the Superior Sea, hoping to one day return to their sacred Isle once the bloodshed had ended. By 188 YM, when the last of the pillars were toppled, the Pillars of the World had been destroyed in the process of the civil war, leaving the people of Nagrunok bereft of the former symbolic connection to the pillars of the world.
After the Pillars of the World had been destroyed, the people of Norheim experienced a period of great turmoil and strife. Several generations of children were born during the war, and they would grow up without any knowledge of the existence of the pillars, and instead began to worship the Pillars of the World as mere symbols of power and authority. During this time, the nation would enter its greatest dark age of isolationism, refusing to accept any visitors from outside of Norheim's borders. There would be no more exploration or settlement of new lands, and the nation's economy would plummet into stagnation.
As the decades wore on, the once proud people of Nagrunok would become increasingly isolated from the rest of the Northrend Territories, and the continent at large. Only the occasional merchant ship from the mainland would make its way past the collective faction's coastal defenses, and even then, the merchants would only stop at the island's shores to gather supplies for trade. Fewer and fewer people would venture to the island, and those who did would eventually be met with hostility, as the people of Nagrunok would come to view anyone who ventured onto the island as a potential enemy. The northern and western factions of the island would do their best to try and foster a lasting peace with the southern and eastern factions, but for the most part, this would prove fruitless. The years following the destruction of the Pillars of the World would prove to be nothing short of difficult for the people of Norheim. With no more pillars of power to unite them, the four factions of the island would continue to fight against each other.
By the year 205 YM, the war would end, however, no effective monarch would remain in order to take their place as ruler of Norheim Isle. And as the majority of the Isle was left in ruins, many of the people of Norheim would lose all hope for the future and even consider abandoning the island entirely. Some of the people of Norheim would never abandon their homeland, clinging to the old ways, hoping for a return to the glory days of the golden age, even as the island itself began to fall into ruin. And so the people of Norheim would live on, in a desperate attempt to preserve some semblance of their old life.
Rise of New Nagrunok.
With the war's end ultimately resulting in a stalemate, the whole of Norheim Isle was left standing in total shambles, as much of the population remained in total isolation from one another, while others would leave the island altogether and seek refuge elsewhere. By the year 210 YM, the four factions of Norheim had begun to break apart entirely, and many of the remaining members of the nobility of the island began to voluntarily relinquish their positions of power and authority, unable to meet the callings' demands. As many of the nobles gave up their titles, the remaining ones would be left to deal with the responsibilities of governing what little remained whole on the island. This period of uncertainty would lead to further decline of the once great island of Norheim.
In the years following the war, the only thing the people of Norheim could focus on was rebuilding the nation, and restoring the ancient pillars of power that had once been the symbol of authority and unity among the people of the island. For many years, the people of Norheim would struggle against one another in a desperate attempt to rebuild their nation, however, it would not be until the year 225 YM when from amongst the common masses, a Kolamar woman named "Baefael Nornaleth" would rise up and gain prominence over the rest of the people of Norheim. Baefael came from humble beginnings, and unlike her predecessors, she was not a member of any of the noble houses of the island.
Coming from more humble backgrounds, Baefael's family had fled the carnage of the Succession War years past and made a home on the continental mainland. Once upon the continent proper, Baefael would find herself in the court of a wealthy Mythra noblewoman within what would eventually become western Northhaven. In this court, Baefael would learn the intricacies of politics, economics, commerce, and trade. While at first, she did not know how to best utilize these skills, by the time the war had ended on Norheim, Baefael had quickly risen through the ranks to become an influential figure in the court. Eventually, she would resolve to leave her position in the Northhaven court and return back to her beloved home isle, hoping to make use of her new skills of leadership and administration to help rebuild the nation. With little opposition, Baefael returned to the isle of Norheim, where she would soon begin to take steps toward reforming the broken state of her homeland.
Once returning in 225 YM, and seeing the nation of Nagrunok in such a dire state, new invigoration filled her heart, and she set out to create a new nation that would serve her people better than ever before. She would make visits to each of the few remaining sparse settlements across the isle, hoping to get others willing to join her in this cause. While at first, the people were intentionally reprehensive towards the idea of reconstituting Nagrunok, fearing it would bring about further bloodshed on the island, things soon changed after she presented them with the possibility of becoming part of something greater than themselves. The people would come to see Baefael's vision of the future, and together they would begin the work of rebuilding their nation. By the time 230 YM approached, the majority of the island's citizens were under Baefael's leadership, and she had successfully brought together all the disparate groups to establish a single government.
Now having large enough support by the island's populace, she set out to recreate the same sort of great works programs the late Sreshak Skolldava had done in the centuries past. By her orders, all of the resources of the island were put into the rebuilding of the former capital of Nagrunok, Mythakhan. With the aid of the many laborers, craftsmen, and artisans of the island, along with the assistance of the numerous visiting merchants, traders, and explorers from the continental mainland, and the surrounding islands of the Superior Sea, Baefael would soon have the city rebuilt far beyond its original glory, completing their work by 243 YM. However, she knew that there were still many challenges ahead for her country.
As the decades passed, the people of Norheim continued to prosper. Together, they worked to build and rebuild their nation anew. Over time, more cities and towns would be built across the isle, and more settlers and refugees would arrive from across the Superior Sea, including those who had once lived on the island but had fled to escape the last century's bloodshed. However, the greatest of these works programs would be the ultimate restoration of the island's most prized idols, the Pillars of the World. After years of work, by 264 YM, the Four Pillars were restored to their former glory and brought back to be the center of the island's cultural and religious face, where they would stand watch over the nation for generations to come.
As Norheim continued to slowly rebuild itself, Baefael would continue to take steps forward in helping improve the lives of the people. One of the foremost issues for the people of Norheim was their lack of access to basic resources such as food, fuel, and medicine. To address this problem, she ordered the building of several small agricultural villages and farming communities throughout the island, so that the people could once again grow and cultivate crops and produce their own food. After a long and difficult effort to recover from the wars, the people of Norheim were finally able to begin focusing on the prosperity of their land, rather than simply surviving from day to day. Alongside this, she began to establish alchemical enclaves across each of the New Nagrunok holdings on the islands, which would allow for the production of high quality medicines and other alchemical goods for the nation.
By 280 YM, the once thriving nation of Norheim was reborn. With the help of the many people who had risked their lives to rebuild the nation, they had managed to rebuild their nation, and bring prosperity and peace back to the whole of Norheim Island. Along with this, a great era of art, culture, and innovation began to bloom on the isle, far eclipsing the former Golden Age of Nagrunok. Now the people could pursue their passions and careers without having to fear for their lives or livelihoods, all thanks to the efforts of Baefael Nornaleth. With the return of the Four Pillars and the restoration of the Pillars of the World, the people of Norheim were now able to bring a sense of unity and pride back to the island. With her work of reconstruction done, she could begin ruling the island proper, ultimately taking a Kolamar man to be her husband and mothering a daughter and heir into the world, Fanilyth Nornaleth in 288 YM.
Cloudrock War.
Past the start of the 4th Century in 310 YM, Queen Baefael Nornaleth had been in contact with Cloudrock Isle, due south of Norheim itself. The two islands had long had a sense of rivalry in centuries past, even in the vast ancient past of the Archaistic Era. However, with her impeccable skills of diplomacy, she would manage to convince the current ruling body of Cloudrock Isle to an alliance, ensuring their dominance over the rest of the Superior Sea for centuries more to come. She would set off towards the island to the south, unfortunately, however, she would never make it. As the delegate ship made its way towards the isle's coast, a fierce sea storm would ravish the surrounding waters, quickly overtaking them. The ship would be smashed into bits by the raging current slamming the small vessel into the rocky breakers outlying the isle, and all on board, including Baefael herself, would be lost to the arctic depths.
With Queen Baefael Nornaleth's death, Norheim Isle would be thrown into chaos and turmoil, as the reigns of leadership would fall to her daughter, now Queen Fanilyth Nornaleth. With her mother gone, she would continue to rule in her stead, however, the young queen would fail to attract the same sort of allegiance and veneration her late mother had done. In fact, almost immediately after her coronation, the queen would find herself embroiled in political tensions with the very island her mother died attempting to foster better relations with. Cloudrock Isle, immediately after Baefael's death, pulled out of the treaty they'd signed with Norheim Island, refusing to allow any new trade or commerce between the two. From that moment onward, the relationship between the two nations would sour, and it would only grow worse with time. Queen Fanilyth would continue to try and mend the political differences, but to no avail, and her attempts at maintaining the peace would continue to founder on the rocks of broken promises from Cloudrock Isle.
As the people of Norheim began to feel enraged at this perceived slight against them so soon after the death of their beloved Queen, many called to Fanilyth to not stand idly by and allow this besmirchment of their land. Thus, the call for war across Norheim grew louder and louder, until Queen Fanilyth relented, and officially declared war upon Cloudrock Isle in 313 YM. This war would later come to be known as the "Cloudrock War" Both sides quickly began to bolster their forces, pouring a great number of resources in the accumulation of strong navies for the inevitable attempts to assault both isles' respective coastlines. The first attack came in 314 YM, when both sides met at the shores Cloudrock Isle. At the onset of the battle, the Norheim Isle navy was overwhelmingly superior, and it looked like the war would be won in short order. However, after the first wave of attacks, the Cloudrock navy would use great feats of hydromancy, ultimately repelling the Norheim assault.
Once the initial shock of war had worn off, the two sides began a brutal clash of attrition. Neither side could gain any ground, and continued to fight tooth and nail, eventually leading to an uneasy stalemate. The two would struggle to push back and forth along the island's coastlines, each trying to gain the advantage. Each side began looking for anything they could think of to tip the balance in their favor, including reaching out to other islands of the Superior Sea, though little would come of this for both sides. Throughout this period, the two would continue to expand their navies, eventually doubling the size of each nation's ships. With reinvigorated navies, more battles would be waged across the waters between the two isles in the decade that'd follow, and even upon the land itself, leaving great battle scars to stretch for miles on end across both islands.
Without any ground being gained by either side, it was evidently clear this war would not be about winning major engagements, but merely to wear the opponent down. Neither side wanted to give ground, and neither side could afford to stop fighting. It was a constant stalemate of pushing and pulling, and there appeared to be no end to it. Still, the two sides knew they couldn't sit around and wait for their enemy to tire themselves out, lest their own will falter. A number of plans were hatched during this time, none of which would actually come to fruition, but still served to keep the war going.
With the vast majority of the island's resources going toward the war effort, the infrastructure of each country began to suffer as well. With just barely enough food to feed its populace, Norheim Isle, unable to produce the amount of grain necessary to support such a large army, began to run low on supplies. Thus the people of Norheim's will to fight began to fall more and more, alongside their trust in Queen Fanilyth's leadership. As a desperate attempt to both end the war, and regain the people's trust in her, she would command all possible resources, soldiers and ships on a final, all-out assault on the Cloudrock Isle coast, hoping to force the lower island to sue for peace. The great Nagrunok fleet would be sent towards their rival island in 324 YM. Unfortunately, the plan would end in disaster, and the invasion would prove to be a costly failure for the Kingdom of Nagrunok, with the Norheim fleet destroyed in the process. The loss of the fleets would effectively doom the war, as the Cloudrock navy would see to it that the Norheim army would never again dare to venture into the shores of Cloudrock Isle.
Thus, it was with great shame did Queen Fanilyth Nornaleth be forced to sue for peace, ending the Cloudrock War. The price of this unwanted peace would be that Cloudrock Isle would be issued costly war reparations, putting further strain on the almosgt depleted resources of Norheim, and deepen the mistrust of the current ruling monarch. The war would end with great losses on both sides, but one cannot deny that it was the Kingdom of Norheim who suffered the most. After the war, Norheim would be plunged into a state of depression, as the people mourned the fallen, and the survivors were left to ponder what had happened to their land. All the while, the economy of the kingdom would continue to shrink, and the population would begin to decline, while the Queen would soon find herself desperately holding onto her unworthy position of power.
Fanilyth's Tyranny.
Following the disastrous defeat of the Nagrunok military by that of Cloudrock Isle, Queen Fanilyth Nornaleth would soon find herself at odds with much of the population of Norheim. As the queen attempted to hold on to her throne, she found herself constantly under attack by those who saw her as an illegitimate ruler, unworthy of inheriting the position of power her more beloved mother once held. The people of Norheim would begin to openly revolt against Queen Fanilyth, and the once peaceful and prosperous nation would descend into a dark age of violence and bloodshed. With the power of the people now rising in revolt, Fanilyth would begin to close an iron fist tighter and tighter around the necks of the populace, plunging the nation into a state of absolute tyranny, further exasperating the problems of rebellion.
As she descended further and further into megalomania, Fanilyth would take measures to ensure that loyalty to the Nagrunok crown would be maintained by any means necessary. The most prevalent method she would use to foster loyalty would be the spreading of the idea that openly protesting, or committing acts of treason against the Crown would only aid that of their sworn enemies, Cloudrock Isle, and further, hinder their attempts at rebuilding the nation, and taking their desired revenge. Another method was shown through fear of reprisal, as those who spoke out against the queen's rule were often met with harsh punishment, including imprisonment or even public execution. This would cause a split amongst the common populace between those who supported the Queen, and those who opposed the oncoming oppressive regime.
Beginning in 330 YM, Fanilyth would close off the borders to the island, preventing anyone from entering or leaving the land. Not only were those already born and raised within the land not allowed to leave, but even those who wished to emigrate to Norheim were refused entry. Those wishing to leave the island were stopped at the ports, and met with harsh sentences for attempting to escape the oppressive regime. Fanilyth's forces were quick to seize any boats that departed from the shores of Norheim, and many were never seen again. Those who remained on Norheim faced strict curfews, which required them to remain indoors after dark. Anyone caught outside during curfew was subject to harsh punishment, and often times death. It became increasingly common practice for soldiers to patrol the streets of Norheim at night, searching for anyone they deemed suspicious, and killing them without question. Many of these patrols would also randomly search homes, looking for anything or anyone that could be used as evidence of rebellion.
In 338 YM, as a means to further suppress ideas of rebellion, forced labor camps began to spring up across the land, where men, women, and even children who had committed acts against the crown were forced to work long hours in order to support the military and the queen. These slave laborers were given no pay, and were treated like dirt beneath the feet of their oppressors. When they weren't working in the fields, they were forced to clean and maintain the various buildings and structures throughout the kingdom. They were paid nothing, and lived in cramped quarters underneath the barracks of the army. Their meals consisted of gruel and cabbage soup, if they were given food at all, and the only way to escape these forced labor camps was to either commit suicide, or to work yourself to the point of death.
For the remainder of the century, Fanilyth would begin to fall further and further into madness, believing herself to be the chosen by the Pillars of the World themselves to be the rightful and eternal ruler of Norheim. She would start to believe that her own mother's spirit inhabited her own body, bestowing her visions that would tell her that the people of Norheim had turned on her. Thereafter, she would begin to treat the people as if they were her own personal slaves, and would take every opportunity to remind them of her status as their ruler. She would make sure to act as if she was doing them a favor by allowing them to live, and would heap upon her subjects heavy taxes to fund her growing military for the crushing cost of the Cloudrock War was all-consuming.
A Rising Resistance.
Even upon the eve of 400 YM, Norheim continued to suffer under a dark cloud as Queen Fanilyth continued down the path of total megalomania, and it was becoming increasingly clear that something needed to change. More and more rebellion groups would erupt in the following decades, while even the will of her most fanatical supporters began to falter. It began to take root within the military itself, and Fanilyth would be forced to increase the wages of each soldier in order to prevent the total collapse of her military. In order to pay for this immense financial burden, the coffers of the Kingdom were bled almost dry, and the taxation of the citizenry increased in order to compensate. Her citizens were taxed so heavily many of the poor simply starved to death because they couldn't afford to buy food. The number of homeless beggars grew larger and larger, and the Queen's paranoia grew ever stronger. Fanilyth would begin to see even the slightest opposition as an imminent threat to her rule, and would send out her armies to deal with those who dared to speak out against her.
As the people of Norheim fell into further despair, more and more resistance movements would begin to form in the underground, however, they remained largely unorganized, acting as independent agents of chaos. Some would rise up in open combat against the queen's armies while others would simply stay hidden and continue to live their lives in quiet defiance of the monarch. Many of the dissidents who formed these underground resistance movements were caught and imprisoned, or killed outright, but some managed to survive the wrath of the queen's soldiers, and would continue to spread the word of rebellion amongst the masses. With ideas of rebellion spreading across the whole of Norheim, it was only a matter of time before the people's will to resist would grow strong enough to overcome the Queen.
These rebel groups would continue to act in defiance to the Nagrunok Crown independently throughout the first decade of the century. However, amongst the numerous dissidents, one Kolamar would begin to sow the seeds of that which would spell the end of the reign of Fanilyth Nornaleth, and the beginning of the next era in Norheim history. Cinkara Vakin, a young Kolamar woman, had been born to a peasant family of Norheim, the second daughter to a family of farmers, who worked the lands of the southern portion of the kingdom. Suffering under the heel of the brutal taxes levied by Queen Fanilyth, the young Cinkara would be forced to watch as her parents wasted away, barely able to provide themselves with meager rations. Thus a fire had been born within the young woman, fueled with a desire to do whatever she could to put an end to the oppression of the royal house, and to see the people of Norheim once again free. Despite her humble origins, Cinkara held within her immense magical power and strength, and would use this to her advantage when she would eventually rise to prominence amongst her fellow rebels.
In 424 YM, the young Cinkara would leave her home and make her way toward the capital with the goal of assisting in the chaotic acts of rebellion against Queen Fanilyth's tyrannical rule, however as she made her way there, she began to think on a more long-term solution. She believed that she could muster up a force great enough to challenge that of the Nagrunok military itself, and thus plunge the island into a war of revolution. When she had arrived to Mythkhan, she would set her plans in motion, having quickly found a group of rebels eager for new recruits. After showing them her immense magical talent, they would be ager to put her to use. Upon nightfall, the small group of dissidents would appear before a prominent tax collecting office in the city, and with one sharp exhale, Cinkara would blast a jet of flames from her mouth, burning the building to ash. With this act, the small rebel group had made their mark on the city, as many of the common people rushed to see the symbol of oppression in flames, and to join the cause. However, the action of Cinkara had also attracted the attention of Queen Fanilyth's forces, who had begun to patrol the streets more frequently, searching for any sign of dissent.
With more joining the yet unnamed group, an actual command structure would need to be put in place, and with Cinkara's fiery passion of rebellion, she was a clear choice to lead them. She gladly accepted the position, and saw fit to give the organization a formal title known as the "Sisterhood of the Pillars," named after the ever-prevalent faith on the island. With more and more members coming in through word of mouth, it wasn't long until Cinkara would be joined by a small band of loyal followers, including the former military members who had grown disenfranchised by the Queen. With Cinkara at the helm, they would begin to gather intelligence about the whereabouts of Queen Fanilyth's military, and to formulate a plan for how to strike back at them. Under the guidance of Cinkara, the Sisterhood throughout the coming months would begin to create a network of spies throughout the kingdom, who would report back to the rebel leaders with information regarding the locations of military barracks, and the routes taken by troop convoys. These reports would prove invaluable, and would help to determine the general location of the queen's army, and the main strongholds which housed most of her military power.
The Sisterhood of the Pillars would continue to commit acts of open rebellion to the Queen's rule, however, It wouldn't be until two years later in 426 YM that they would finally make their ultimate declaration against the Nagrunok Crown. Having amass a force numbering in the thousands, they would descend upon a large military encampment on the southern shores of the Graecoast, launching a surprise attack on the area, meeting with the Nagrunok military in open combat. After a bloody battle several thousand dead bodies lay strewn across the ground, and the rebels had emerged victorious. With this, the declaration of war would be solidified, beginning what would be known as the War of the Pillars.
Geography.
Graecoast.
The Graecoast is the name given to the region of land nearly consisting all throughout southern Norheim Isle, alongside several outlying smaller islands. Its landscape consists mainly of snow-covered rocks, weather-beaten by the constancy of the south Superior Sea waters crashing upon the coastline. The climate of the Graecoast tends toward extreme cold, with temperatures dipping down to a balmy -10 degrees Celsius (14 degrees Fahrenheit) at times during the winter months. During the summer months, however, the weather can warm up to around 0 degrees Celsius (32 degrees Fahrenheit), and in some rare cases even higher.
Across the rocky coast, small pockets of conifer forests grow between the blankets of snow that cover much of the area. These forests are home to many species of animals, ranging from arctic foxes and reindeer to snow leopards and wolves. In other areas where there aren't conifers growing, thick patches of tundra grasses and flowers can be found blooming. The sparse vegetation provides little in terms of food for most of the wildlife which live on the Graecoast, thus they often rely primarily upon their own hunting skills or resources provided by travelers passing through the area.
Further inland of the Graecoast, numerous large mountain ranges shoot upwards in spectacular fashion. The peaks are covered with snow year-round and often are subjected to harsh winter storms. This is a particularly snowy region and the mountains have been known to receive hundreds of feet of snowfall in one storm. During the summer months, though, fierce rainstorms and flooding are common. When this happens, great deluges rush down the mountainside, with enough force to smash entire forests to bits. These raging torrents can be heard for miles around, and they are frequently seen as dark clouds against the bright blue sky. Alongside inland mountains, towards the northern Graecoast exists an area of towering peaks and deep valleys, mountains riddled with caves and grottos, hiding many secrets within their depths. Frozen waterfalls cascade down the sides of the cliffs, creating vast ice fields that stretch far into the distance. The more southern parts of the High Mountains are covered with dense arctic forests, containing numerous frigid forms of flora and fauna.
Luthrik Forest.
Stretching across nearly all of central Norheim Isle, the vast Luthrik Forest can be found. Consisting of thousands upon thousands of conifers trees such as Pine and Ceving, the Luthrik Forest is a cold, immense expanse of hardy vegetation. The thick tree lines of the Luthrik Forest are home to a wide variety of wildlife including numerous species of wolves, bears, deer, wild boar, and many more. While not inherently dangerous, it's important for travelers to take caution when traversing this forest due to the presence of many species of predatory fauna which call the forest home.
Nearly on a daily basis throughout the year, the Luthrik Forest is subjected to a seemingly endless jet of snow falling down from the sky above, leaving the ground covered in meters of thick white powder. Snow drifts are common all across the reaches of the forest, covering everything in sight with miles upon miles of white fluff. The wind that blows through the forest is cold and bitter, making it difficult for people apart of races not accustomed to the extreme cold to walk outside, even in the summer months.
Despite its harsh nature, Luthrik Forest also serves as an important source of lumber for both construction and decoration among the cities of Norheim. It is also abundant in wild herbs that are used by many of the people of Norheim for cooking and medicinal purposes. Small villages can be found sparsely settled across the forest, but their populations rarely exceed two dozen or so due to the extremity of the location, leaving only those accustomed to the harsh conditions able to make a home here. A few larger settlements had been established in the southern portion of Luthrik Forest, but most are largely abandoned as their populations chose more in favor to move towards the more densely populated cities.
Lake Valagar.
Located near the center of the Luthrik Forest lies the vast Lake Valagar. Stretching for an area of land of 5,291 square kilometers, (3,287 square miles) it is an immense inland sea of frigid fresh water. Thermal shockingly cold, Lake Valagar's waters reach immense temperatures of cold well in excess of -48 degrees Celsius (-55 Fahrenheit). The lake itself holds a deep blue color that is tinged with green and brown from its many layers of sediment. Its deepest point reaches 1,386 meters (4,600 feet), making it one of the deepest lakes on the planet.
Lake Valagar is home to numerous species of fish, amphibians, and even some birds. In particular, there are quite a few species of waterfowl and duck-like creatures that inhabit this body of water. There are also several freshwater turtles that can be found here as well, swimming about the surface or basking on rocks along the shoreline, though only those capable of withstanding the extreme cold have been spotted within these waters. The lake's most notable inhabitants, however, are the immensely large species of predatory fish native to its depths. These include giant Arctic species of Aboleths, and Leviathans, which prey upon smaller fish by dragging them from the shallows towards the darkened deep where they can more easily consume their meals. A few of these monsters can grow up to hundreds of feet in length, and some even larger than this, but such sightings are rare. Other large beasts that dwell within Lake Valagar are the giant eels called Maelstroms. These massive serpents, like the Leviathans, are capable of swallowing entire boats whole if so inclined
Due to its immensity in both size, and life, Lake Valagar serves as a vital part of Norheim Isle as a whole, acting as one of the most major food and fresh water sources on the island. As such, fishing here is extremely popular amongst the locals who live in the surrounding regions. Because of the high level of danger involved, however, it is not uncommon to see fishing guilds set up shop along the shores of the lake. As result of its many advantageous features, the only major city in the region, Fefnir, was settled right upon its northern coast.
Voldamyr Mountains.
Constituting the majority of Norheim Isle's eastern shores, the Voldamyr Mountains are spread far and wide through the snow-laden lands. Its tallest peaks rise above the clouds and provide a spectacular view for those who can climb them. Within this region, the island's tallest mountain, Mt Vuldameek, stands at a height of over twenty thousand feet (6,100 meters). Its landscape consists mainly of snowy, wind-battered wastes, and steep, ice-covered rocky inclines. In some places, it is possible to find small caves or shelters that have been carved out by the cold winds of winter. The mountains provide an excellent vantage point from which one may observe the seas around the island, including both the ocean and its many regions.
Many species of monstrous arctic fauna call their homes within the Voldamyr, as only the most hardened of creatures can withstand the extremity of the region's environment. These include great species of ice trolls such as the Gollusk, a species endemic to the region. Many other dangerous beasts inhabit the icy reaches of the Voldamyr, including wyverns, great ice serpents, and snow dragons, alongside more aberrant forms of life such as frost elementals, or icy Daevolin. Living alongside these fearsome beasts sit species of arctic flowers, trees, and other flora suitable to grow in the extreme cold.
As its landscape is extremely harsh in both terrain, and climate, no major settlements have been established within the region. Instead, only minor hamlets can be found hugging along the jagged mountain lines, or at the bases of steep cliffs. In addition to this, there are a few fortresses that dot the landscape. These fortresses were constructed when the established protectorate of Norheim was young, and as such, most remain abandoned and forgotten. Most of the region's sparse population relies on agriculture and hunting for sustenance, though some have turned to mining operations deep inside the mountains. The latter has proven to be lucrative, with many finding veins of precious metals scattered throughout the mountainous areas, though the profits are not without their own risks.
Norfross Region.
Throughout most of the northern regions of Norheim Isle, the vast snowy wasteland known as "Norfross" stretches for hundreds of kilometers in every direction. Norfross is very much a blanket term referring to the region itself, the frigid river which stretches down towards the Voldamyr Mountains, its own outlying mountaintops, and the major settlement established in northern Norheim Isle. It stands as the second most immense region of the isle behind that of the Luthrik Forest. This entire region is covered by snow year-round, and all that can be seen are barren mountains, frozen lakes, and rocky outcroppings. As the name indicates, the Northern region is frigid all year. Snowfall is common throughout the winter months and rarely does the temperature rise above -25 degrees Celsius (-14 degrees Fahrenheit).
The Norfross River flows down through the middle of the region from the north until it reaches the southernmost point where it splits eastward, carving through the Norfross Mountains towards the Voldamyr Mountains where it deposits into Lake Vernakhan. Its waters are amongst the most frigid of the isle, -50 degrees Celsius (-58 Fahrenheit) at their warmest. The river's current is slow but steady, making for treacherous travel along its banks due to the precarious footing. In some areas, ice has formed on the water itself, forming what is called "ice bridges," which are narrow, floating platforms constructed of large sheets of ice that have been naturally frozen together. These can easily support several people at once and are used to cross the river.
Like the region in which they inhabit, the creatures which dwell across the Norfross Region are often large and powerful predatory arctic beasts, of these creatures are nocturnal hunters and avoid the harsh cold during the day. However, the small number of species that exist here make up for their size in intelligence and cunning. Most of them live alone or in pairs, as opposed to being part of packs like those found elsewhere on the isle.
Mount Frossflame.
Mount Frossflame, while referring to both the great peak, and the surrounding region, is most often associated with that of the Cryovolcano which stands atop the northernmost region of Norheim Isle. One of only six in the known world, and one of only two apart of the Bariquel continent, Mount Frossflame is the most unique geological feature of the island, acting as a massive physical gateway between Haven, and Confluxia's Plane of Frost, Cryonilipse. Innumerable aberrant elementals and materials birthed from the endless condensation of Frost contained within its hollowed structure, manifesting as a great freezing molten form. The mountain is a true volcano, one which has erupted many times since the creation of the world, a fact which has caused massive death tolls in the past due to the ferocity of its eruptions. The last major eruption was well over two thousand years ago to the modern day, and there are those who believe it may not erupt again for another few centuries at least. As such, Mount Frossflame is considered to be a sacred place by many, and many rituals have been performed on the mountain over the ages.
The region surrounding Mount Frossflame is covered in hundreds of feet of blue ice created from millions of metric tons of cryogenic aberrant materials which have rained down to the ground below in the centuries past in had erupted. It is an incredibly cold environment, with temperatures ranging from -100 degrees Celsius (-148 degrees Celsius) all the way up to -200 degrees Celsius (-328 degrees Fahrenheit), depending on the exact location. This makes it inhospitable to nearly all races on the planet, yet life can still persist within the frozen terrain, and it is home to numerous arctic-adapted species of flora and fauna. Several aberrant Frost Elementals emerge fully fledged from the materials which cover the ground, their bodies of ice and snow bounded together by arcane Conflux energies. These Elemental Beasts are capable of manipulating the crystals of frost present on the ground around them, and can create defensive fields of crystalline ice to protect themselves or others from harm. They also possess incredible magical powers in terms of elemental affinity and summoning, using their magic to manipulate the very elements they were birthed form.
Due to its inhospitable nature, the area is largely unexplored, as no one wants to risk being caught in an eruption, or fall victim to the harsh cold, and the many great beasts that roam its icen lands. No settlement has ever been established within its borders, and few would ever dare try. Still, a number of adventurers from various cultures have been known to travel to the area, using magical means to brave the desolate icy wastes which surround the great mountain. Many of these travelers return with tales of unique creatures, often including the previously mentioned Aberrant Frost Elementals themselves. Others claim to have witnessed ancient ruins and other relics of the old days, lost to time in the frozen landscape.
Voldamyr Isles.
Considered to be a part of the collective Norheim Isles, located northeast of the main island lies the frozen wastes known as the "Voldamyr Isles." consisting of five major islands, and numerous minor isles and islets, the collective expanse is a great frigid and desolate wasteland. The terrain is made up mostly of snow-capped spikes extending several meters upwards, covered in thick ice, while below lie cold, blue lakes that are inhabited by immense arctic sea beasts of destruction. Whilst being warmer than that of the Frossflame region, the collective Voldamyr Isles still sit at temperatures well below the threshold of most races of the world, dropping to an average temperature of around -50 Degrees Celsius (-58 Fahrenheit) at their warmest. The wind is strong, cutting, and constant, blowing across the entirety of the Voldamyr Isles from the east, often carrying with it heavy snowfall and blizzards that can last for days on end.
Living upon the isles' icy sheets, many species of great arctic beasts of prey stalk on the frozen over grounds, peering into the Superior Seas deep dark waters for any would be food. Aberrant Frost Elementals manifest along their shorelines, mindless wandering the desolate wastes which exist atop them, while frozen-over devils and demons stalk along the waters, using their magical prowess of cold and frost to freeze walkways across each of the islands, and raising the creatures felled by the frost back to life to be their throngs and servants . The beasts that call the Voldamyr Isles home are a cruel lot, merciless in their hunger and need, stalking out onto the ice floes with open jaws to capture and consume anything they can find. They do not understand mercy or compassion, nor do they care for anyone who may be different from them.
Large icebergs encircle each island, making traversal of the islands by sea extremely difficult, making only the most experienced of sailors able to brave the journey. This, coupled with the hostility of both the land, and the beasts which inhabit them, no formal settlement has ever been established on the isles. However, many a brave adventurer of Norheim have braved the trek to the Voldamyr Isles, as the beasts which call that land home, should one best them, would bring them great prestige amongst their peers back in their home land. And so they continue to travel there year after year, searching for great frozen creatures that can be conquered, however, the foolhardy hero may wish to think twice before setting off, as many have fallen to the perils which inhabit the Voldamyr Isles.
Fauna.
Many species of endemic fauna call the Norheim Isle, alongside the outlying islands home. Most creatures who call its shores home are large, arctic beasts of ferocious strength and magnitude. These creatures all have an affinity for cold weather climates, some even being able to survive in immense freezing temperatures without any issue. Other more Aberrant creatures who call the Norheim Isle home include forms of Frost Elementals or arctic Daevolin, as well as non-endemic arctic animals.
Brilgruk.
Brilgruk are large boar-like creatures which can be found across central and eastern Norheim, but can also be seen sometimes grazing across the island's western coastline. The creatures have a thick layer of fat around their bodies to protect them from the harsh winters in the region, along with an impressive set of tusks protruding from either side of their mouth. They are often used as a large source of food for the island's native inhabitants, the Brilgruk is an important facet of Norheim's natural ecosystem. The Brilgruk is known to live in herds, although it is not uncommon for solitary individuals to be encountered on occasion. Despite their size, they possess very poor eyesight due to their body mass
Tuluska.
Tuluska are large walrus-like creatures that are found across the whole of the Graecoast. They usually inhabit shallow waters, but can also be seen in rivers and lakes where they graze on algae with their tusks. Tuluskas have a very thick layer of blubber to keep them warm in the cold ocean depths. Often hunted by the population of the Isle, Tuluska serve as an important pillar of Norheim's ecosystem, creating waste products like oil and bone meal which are used in some crafts such as cooking.
Gollusk.
Gollusk are a large species of Tulgrin (Troll) that inhabit the snowy wastes of the Voldamyr Mountains. They are easily identified by their muscular bodies, and their thick fur around them which they use to keep warm against the cold climate. One of the more gentler creatures of Norheim Isle, the Gollusk live solitary lives, keeping away from the vast majority of the island and choosing to only hunt within the Voldamyr Mountains themselves. Despite this, they can sometimes display fierce temperaments and have been known to attack sapient races if provoked or threatened.
Unyllkalithg.
Unyllkalithg are a large species of Tulgrin (Troll) that make their homes amongst the many icy caverns that can be found across each region of Norheim Isle. One of the more populace species of the island, Unyllkalithg are a communal species, living in interconnect clans in vast icy cavernous hives with dozens of members. While being timider than most Tulgrin, if one enters their nests, then they best prepare for an onslaught. They are often hunted by the island's population for both their meat, and the thick layers of fat across their bodies.
Frossflame Elemental.
Frossflame Elementals are Aberrant Frost Elementals that are birthed from the arcane energies that fall from Mount Frossflame onto the icy ground below, forging a humanoid form out of ice, being held together by magical Conflux Mana. Shambling across the frozen region surrounding the great mountain, Frossflame Elementals are volatile creatures, able to manipulate great forces of frostfire to simultaneously burn and freeze any which crosses their path, they are one of the most dangerous and to be feared creatures to inhabit the isle.
Maelstrom Eel.
Maelstrom Eels are immensely large sea serpents found within the cold depths of Lake Valagar, being so large they are able to swallow entire throngs of fish whole, alongside being able to smash great frigates and other sea-fairing vessels into bits. These great beasts have evolved to be incredibly strong, thanks to their long necks and powerful tails that allow them to easily crush or break apart boats with ease, whilst their jaws alone are capable of crushing rocks in seconds. One of the greatest beasts of prey one can conquer on the island, many more sea-fairing adventures have sought out to slay these beasts and return with their immense bodies to the land.
Loomicynvul.
Loomicynvul are a large species of icen-netch which slowly stalk along the hostile Voldamyr Isles for any hapless creature unfortunate enough to cross their path. Using both their large tentacle-like appendages, and cold breath, they will freeze their prey in place whilst choking the life out of them, then shoving them into their gaping frozen jaws. Loomicynvul are highly territorial creatures who have no qualms about attacking other creatures should one venture too close to their territory. They rarely stray beyond a few hundred yards from shore, preferring to remain near the water as they travel between feeding sites.
Waelgamok.
Waelgamok are an immensely large species of icen-wurm which burrow underneath the Norfross Region of northern Norheim. They primarily live underground, only surfacing upon the sensation of possible prey walking above their nesting grounds, making each Waelgamok an immense, living landmine for any unfortunate to walk above them. One of the more sparse creatures of the island, they are no less a constant fear for the people living in the region, as once they spring from their hideaways, its near impossible to escape from their powerful, razer-sharp jaws.
Glacier Bear.
Glacier Bears are an Aberrant frost mammal found sparsely across the Voldamyr Isles. Appearing like a typical species of arctic bear fused inside a glacial form, their bodies are primarily composed of frozen over compacted ice crystals, while their heads and paws retain characteristics more in line with other bear species. Glacier Bears possess sharp claws that can pierce even the thickest of hides and can also generate large chunks of ice to use for defense or throwing at opponents.
Snow Streaker.
Snow Streakers, perhaps the single rarest beast of Norheim, are a species of Aberrant frost mammal found sparsely within the Luthrik Forest of central Norheim Isle. Able to dash and dart across the snow-covered grounds at incredible speeds, Snow Streakers are often hard for one to make eye contact with as they are incredibly skittish, a nature in which holds true in regards to their temperament, as they often choose to flee from most creatures. They hunt small species of mammal such as rodents, or even canines which also inhabit the forest in which they live. Due to their rarity, Snow Streakers are a more enigmatic creature of the island, and are often held in great regard by its sentient populace.
Reilgazz.
Reilgazz are small, aberrant frost Daevolin which stalk along the shores of the Graecoast, attacking any small weak creature they come across in order to feed on their flesh. They have sharp teeth, and razor-sharp claws that assist them in the tearing of flesh. They have a fondness for the blood of the Edian Races, often singling out lone young, but will gladly consume the blood and entrails of other creatures as well. As such Reilgazz are despised across the whole of Norheim Isle, with many hunting parties being sent from the major settlements of the region in order to exterminate each Reilgazz they come into contact with.
Desoicen.
One of the largest creatures to inhabit the isles, the Desoicen is an immense icy Daevolin which sparsely populate the Voldamyr Isles. They are monstrous creatures, with their gigantic bodies they easily crush rock and stone beneath their feet, whilst the icy surface cracks and shatters under the weight. With their large wings, they can fly along the chilled-wind currents, making them masters of land and sky. Virtually unchallenged, the Desoicen is the apex predator of the Voldamyr Isles, with only rivals of their own kind able to challenge their immense strength. These great ice demons are the pinnacle of terror on the island, making most choose to avoid their home region all-together, despite their small number.
Flora.
Alongside being a host to numerous great icy beasts, many species of arctic flora grow enforce across Norheim Isle, many of which contain frost-laden alchemical properties. All plants who live upon the island are able to withstand great temperatures of cold, and several in particular have developed unique abilities to protect their bodies from harm in these harsh conditions. These powerful specimens can be found growing throughout the frigid tundra of Norheim, often alongside other life forms that also rely on them for sustenance or protection.
Purheim Flower.
Purheim Flowers are a common and beautiful sight across the Graecoast and Luthrik Forest of the island, they are small, purple-colored flowers with a thin icy sheet across their pedals. Due to the sun often becoming obscured by snow storms and thick arctic cloud lines, the Purheim Flowers are able to store the energy given by the sparse sunlight for long periods of time. In alchemy, one can take advantage of this in-born trait, with their pedals being able to be used as a preservative for foodstuffs, or liquids which may spoil overtime.
Graeberry.
Graeberries are small, red berries which grow along the Graecoast line, with their long stems digging along the snowy ground to lap up the sea's waters. Described as having a slight tart taste, they serve as a major food source for both the animal and sentient populations of the island. They are a staple of Norheim cuisine, often used as an integral ingredient in cooking, alongside being used to create various jams, jellies, and desserts. The berries can be found growing along the coastlines throughout Norheim, though it is common for them to dry out during dry seasons. During winter months, the frozen ocean water will keep the plants alive through the cold season, allowing them to remain healthy until spring.
Frossberry.
Frossberries are large, blue, and black berries which grow across the Norfross region of Norheim Isle, consisting of numerous thin wooden stems with clusters of berries on their ends. Often considered to be quite sweet, Frossberries are a delicacy for much of the island, being one of the most favored fruits on the island to be used in the creation of desserts and other foods. Alongside being a favorite of the sapient races of the island, many animals seek out the berry due to their immensely sweet taste which provides them with great amounts of caloric energy. These creatures include larger fauna such as wolves and foxes, along with smaller varieties like mice and rats.
Scruss Nettle.
Scruss Nettle are small, bush nettle plant with a distinctive black and red coloring which grow across the Graecoast, and the Luthrik Forest. A common sight amongst the island's populace, Scruss Nettle mainly serve as a food source for the island's herbivore animals, their thin and small leaves being easily digestible. They produce a potent, cool forested aroma, making them a favorite for perfumers fragrance alchemist's various scented concoctions.
Normano Root.
Normano Roots are an immensely large species of fungi with a wooden-like texture adoring its giant stalks. They can be found sprouting through both the Graecoast, and the Luthrik Forest of the island, and serve as one of the most fundamental natural resources on the isle, with their massive thick wooden frames being used in the construction of numerous buildings, tools, furniture and other necessities, being primarily cultivated for their durable woody stems which make them ideal for the use of scaffolding of house frames.
| Norheim |
fandom.100th-millennium | # Normano Root
Description.
Normano Root is a massive species of Arctic mushroom native to and exclusively found on the snowy island of Norheim, particularly within the dense Luthrik Forest. They are most well known for their impressive size and unique characteristics, which make them a significant part of the island's ecosystem and cultural heritage. Alongside this, the Normano Root serves as a fundamental pillar of the island's natural resources, being used in innumerable works of construction across the isle.
Physical.
Normano Roots are a massive fungus that can grow up as high as twenty feet (6.0 meters) in the air. They have a distinctive white and tan colored stem that is covered in thick layers of snow and ice, which protects it from the harsh Arctic environment, and the dense, fibrous tissue of the stem gives it the appearance and strength of wood. This impressively solid structure allows the large Normano Root to withstand the strong winds and heavy snow of its homeland, making it a sturdy and long-lasting part of the Norheim ecosystem. The cap of the mushroom is broad and flat, with a brownish-red color and a velvety texture, which is always covered in a blanket of snow, while Its surface is studded with small holes that allow moisture to pass through easily, keeping the mushroom fresh and preventing rot.
The base of the mushroom contains several yellow gills underneath a thin layer of frost, which are both highly water resistant and absorb nutrients from the ground, allowing the Normano Root to grow very quickly. In fact, the Normano Root's cap is so large because it grows so immensely fast even before it has fully matured, the mushroom's cap reaches its full height and begins to spread outwards until eventually, it breaks off entirely, allowing the root to continue growing upwards and spreading out into a thick canopy of snow and ice. Within the cap, there are multiple layers of gills in alternating directions, each with a distinct pattern of parallel lines. At first glance, these appear to be random, but upon closer inspection, they form an intricate web-like design that resembles a spiraling staircase or spiral staircase, with each set of lines acting like steps.
Usage.
Ecosystem.
The Normano Root plays a crucial role in the ecology of Norheim as a keystone species of its ecosystem. Its large size and sturdy structure provide a habitat for a variety of small Arctic animals, including insects, rodents, and birds, as these animals rely on the mushroom for food, shelter, and protection from the harsh Arctic environment. In turn, these animals play a role in the pollination and dispersal of the mushroom's spores, helping to ensure its survival and spread in the ecosystem.
Its broad cap is rich in nutrients and provides a source of sustenance for these species, especially during the harsh Arctic winter months when other food sources may be scarce. The stem of the Normano Root provides a dense, protective covering that shields animals from wind and snow. Its broad cap also provides a spacious area for animals to hide and nest, especially for species of birds, as these animals use the stem of the mushroom as a perching location, providing them with a safe place to rest and escape from predators.
Construction.
The sturdy, wooden-like structure of the Normano Root has made it a valuable resource for construction on the island of Norheim for thousands of years. Its dense, fibrous tissue of the stem provides a strong foundation that can be used to build homes, shelters, and other structures, especially in the remote and harsh Arctic regions. The indigenous peoples of Norheim have utilized the Normano Root for construction for generations, as they harvest the massive stems of the mushroom and use them to build homes and other structures, taking advantage of its natural strength and durability. The stems of the mushroom provide also provide excellent insulation and protection from the cold, making them ideal for use in construction.
Alongside being used as the foundation of structures, the Normano Root has a unique and attractive appearance, making it a popular choice for use in interior decoration. Its natural texture and pattern can be used to create a rustic, natural feel in homes and other structures, adding to its overall aesthetic appeal. It is often used in the creation of furniture and decorative pieces such as bookcases and shelves, which are sold all over Norheim Island, and oftentimes well beyond the island's borders, exporting both the Normano Root's stalks themselves and the numerous pieces constructed with it across the Northrend Territories and the provinces of Northhaven and Cloudspire.
| Normano Root |
fandom.100th-millennium | # Northern Jewel Systems Alliance
= Overview =
The Northern Jewel Systems Alliance, also known as the Northern Alliance, is a militaristic dictatorship made up of 50-60 Star Systems and is the other main nation in the Jewel Cluster of the Eulciar Galaxy. It is slowly crumbing apart from political instability, rebellions and sanctions from outside nations.
The Alliance is known to be highly xenophobic and are known to commit horrific war crimes against the other species, whether they're from inside or outside the Jewel Cluster. For many other reasons, the alliance has very negative relations with the many factions of the Eulciar Union of Nations. The Alliance has full control of about 4 Sectors:
Konov Sector (Konov)
Industrial Sector (Aviri)
Nomos-Bibos Sector (Nomos)
Border Worlds (Hes 56)
Government.
The Alliance has a very strict dictatorship, led by a great ruler, along with a council of advisors, with the capital in Imperial City in the core planet of Konov. Volvora is the homeworld of the Volvoran species, a race that originally attempted to integrate into galactic society, but an incident that to this day is still dispute as to who caused it led to the Volvoran's hatred of any other aliens. Volvora is the economic capital of the Alliance. Every world in the alliance has a local governor that is elected by the Imperial Council.
Military.
The Alliance Armed Forces has a large navy, far larger in terms of ships than the Federation Starfleet, but suffers from the lack of flexibility, a proper starfighter corps, and incompetency in the Alliance High Command. It also has a large army, primarily consisting of inexperienced conscripts, slaves, and fanatic, with some experienced units mixed in. Their Weapons and equipment are technologically inferior to their Federation Counterparts, as most of these are either stolen or reversed engineered from other cultures and nations. The Navy is the most advanced branch, with the latest technology, and the only branch up to par with most of the Federation Security Forces.
The Army.
The Alliance has a large standing army, but is far smaller than their Federation counterparts, and is far less experienced than their Federation/Union Counterparts. Their main Laser rifle is a Sarnosian Rifle Copy. Their uniforms vary, but mostly consists of Helmets, Jumpsuits, Light body armor and Backpack Webbing. Despite their larger numbers, they are largely inferior to their Federation/Union Conterparts, with many instances of victory being turned into defeat. However, they do exeptionally well in urban warfare, due to intense training in urban settings, mostly in abandoned worlds.
The Navy (Aquatic).
The Alliance Navy consists of a couple of water defense platforms, but nothing more.
The Armada.
The Alliance Armada is one of 2 branches that is up to par with their FFJS/SUTS Counterparts, with their cruisers being armed with powerful beam cannons, able to penetrate weak shields, but have the hull integrity of wet cardboard, and their strongest shields are as powerful as the Federation's Weakest shields. This sacrifice in hull and shields does come with extremely fast speed, as most cruisers are able to easily outrun the fastest Federation Cruisers.
Policies, Culture, External Relations and Technology.
Relations.
Relations between the NJSA and every other nation apart from the VEIE is non-existent. Its small size makes the Alliance Armada job of locking down and destroying trespassing ships easier. The indiscriminate attack on merchant ships has caused mass sanctions to be placed on them, especially by the Federation of Free Jewel Systems.
Culture.
Very little is known about their culture, and the very little that we do know is that their culture is based around Volvoran/human extremist culture, and any non-Volvoran aliens are w considered second class citizens and work in horrible conditions. Those with rebelled are sent to death camps.
Rise of Resistance Forces.
The tyrannical rule of the alliance has led to rebel cells popping up on many worlds, especially on the border with the Federation. These Rebel Cells usually alling themsevles with the Federation or want planetary independent, with the Federation embracing these groups and supplying them with food, weapons, starfighters and vehicles.
| Northern Jewel Systems Alliance |
fandom.100th-millennium | # Nysha
Intro.
Nysha is the eighth planet orbiting Aolia, in the Treana Molecular Complex inside the Snow Nebula, in Florathel. It is a frigid titan that harbors exotic life, and was the third planet in the Snow Nebula identified to have life, after Davon and Klast. It is also one of the coldest known planets to harbor life.
Properties.
Nysha is a typical Titan-like world, with a non-dense slushy mantle and an icy core. Giant oceans of methane and nitrogen cover Nysha's surface as well. Nysha orbits far from its parent star and gets little to no heat. This is obviously typical of planets of its type.
Life.
Life on Nysha is mostly single-celled bacteria which thrive in every environment, but have been greatly expanded in size due to the extremely cold temperatures. However, there is a significant shortage of multicellular and complex organisms. Research from the human colony established here also shows significant radioactivity in the rocks present, which suggests a theory:
There was once an intelligent civilization present on Nysha which detonated a massive nuclear bomb in the process of a war, 2.8 billion years ago. That nuclear bomb had a power of 213, 548 megatons of TNT, which wiped out the whole civilization and killed a large part of the animal and plant kingdom at that time. This is not 100% certain, though.
Nysha has a colony established. Initially, it was just a crew of 6 individuals, but more and more came here until today, there are about 1.1 billion individuals, forming a few large cities on the vast majority of islands that dot this planet.
Moons.
Nysha has 4 moons. The innermost one, Kilae, resembles a super-cold moon (before it was terraformed). The other 3 are asteroids.
Ring system.
Nysha has a thin ring system, thought to have been formed after an asteroid moon broke up in its roche limit.
| Nysha |
fandom.100th-millennium | # Oath of Disdain
"“Have fun in Hell, heretic!” The witch cackled. The crackling of energy around their ship converged, the armored segments of the hull seeming to ripple as space was torn apart. The chasm in the Cosmos howled as Rykon was dragged inside. The air was pulled from his lungs and the cerulean realm beyond faded darker, ever darker."
=Day 16 - Dawn=
Awaking with a jolt, Rykon was drenched in his own cold sweat. The shelter of the park was cold comfort compared to his nightly recollection. This hellish place, however serene it may look, was his prison. Locked away from the saffron clouds of his home galaxy, Rykon was now trapped in this despicable place, this awful world full of zealots and priests. Temples to the same god speckled the maps of the cities he wandered as if they were splatters of blood. The hideous pale green skies were covered by the shadow of night, yet its presence tainted the color of the cerulean stars above. The morning would come soon. The priests would soon come wandering the roads ringing their extravagant bells and chanting in their shrill voices. It was time to leave, and Rykon was still not ready.
Limping along the roads, Rykon looked towards any shops that may have electronics worth harvesting. He needed to repair the damage to his left arm and recharge the components in his left leg. The enhancements had saved him many times in battle, but healing and regaining energy were always such a hassle. Groaning, he found his way into a shop.
“Well hello there, friend!” the shopkeep blurted out by the second step Rykon had taken after entering. “How can we help you on this wondrous day today?” His voice was so… piercing, so aggravating. He spoke as if he were ignorant of all the troubles in the universe. Rykon adjusted his feathered cloak and cleared his throat, trying not to sound too disillusioned with reality.
“I need electricity. In my body. I don’t have money. Can I get anything to fix myself?” Rykon’s voice was gravelly and quiet, both a symptom of underuse and injury. His fight with the blasted Magi who praised the wrathful realm had worn him down. The shop owner stood and moved to find something.
“Oh-- oh dear. I’ll see what I can do. Not one of Silverstar’s children is going to be neglected energy on my watch.” The name of that false god. Everywhere he went, Rykon was met with it. Silverstar, Silverstar, Silverstar! The repetition had gone far past the point of tolerability. Just one mention of him was enough to make his heart flare with rage. Struggling to keep his cool, Rykon passed off the quaking as his limbs failing him. Horrid. Not a word could he speak of his own god. No challenge to the worship of this realm’s patron deity. Trapped in an unfamiliar realm, with only rare taunting glimpses of Aylathiya’s homely saffron spires, with his speech and beliefs stolen, hidden away, and his body severely damaged. The words of that Magi haunted him. “Have fun in Hell” indeed. Slumping over and sitting down, Rykon gave in. He had lost. While the shop worker was finding something to help, Rykon realized the scale of his defeat. Forced to rely on those of another path, stranded in a galaxy so far from his own. Intergalactic travel was nigh-impossible, wasn’t it? He’d heard tales of this galaxy. The chaos and zealotry of the realm, the worlds positively dripping with thaumic prowess, slavery to the Aeterna. And the only chance of escape to his home was through a Magi of this realm, wasn’t it? Oh, the Hell he was in indeed. Footsteps approached.
“Here you are. Uhm, if you can find a way to plug yourself into this, it’ll get your cybernetics charged up in no time. I’ll just be needing this damaged foot for a bit,” the shopkeep mumbled on as he disconnected Rykon’s left foot and took it to the counter. Rykon began fumbling with the wires. As he slowly connected them to the cybernetic parts of himself, he began to talk, though he knew not to whom he was speaking.
“The Aeterna really is a wrathful son of a bitch. Can’t believe people actually bond with it like some sort of god.” The shopkeeper responded, still concentrating on the foot with his several tools.
“Not a fan of Thaumaturgy, eh? Personally I’d say I agree, but it’s just a part of our lives.”
“Pfeh. I’d prefer if Magi would just suck up their egos and be useful for once.” Rykon grumbled. The words kept spilling out, as if he actually intended to be social with the brainwashed people in this city.
You sound pretty angry about the whole role Magi play in our society. What, did a Magi break your gears like this? Heh.” Rykon flinched at the joke, though his energy seemed to be returning. The shopkeep noticed and looked up at Rykon. “Wait, don’t tell me you actually- oh Silver, I’m so sorry. How did you-” That damn god’s name again! Rykon looked back with hellfire in his eyes.
“No Paladin should ever lose to a regular Magi. That bastard only won because of their stupid Thaumic Ship! I would have killed them otherwise.” The truth was out. Suddenly, fear gripped Rykon’s body. "Shit. I’ve said too much, I’m missing a foot, and I’m roughly 3 million light years out of my depth. I’m fucked." Rykon’s brain flooded with thoughts at how utterly hopeless his situation was. He couldn’t run. He could probably win a brawl with the shopkeep, but then what would he do? There were too many windows, too many possible witnesses. Rykon’s eyes showed his terror as the shopkeep got up and stepped over to him, artificial foot in hand. Step. Step. Step. Time seemed to grind ever slower towards the inevitable.
“Paladin? Really? You? With these cybernetics? You’re worse than any selfish Magi. You have access to power enough to heal your own body and you opt to waste the resources of Silverstar’s children like this?” A sound like a faint snap resounded through Rykon’s mind.
“I don't… want… to hear your damn god’s name ever again!” Standing on one foot, Rykon’s body was searing with rage. Rage at the Aeterna, for bringing him here. Rage at Silverstar, for creating this hellish world to trap him. The power filled him. The evocation of his thaumic energy was complete. Directing it within, Rykon sped himself up a hundredfold. Time slowed down around him. While snatching and attaching his foot, the shopkeeper’s eyes slowly moved. With one fearsome howl, Rykon punched. A hole through the zealot’s synthetic midsection appeared as he was blasted into the wall. There was no more time. Rykon needed to run. And run he did, hoping to be naught but a blur to anyone trying to capture the assault. Within seconds, the city had disappeared behind him, his feathered cloak concealing his face and body in a gray blur. Their god was everywhere, in speeches and banners and statues. And Rykon could say nothing, do nothing, but pretend he was one of them. "Look how well that’s worked so far", he thought. Another failed day, save for some incomplete repairs. And yet, another day had been won, surviving in the cerulean Hell.
=Day 23 - Midday=
Word of Rykon's little incident a week back had spread fast and far. Now several cities away, the rumors were beginning to appear in passing conversations. Rykon could hear it. The way the voices of the people around him grew quieter, ever so slightly, when they saw him. The sound of footsteps falling out of sync as people looked around at him. The faint aura of anxiety in people's heartbeats, in their movements. It was growing. It was spreading. Were there a nice open hillside for him to live in, there would be some refuge from the consequences of his attack yesterday. "Shit! Why the fuck did I have to lose it like that?!" The voices of the people passing him grew quieter still. Too quiet. Looking up from the street beneath him, Rykon's eyes met the backs of a crowd of people, all standing in place and looking up. He looked at what was captivating them. A building's wallscreen, now displaying his face, appearance, footage of the attack at the synthetics shop, and worst of all, a rather large number of zeros next to a symbol that Rykon had become all too familiar with as of late: Azurullya's currency. It was a bounty. One placed on his head, broadcast to a city filled with millions of people, several thousand of which were right next to him.
"Fuck no. Not today." Rykon gathered his wits and bolted for the nearest alleyway. Concentrating on the angles of his feet, he jumped at one of the walls. Kicking off that one, he landed on the opposing wall, ever so slightly higher. Repeating this jump a few hundred times, Rykon made his way to the roof of the lower tower, where a small group of people was having a meal. The roof was wide enough. The sparse buildings on the inter-city roads were visible in the distance. Grabbing his cloak with one hand, Rykon planted his feet on the roof. The Aeterna brought him here, the Magi were responsible for his persecution, and the Aeterna's Angels had made that cesspit he was born on. Hatred, disgust, and violent instincts filled Rykon's heart. His vision blurred a scarlet red. It was time to sprint. Covering the width of the roof in a tenth of a second, Rykon put all his energy into his legs, making one forceful leap into the air. He soared, unfurling his cloak of feathers to control his trajectory. He had to go further, get out of the crowd, and then run. His left foot sparked a couple of times.
Touching down onto the ground, Rykon's sprint began. Out of the city, onto the sparse roads dotted only with shrines and the occasional food vendor or transport station. He had gone a few kilometers within the first couple of minutes. This was good. He was making his way away from the city. Something glowed on the road ahead of him, but he paid it no mind. He stepped over it, and then again, and again... the ground seemed to be pulling him backward. No, it wasn't. Every step he took landed in the center of the thing. Rykon jumped forward, going a few hundred meters with the force he put into it... and landed back in the object's center. An intricate glowing pattern on the ground. Runes? Thaumaturgy? But who was casting such a spell?
"Alright, you sorry con artist, you think you can beat me by trapping me in one spot? Come at me then!" Rykon made sure to project his voice as much as possible. Looking around, he saw nothing but the few trees in his vicinity, the long winding road, and the hideous celadon sky. Reaching out with his mind, he also found that no Magi were nearby. "But the rune's active..." Rykon knew that there had to be someone nearby. But how were they hiding? Over the pounding of his own heart, he could hear no movement. Trapped again. In a rune that stops him from moving, on a planet full of zealots who want him for arguably justifiable reasons, in a galaxy so unbearable far from home. "When will the chain of prisons end? When will the Aeterna decide that toying with me is enough?" The rage began to build again.
Punching the ground, Rykon cried out with all his hatred. The rune, shifting in color, punched back. The force shattered his synthetic arm and blew him away. Into the air, far away, hitting the ground... and back in the center of the rune. It lay unharmed, mockingly flashing and shimmering with its many pale colors. Looking at the damage done to his robotic parts, Rykon groaned in disappointment. Sure, he could armor his own body, but how was he supposed to know that the shock from the impact would go past his punching arm and into the rest of his body? A voice, echoing around him, began to laugh. It sounded ethereal and hollow, as if it were coming from somewhere in a very spacious cave. Something moved. Rykon could not see it, hear it, feel it, but the movement was there. Nearby, probably. It had no direction. No position or velocity. But it was there. Something was moving. He just "knew". Suddenly, the sky shifted tone. No, it was everything. The colors swirled and bled into each other until the world was a fine mist shrouded in dull rainbow fog. A form walked through the mist, carrying the same giggle.
"Wow. And here I was thinking "I" had anger issues. You're like muscle fiber in a shock tube!" The strange figure of speech stood out to Rykon. Whoever this Magi was, they probably weren't well adjusted to society. "This could go one of two ways. They're either a less egotistical bastard than the rest of the Magi I've fought, or they're a psychopathic monster with a surprising level of control over my situation and a thirst for blood," Rykon thought to himself. The form wavered as it neared him in the fog.
"Ok, are you ready to calm down and behave? I've got debts to pay and you're gonna help me with that one way or another." As the Magi broke through the closest layers of the fog, her appearance became clear. Robed in a dark hooded cape and the other typical Azurullyan impractical fashion, she looked over at Rykon. A bag hung at her waist, tightly secured by three separate locks. How that would prevent people from just ripping a hole in the bag's fabric was beyond Rykon.
"Yeah, like I'm just gonna let you take me in. I might only have one arm left, but I can still beat you. You're within my range, bitch." Rykon's voice rumbled through the thaumic clouds.
"Ooh, feisty little bounty, aren't we? I don't remember asking you if you wanted to come in with me. You're going whether you want to or not. And I'm going to take the whole reward for myself." The woman's arrogance shone through her bubbly grin. Even now, Rykon could sense only a tiny spark of thaumic power in her soul. How was she doing all of this with Runes alone? How much preparation time did she have? The bounty had only been put on his head mere minutes ago, and yet she had already laid out this intricate spell right where he was walking and captured him. Rykon raised an eyebrow at her. "Right, you don't think I can do anything about it." Snapping her fingers, a circle of iridescent light appeared around the rune. The ground was lifted up from beneath it. As the stocky woman wrote something on the newly freed slab, the rune beneath Rykon's feet sprouted cage-like tendrils of light. Another rune, perhaps. A cage, likely just for show.
"Ok, now we can go turn you in. It's a bit of a walk, though." She grinned a little at the detained Rykon.
"If you start making small talk, I swear I'm gonna kill you."
"You're right, that would be rude to do with just us. Here, let me just show you off a little more." Waving her hands, the Magi cleared the fog and the mist. The colors of the world shifted back into place. Open now to the road, the Magi began to drag Rykon's floating prison slab towards the city.
"So, Mr. Anger Issues, what exactly did you need to kill that store owner for? I've just been "dying" to know."
"No fucking way am I gonna start chatting with some bitch just for capturing me. Fuck off." Rykon sat down and turned away from her.
"Uh huh. Yeah, we'll see how long you can stay all cool and aloof like that when you're being professionally interrogated." The Magi walked for a few seconds before smirking. She had decided to play a game. "So, since you're not going to talk, I think I will. I think you'll find my story interesting. I'm not actually any sort of bounty hunter or military Magi. You got captured by an ordinary civilian. How funny is that?" Rykon groaned and covered his ears to no avail. "I'm actually an artificer and rune researcher. I find runes out in the wilds, note them down, and use them to enhance items. People come from all over the galaxy to get a taste of my servi-"
"Holy FUCK, do you ever shut up?! Are you a professionally trained torture weapon or something?" Rykon whipped around, glaring at the bitch with resentment.
"I just told you I'm not part of the military. Name's Cirafey, in case you were wondering." She looked up at her floating prisoner as if he were a pile of valuable crystal coins. The pile grimaced back at her.
"Now how'd such an unbearable bitch end up with such a pretty name?" Rykon mockingly asked.
"I can't tell if that's meant to be an insult or a compliment. You're really playing up the mystery criminal bit, aren't you. Big, strong, and silent. You lot always go around thinking you're the hottest shit since wormholes. But just look at you. Ratty, dirty, noxious smelling. How do you plan to keep up an image like "that"?"
"Tch. Bet you wouldn't know. You've probably got a nice spacious ship somewhere around here, a good home, food you don't have to beg for. Meanwhile I'm stuck in this shithole with all its priests and preachers harassing me constantly."
"Oh yes, I've got a good ship. A nice home. But don't think I haven't been broke before too." Cirafey's eyes had sadness flicker through them for just a second. "Anyway, you're gonna make sure I don't have to struggle for a while."
"Uh huh. Sure. Keep telling yourself that. Just do this "one thing" and you'll be on the easy road. Just one last thing, isn't it? How well's that worked for you in the past, eh?" Rykon wanted to make sure that even if this bitch sold him off to a life in prison, he'd trap her in her own mind for a few years.
"What do you know? You're just some dumb Paladin. I'm not too fond of doing dirty work for the law, but if it means I'll be able to get enough to go see Aylathiya..." Rykon's mind was flooded with thoughts as he heard the name.
"Wait, wait, waitwaitwaitwait. Aylathiya? You're headed for fucking Aylathiya? Ok, truce for just a second. I'm from there! I need to get back as soon as I can. If you're going, just take me with you!"
"Don't have the money or supplies, dumbass. It's a journey that'll take months, even with Hypertryptine FTL engines AND my own thaumic warp bubble. Ever since the Gateways got closed off, intergalactic travel is basically Magi-only. I'm lucky enough to have just barely happened upon a form of Thaumaturgy that I can actually use for that. But no, you're just gonna get me supplies, Aylathiyan." Rykon stood up with new vigor in his blood.
"Rykon. My name is Rykon Valk-Aylathiya. Just... find some way to take me along. I need to get out of this hell of a galaxy. I can't stand how fucking brainwashed everyone is- no offense."
"Oh, so now you try to play nice?" She chuckled. "You know I can't do that. I turn you in, get the money, buy supplies, and leave. I'm not making myself a fugitive by breaking you out of prison and taking the money. Why would I? I don't know you at all." Rykon fell silent, sitting down and waiting to be delivered to the cold "home" of eternal incarceration.
The silence continued as Cirafey walked, dragging her glowing cage and bounty with her. The scenery was no comfort. It pained Rykon to think about what was happening. Just when he finally saw a way out, it was used to taunt him. "The fucking Aeterna and its stupid fucking shenanigans." Seething as fate toyed with him yet again, Rykon slumped over and sat down. "First Zushilo, then those fucking scavenging Magi, now this. I swear, the first chance I get, I'm going to kill everyone on this disgusting rock."
"Zushilo? What's that?" Cirafey's curious words showed Rykon all he needed to know about her.
"You're going to Via Aylathiya without even knowing what Zushilo is? You're out of your depth. I bet you only the big ones like Lorokira."
"Answer the question, moron." Cirafey clearly wasn't interested in Rykon's attitude anymore.
"It's the prime example of a Hedonist World. A disgusting cesspit of shameless lust and greed hailed as a beacon of divinity. Made that way because of a so-called Angel born from the Lux Aeterna. Might seem like a nice vacation spot if it weren't the worst fucking cosmic pebble for me to be born on. If you don't even know Zushilo's reputation within the galaxy, you've got no chance of surviving Aylathiya."
"I'll manage."
"Doubtful. What are you even going there for anyway?" Rykon thought he may be able to convince Cirafey if he could get her motives.
"Tearing down some things, particularly Angel-related stuff. So thanks for the tip about Zushilo, I guess."
"Oh, you're kidding me," Rykon groaned, "You are literally doing the same thing I wanted to, and you still won't take me back to Via Aylathiya with you? Come on, you could clearly use my help."
"I don't think I get the money before I hand you over, so there's really not a chance I could feasibly break you out in the first place. Also, you're an asshole. Why would I spend months on my ship with you?"
"I'll tell you why. You're gonna want me on that ship so I can fill you in on what goes on in Aylathiya. I'm basically a whole map of the shit you want to destroy. I'm strong as fuck and I can help you beat the shit out of people. Without my help, you're going to die sad and alone somewhere in Aylathiya, or start a whole war if you're unlucky." Rykon was getting desperate. Clutching onto the one hope he had, Rykon begged. "If you don't take me with you, then that Angel-worshipping charlatan who sent me here will never get a fist in their ugly fucking face. I'll rot in this galaxy, and for what? Funding some lonely artificer's joyride to a galaxy she knows nothing about?"
"...Ok. you know what? You're right. Aylathiya's a big place, right? Lots of nations, I hear. I don't know anything about it. "If" I can manage to get the money for your bounty before you're behind a wall, I'll get you out of there and take you with me. But that's only if you promise to help me out and stop being such a precocious ass. Break that and I'll throw you into intergalactic space." Rykon rolled his eyes and sighed.
"Hrmmmm... I guess. Fine, I'll do that. I promise to help you out and stop being such an ass. Happy?"
"Good enough."
At the city's center, a monolithic building stood above all the others by several stories. Sharp gray walls showed the might of its containment potential. The tall blast doors at the entrance opened for Cirafey as she hauled her bounty inside. In the front room, officers holding plasma rifles, with hard light weapons hilted at their waists, lined the walls. Their stoic stance betrayed no emotion within this silver fortress. The doors to another room opened. A man in a fancy official uniform walked out, cape trailing behind him. The dozens of medals adorning his armored coat were testaments to his authority and power. Walking in front of Cirafey, the officer loomed and spoke.
"You have brought us the criminal in an unexpectedly timely manner, considering the bounty was broadcast," He looked at his watch, "26 minutes ago. I ought to add to your reward with a few hundred more. Tell me, citizen, what is your name?" Cirafey was somewhat intimidated by his stance, but she could sense no thaumic energy from him. If push came to shove, she could incapacitate him.
"C-Cirafey Remmer, sir. Could I see the reward before I hand the prisoner over? I want to make sure I'm getting the correct amount." Cirafey looked more nervous than she actually was. She wasn't the type to get so easily overwhelmed by a tall authority figure with a strong voice. Could she actually be trying to use emotional manipulation tactics on a law enforcement officer? Rykon played along, pretending that he was exhausted and beaten down.
"Well, since you brought him in so swiftly," the man said, lightly grabbing her chin and pointing it upwards, "I suppose I could show it to you." Cirafey wanted to slap his hand away. She wanted to deck this man. "What a fucking creep", she thought. "Are all higher-ups like this?" However, she managed to keep up the act of timidity. He pulled his hand back and into the air, snapped his fingers once, and then sharply turned and walked away from Cirafey and Rykon. A carrying cart was rolled out with a stack of crystal chips. The currency. Rykon thought it looked rather small, but from Cirafey's face, he knew each one must be representative of extravagant wealth. "Now," the officer announced, "The full extent of this Paladin's charges. Six counts of assault of a priest, several acts of blasphemy, one instance of murder, and destruction of property. On top of this, the Paladin in question was found to be an Arcane Aeternalist, which is against the Theological Accords set by our great nation's founders. In all, you are sentenced to 50,432 years in prison for your crimes, where you will perform hard labor and be re-educated as penance for your crimes." Cirafey slipped the money into her bag while the man spoke, before pulling out a small rune-encrusted metal rod. She whispered something into it, at which point it erupted into a shimmering battleaxe with eidolite blades.
"Alright then, if we're playing that game, then I charge you with being a massive creep and impeding the mission given to me by a higher power. So stay still or I may have to sentence you to death." Cirafey snapped, and the slab holding Rykon in stasis fell, the runes disappearing. He wasted no time aiding her. Concentrating his hate into his legs, Rykon swooped around the room, breaking the weapons of most of the officers. Cirafey, not one to be shown up, swung the Eidolite axe, at which point the heads disappeared into a periwinkle blur of light. She dashed towards the official, hoping to pay him back for touching her so familiarly. She swung, and while the officer dodged the light, the blade cut him anyway. His chin, no, his whole lower jaw, fell to the floor. Another swing and the hand that touched her was similarly disconnected. Reeling back in pain, the officer let out an inhuman cry.
Meanwhile, Rykon was facing off with a Xherari guard who just so happened to have thaumaturgic abilities. Dodging the blasts of energy and fire, he swung his right arm towards the guard's long face. The guard, predicting this, sidestepped with outstanding speed. "Damn, really wish my left arm wasn't busted up," Rykon complained to himself. Twisting around, he responded to the guard's hard-light knife with a kick to the chest. Empowered by the energy he had collected from his malice, his leg blew through the guard's armor and chest, leaving a corpse on the floor and a purple stain on Rykon's pants.
"That's the last one, Cirafey! Let's go!" Rykon shouted. The alarm had gone off at this point, and more officers would be arriving soon.
"Break through the fucking door! I don't have anything to get through that grade of blast shielding!" Cirafey yelled back. It was now or never. Rykon took a stance on the ground before the entrance. Hatred for the Aeterna. Death to the Angels it sent. Burn their empires to the ground. Vermillion veins of light flowed through his body. Using the trashed metallic stump of his left arm and the muscular prowess of his right, Rykon punched again and again. Sparks flew and metal scraped against itself as Rykon roared in a blind rage. This door, this planet, this galaxy, would not contain him. He would have his revenge. He would reduce the Angelic gifts to crimson ash, flowing in scorching smoke. The door broke open more and more. Faster. Harder. The fury that filled Rykon's body began filling the space around him with an energetic aura of bleeding scarlet. The door began to melt open. Pulling back one final time, Rykon cried out with the remainder of his strength and put his entire weight into breaking the door. Bursting away in a slurry of molten metal and crackling wind, the duo's exit path opened. They made a break for it. Cirafey began to fall behind, so Rykon scooped her up and hoisted her over his shoulder with his remaining arm. The synthetic one had done no good, being reduced to smoldering rubble from breaking the blast door open. Cirafey herself protested for a solid few minutes, but Rykon wasn't listening. His strength was fading, and quickly. He put all his effort into running as fast as he could. Electric sparks of all shades of red burst from his legs as he broke through what felt like a wall of air suddenly appearing before him. Once he had left the city, he slowed. Sliding across dirt and rock, Rykon struggled to hold his stance and keep Cirafey in his arm. He ended up stumbling and falling over, rolling in a tangle of limbs with Cirafey caught in it.
"What the hell was that about?! You almost killed me!" Cirafey berated Rykon as she struggled to untangle herself from his limp body. Pulling arm from under leg and leg from between arms, she managed to free herself.
"I... had to... get us out of there... faster. You were... slowing me do- ...down." Rykon was utterly out of breath. Yet again, his cybernetic legs had failed to complete their intended purpose. Wheezing with each breath, he tried to regain enough stamina to at least sit up. "You owe me... a new arm." He tried to lighten the mood with the most dry humor he could muster, but it was in vain.
"You went way past my ship. What is it with you and making everything into long walks?" Suddenly, she looked off into the sky, as if seeing something fly overhead. Rykon looked in the same direction, finally able to sit up, but there was nothing there. She spoke again, with a different tone. "But how do I even... I don't get it... Yeah, but what about him?" Rykon looked her up and down, wondering if she was ok in the head after their supersonic marathon. She turned to him. "I'm gonna try something. You stay here, ok? Keep this tracker with you so I can find the way back." Standing up, she brushed herself off and prepared to leave.
"Cir... C-... Fey, I can't stand. No way am... I going anywhere. Where are "you" going, though? Don't tell me you're just... gonna leave. That'd... be a real dick move." Cirafey turned back to him. With absolute serious determination in her eyes, she said what may have been the stupidest thing Rykon had ever heard.
"I'm going to go get my ship while cloaking myself, fly back here, pick you up, and then get out of here once and for all."
"How are you even... What? You won't be back for days, even if you manage to stay... hidden." Rykon was catching his breath, but moving was still a struggle. Already walking off, he could see the colors of Cirafey's form bleeding into the environment.
"Just trust me, alright? Though, what I'm doing is also something new." A muted flash of light encompassed her, and then she was gone. Rykon was left in a crater, tired, broken, and alone. He had nothing to look at but the sparse trees, the buildings in the distance, and the ever-ugly green of the sky. He looked down at the tracking device Cirafey had left for him. He'd have to put all his trust in her to get him off this awful planet. And why would she betray him now? She'd just risked everything to keep him from being locked away. Sure, it might be for ultimately selfish reasons on both ends, but she needed him for her mission, and he needed her to survive. The device was his last little gemstone of hope, as it shined with its dark orange bead at the top. It flashed a couple times, and then a breeze came. Stronger and stronger, winds whipped around Rykon's clothes and hair. Suddenly, colors began to ripple out of the sky. The hull of a sleek ship emerged from the sudden illusive mist. Touching down, the back of the ship folded out into a ramp, from which Cirafey exited. It had been all of two minutes since she cloaked herself. What had she done? How did she get to the ship that quickly? Rykon remembered the head officer's comment about her uncanny speed. Was it some ability she possessed?
"Right then, Mr. Paladin. This is my pride and joy, the Night Cereus. Let's get you on board." Cirafey tried to pick up Rykon, but he proved too heavy for her. "Ok, maybe ditch the robot bits next time you plan to get so worn out." She laughed. Rykon dragged himself on board as best he could, with remarkably minimal help from Cirafey. The interior of the ship was relatively spacious, with folding shelves to store materials, a safe with a presumably large amount of money in it, and a large station that appeared to be a tinkering bay. Folders with thousands of pages of runes were laid out on the station's main desk, and a small ring was in a holder. Now barely able to support himself with Cirafey's help, Rykon hobbled over to the second seat in the cockpit and sat down. Cirafey sat down in the pilot's seat, chanted a short phrase, and took off.
"So, you called me Fey back there."
"I couldn't get the full name out. Won't happen again."
"Oh, don't bother. I think it sounds pretty nice." Fey took the throttle and accelerated the ship, watching as the atmosphere thinned and darkened until they were floating among the stars in the Cerulean Gem.
| Oath of Disdain |
fandom.100th-millennium | # Oathreni
Description.
Oathreni, also known as "Orcs," "Ogres," "Trolls," and "Hobgoblins" are an intelligent bipedal mammalian race found throughout all of planet Haven. They 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. Oathreni are a fairly populace race of the world, as it is not uncommon one may find one of the Orckin wandering the world. Usually existing in self-isolated racial communities, Oathreni are one of the most reserved of the Edian Races, often wishing to be left alone from the other sapient races of the world, often showing mistrust to those not Oathreni. Thanks to this, Oathreni have not often held power over large swaths of land and sea, as their number often can only hope to gain control over small localized regions, though there are notable deviations of this throughout world history. As well, their number is far outshined by the populations of their sister Edian-races, such as the Mythra, Sylvians, and Gnarvesh, further preventing the Oathreni from gaining significant foothold in the world stage.
The name of "Oathreni" literally translates for the Edian word "Faithful friend," so named for perhaps one of the Oathreni's most famous aspects, that being the race's inherent undying loyalty to those they imprint upon as friend, lover or kin. If one manages to earn the trust and companionship of an Oathreni, they will eternally remain as an ever faithful companion to them, so long as that trust they have placed upon them remains unbetrayed. Alongside their faithfulness in companionship, the Oathreni hold an enduring will to make good on almost any promise given, as it is inherent to their being to try their hardest to make right on their word, making an Oathreni's word one of the most trustworthy in all the world, though a clever Oathreni may use this to their advantage, as one may not expect an Orc to lie.
Oathreni the world over have had to deal with vast mistrust, or even open revulsion by the other races of the world, though this would be most extreme by their fellow Edian Races, as the common perception of the world is that the Orckin are not but savage barbarian, and demented pillager. Though these fears are not total fiction, as it is very common for an Oathreni to let rage consume their mind, anger swiftly becoming the common response to all slights against them, for an Oathreni will not suffer disrespect. And as the Oathreni are famed for their strength and savage fighting ability, these compound to forge the image of the vile Orc much of the world holds. For centuries, the Oathreni have had to claw and bite their way into social relevance, sometimes gaining it, often losing it almost as quickly. As such, Oathreni must learn to live with what they are given, as in an intermixed racial society, an Oathreni can only hope for a high military career, and not much more.
Biology.
Appearance.
Oathreni are one of the easiest of the Edian Races to identify, thanks to a series of physical traits exclusive to themselves. Standing at an average height of around seven feet tall, (2.1 meters) they are amongst the tallest of the Edian Races on average, second only to that of the Giakos, as the tallest of their number can reach heights up to fourteen feet. (3.6 meters) Their bodies often chiseled with thick muscular builds, specially developed to allow the individual Oathreni to better hunt and combat large predator animals, as well as allowing an Oathreni to run extremely quickly, and do so for long periods of time, letting them chase down prey for dozens of miles.
Similar to Sylvians, Oathreni have two elongated ears at the sides of their head, allowing an Oathreni to ear a great distance away. However, quite possibly the most defining characteristic of the Oathreni's physical appearance would be that of their teeth, most notably, the long and sharp tusks on their bottom jaw. Universally, Oathreni all possess a mouth of sharp teeth, allowing the Oathreni to better be able to shred apart meat and consume it. The number and length of their bottom tusks can vary, some may have only two small tusks, while other may have four tusks jutting out several inches, however, the size of their tusks is dependent on the gender of the respective Oathreni, as males will typically have larger tusks when compared to females. Other physical traits inherent to the Oathreni would be their wide foreheads and eyebrows, as well as often having a fairly large nose, so developed to allow them to better locate prey by scent.
The skin of an Oathreni is oftentimes rather rough and hard, as it is fairly often covered in thick layers of calloused skin to be better able to withstand the hostile weather and environment, though this is not universal. Their faces are usually rather chiseled, with strong jawlines and cheekbones. The color hues in which their skin can take can vary quite widely, however most commonly, Oathreni will have varying shades of green pigmentations, sometimes muted, other times extremely verdant and bright. Other color hues an Oathreni may possess are white, black, pale and even exotic colors like red and blue, though all of these are fairly rare when compared to Oathreni with green skin.
A rather common habit Oathreni have as a collective race is the addition of various forms of apparel they put upon their face and bodies, such as jewelry, piercings, body paint, and sometimes even self-inflicted scarring. This is done as a form of expression for the Oathreni, as self expression is rather inherent to the Oathreni as a whole, adding onto themselves with apparel they believe will reflect the personality of themselves. Some of the most common apparel for an Oathreni would be piercings such as septum piercings, and earrings, as well as jewelry and piercing upon their teeth, particularly their large bottom tusks.
Physiology.
The baseline physiology of the Oathreni is fairly unique when it comes to their contemporary Edian sister races. Rather than having their bodies being specially adapted to best be able to thrive in an individual respective native environment, as is the case for most Havenborne races as a whole, the Oathreni's internal physiology is a blank slate of sorts.
As their physical appearance would suggest, the Oathreni are incredibly physically strong due to their large and well-toned muscular structure. Second, only to the Giakos in physical strength amongst the Edian Races, the weakest Oathreni would easily be able to pick up over two hundred pounds, while the strongest of their number could increase that to around a ton. In addition, the Oathreni are able to carry large amounts of weight for fairly long periods of time, making them excellent at hauling large caches of items across great distances. Alongside their lifting strength, the Oathreni are able to strike with a great amount of force, very easily able to crack moderately strong woods such as Oak or Pine.
| Oathreni |
fandom.100th-millennium | # Orachis-Kenna Path
The Orachis-Kenna Path is the only stable self-sustaining wormhole in Cosmoria, traversing between the Orachis and Kenna systems in Ejeunor and Florathel. It is unknown how it was created, but it was found already stable by the Shev'ra in 74339 CE.
Revamp in progress dont delete mittence
| Orachis-Kenna Path |
fandom.100th-millennium | # Oralat Virtual Utopia
The Oralat Virtual Utopia is among the most reclusive nations in Florathel. It is located within the Xeros System, a low-mass star system that can be found beyond the edge of the Cosmorian disk near Argano. The OVU is near to the Toralaskis prefect of Marakat as well as the Seldrin-Darusa state of Dereshan, despite the fact that there is little communication between them. The OVU's connection point to the real universe is found on the planet Darakett, and this is seen as its capital to the other nations of Florathel.
Area.
The Oralat Virtual Utopia controls the entirety of the Xeros System, converting its resources into enormous Matrioshka Brains and other megastructures in the system. The system is filled with thousands of planetary masses' worth of satellites, linked together into an enormous computer known as the Gannet Matrioshka, where the vast majority of the population can be found.
Capital.
The "capital" of the OVU, if any place can be said to hold the title, is the ancient planet of Darakett. Darakett is the adopted homeworld of the OVU's primary species, the Oralat, and has the highest non-uploaded population. The OVU is functionally very decentralized aside from foreign relations, and the only government functions here are embassies. Darakett is widely considered to be among the most beautiful planets in the galaxy, and is home to a great number of cities scattered across the planet.
Government.
The government in the OVU is mostly anarchic within its vast computer banks, where people are free to do literally whatever they want. Some groups craft enormous cities to live in, while others create simulated garden worlds of completely fictional life. The only true governance in the nation is among the physical people of Darakett and the surrounding asteroids. These people are few, and are mostly disconnected from the simulated societies of the Matrioshka. On the far side of Darakett there lies a complex of embassies to various nations, particularly Marakat and Seldrin-Dariusa, populated by real-world "avatars" of specific people uploaded on the Gannet Matrioshka chosen specifically to safeguard the infinite freedom of the matrioshka brain.
Defense.
Past the farthest glimmer of the light of Xeros and past the most distant satellites of the Gannet Matrioshka lies a swarm of defense stations. Assembled millions of years ago on the final stretch of the Great Trek from Isra, they were intended to rebuff the chaos of the Years of Fire and anyone who wanted their island of safety. They were never used because of Xeros' sheer distance, and no one has truly tested their effectiveness.
Society.
Because of the absurdly large size of the OVU, nothing consistent can be said about its society. Individuals uploaded into the many matrioshka brains of the nation have chosen to be every species in the universe, plus millions of others which were invented by members of the nation. However, one thing can be said about this. The vast majority of the population of the OVU is perfectly fine with mind uploading, although that has been already said by the name of the nation. Within the endless computers of the Oralat Virtual Utopia, one can find almost anything.
| Oralat Virtual Utopia |
fandom.100th-millennium | # Orcubor
The Orcubor ("Ignik sophos") are a sapient race of aluminum-based life forms native to the planet Gohbrin in Martial Space. 4-meter goliaths weighting over 1000 kilograms on average, the Orcubor are notoriously difficult to accommodate for shared spaces across species. An internal body temperature of 1,600 degrees Celsius prevents cohabitation with almost any other species. The solvent, Silicon Dioxide, is a rare one, especially for intelligent life.
The Orcubor have been space-faring since time immemorial. The oldest records pertaining to their origin have been lost, but archeologists estimate that they first achieved space flight sometime before 99,000 BCE, just before the rise of the Triumvirate Civilization. The Orcubor civilization was peacefully subsumed into the Triumvirate. After the nation's collapse, only a few billion remained spread out across several star systems. They would form the Orcubor Coalition, a transnational organization devoted to the protection of the dwindling population. By the 60,000s, the Orcubor Coalition gained sovereignty over Odo, a yellow hyper giant perfect for sustaining a large number of scorched worlds. Today, the Orcubor are an integral part of the Entente of Ventemir, a union of three species native to the nebula of Ventemir.
Biology.
The Orcubor are unique in their usage of silicon dioxide as a solvent. By mass, they are about 60% silicon dioxide, and most of the "dry mass" is aluminum and oxygen. With a diet composed primarily of fungus, the Orcubor evolved from a eusocial colonial species to become more independent. Incapable of surviving for more than a few weeks alone, the Orcubor remain highly sociable.
Within the head is a large brain protected in a case of aluminum-oxide over 5 centimeters thick. Supporting the main body is four thick legs and two hind legs which have since become repurposed for the manipulation of objects. The Orcubor have 4 main eyes upon their heads and dozens of more primitive eyes across the underside of their torso.
| Orcubor |
fandom.100th-millennium | # Order of Cobalt Sorcery
Founded by the second ever living life forms to come into contact with fragments of the High Warlock of Sinister, the Order of Cobalt Sorcery began on an interstellar expedition to abuse their abilities and military strength with the purpose of giving their nation's people a care free life of pleasure, one that the six founders could not have as children.
=Military History=
Following a devastating planet-wide salt storm, demolishing much of the little life on Gypsum, six siblings were tasked with obtaining the power of the High Warlock. Using the last of the planet’s fuel supply, the six traveled to the center of the universe and succeeded. For hundreds of years, the dwindling population of Gypsum awaited painfully for their return. Vermin resting in their rotting flesh waited with stomach-aching patience along with the dying citizens. In the year 12 CE the six siblings returned, now empowered by the godlike abilities of the High Warlock. Each of them held the ability to control cobalt. Now being able to drain the cobalt from celestial bodies on a planetary scale, Gypsum began to control a monopoly, giving this new empire enough funds to invest in city infrastructure, utilities and most importantly; a military. Now known as The Order of Cobalt Sorcery, the Gypsum military began to conquer adjacent planets, draining their lithospheres of cobalt and capturing sentient life as slaves.
After a relatively short test of power on Gypsum’s satellite, The Silver Grin, the Order of Cobalt Sorcery began offensive plans to capture a nearby planet theorized to have intelligent life due to the blurred fragmentations of light observed around the planet’s atmosphere, often associated with megastructures. This planet would soon come to be known as Hexad.
The Hexad Massacre was a grim event that lasted only ten days perpetrated solely by Pheo of the Six Siblings. Using fear and blood as a prison, Pheo cut down five whole previously established nations within Hexad. The unstoppable general hurled cerulean blocks straight through crowds of fleeing civilians, leaving cathedral sized clouds of red mist in his wake. Cobalt mines around the planet were torn out of the crust, sliding across capital cities and monuments, making way for The Order’s rule. This marked the beginning of the Six Sibling’s imperial expansion.
The Six Siblings.
The first sibling. Upon seeing the power of Aria Woolwork's Dexter Rod, Yent became adamant on learning how it worked. Although Yent was not gifted with intelligence or strength, he was a very curious and driven man. After signing a treaty between the Order and Limehold, Yent immediately offered to trade two tons of cobalt for the Dexter Rod plans. Taking advantage of Yent's passion and as slight payback for attack Limehold, the trade ambassadors managed to run the price up to 40 tons of cobalt before settling. Although slightly scammed, Yent now knew the technological secrets of a new Bishop-designed weapon. With help from his sister, Huri, Yent explored the Crown of the Warlock, the most Pseudo-Pylon abundant planet in the galaxy. This expedition is what allowed the Six Siblings to gain their signature blue Dexter Rods.
The second sibling. The lead diplomat of the Order. Due to his silver tongue and charismatic personality, Ciel is often the face of the Order when it comes to speeches and legal matters. While not doing work for the Order, Ciel is most likely off planet performing his crude self imposed challenge of attempting to have intercourse with every humanoid race in Sinister.
The third sibling. After getting her arm violently twisted off by the strongest bishop in the universe, Aria Woolwork, Vryo trained relentlessly in the art of combat. She was beyond physically capable even before she started training. After thousands of hours of sparring she became the best Dexter Rod and SCG fighter in the Six Siblings by successfully beating her brother Pheo in a match even without a left arm. Despite the peace treaty, her main goal is to fight and kill Aria Woolwork in a rematch.
The fourth sibling. Arguably the weakest of the Order, Huri spends most of her time strategizing plans of attack and action. She was initially the sibling that suggested the attack on the planet Hexad due to its low military power but high resources. As the head strategist and cartographer, she also loves exploration. The potentially billions of planets within Sinister leaves so much to be discovered. She absolutely adores the thrill of journey and discovering wildlife. Huri is most known for being the sole wife of the hivemind known as Apiary. Although the rest of the Order doesn't approve of this relationship to say the least, Huri and Apiary remain together.
The fifth sibling. Twui has remained the second best at almost every field he excels in. He is not as good as Pheo at controlling cobalt, he is not as good at diplomacy as Ciel, he is not as good as Huri at strategy and he is not as good as Vyro at combat. Because of this, Twui's behavior is often erratic and conflict inducing. In fits of anger and jealousy, Twui often sparks fights with Vyro or Pheo in order to try and prove himself. He obviously does not win any of these encounters.
The sixth sibling. Due to the lack of cell decay caused by his bishop powers, Pheo's body is stuck at the age of 13 as he ate his Warlock crystal when he was that young. Despite his short stature, Pheo is feared throughout many of the planets that don't have bishops to protect them. Stories of the "Devil Child Pheo" echo throughout the galaxy. His violet dexter rod is so well known that even light similar to the specific purple shade of it can strike terror into civilians on the plentiful planets of Sinister. Pheo is known as the strongest bishop in the Order of Cobalt Sorcery.
=Gypsum=
The bone white sands of Gypsum snap and wave in the flesh tearing winds. Like rattlesnakes, the curling heat and eye-catching military bases flash deadly warning to outsiders. Calcified, dead trees from a time before stick out of the salty ground like lost mummified witch fingers. A spire that reaches the upper atmosphere sits upon the porcelain horizon as the only life inhabited object on this rogue planet. Using minimal resources, the people of Gypsum formed The Order of Cobalt Sorcery, an extremely powerful empire as well as the second group of people to obtain the power from the High Warlock of Sinister.
Nature.
Spinzar.
Inhabited mainly by the Spinzar, a humanoid race known for their glitter-like silver skin used to reflect the harsh sunlight of their home planet. Due to the Spinzar’s capability of storing water in their bloodstream, the race has been able to persist in their barren home for generations. The fact that the Spinzar population stayed at a consistently low rate due to lack of resources led to an environment where very few war inducing disputes happened inter-species. In addition to that factor, the Spinzar was the only intelligent species on Gypsum during their time, meaning a group effort to escape the planet and retrieve resources elsewhere was essentially the entire planet's goal with little to no distractions at all.
Ghost Noses.
Hardened white trees with expansive root systems to combat against its environment's harsh winds. Although this plant's exterior is basically stone, these objects are still functioning organisms. The interior contains an organ which takes up 30% of its body mass. This organ works as a water sack to ration out and save moisture from evaporation. Many pre-order-of-cobalt Spinzar tribes utilized the water from these trees to survive. Additionally, the seeds that Ghost Noses bear are edible and can be made into syrups, vinegar, pies and more. Even modern Spinzar individuals continue using Ghost Nose seeds in their cuisine.
The Silver Grin.
The sole, lonely satellite of Gypsum. Forming a permanent smile in the starless sky, the Silver Grin exhibits very little movement. With almost no orbital force, this satellite remains in between its parent and the light of the High-Warlock. With only one lunar phase, the Silver Grin gets its name from the small amount of light that passes by Gypsum, striking the Grin’s southern surface in a crescent shape.
Being forty percent of Gypsum’s mass, the Silver Grin is more like a binary planet than a moon. Although large and often referred to as Gypsum’s sister, the Silver Grin presents a wildly different composition. As the name suggests, this satellite is rich in silver and cobalt. An excellent vehicle for economic destruction. The Silver Grin functioned as a test run for Gypsum’s newfound military power. Using the power of the High-Warlock, Gypsum’s Six Generals removed all of the cobalt from the crust of the Grin and created a pure cobalt ring around Gypsum. This event led to the Order of Cobalt Sorcery’s regular practice of storing their acquired cobalt in the protected orbit of planets within their territory.
=Hexad=
Boiling blood vapor burned through the smog contaminated atmosphere of the demolished planet, Hexad. Although this was the first planet that the Order of Cobalt Sorcery chose to conquer, only one sibling was responsible for the annihilation of this world's crust. With blinding speed, Pheo tore through the massive super continent, shredding metropolises with their own cobalt mines and branding every organism's eyes with his dexter rod's signature purple color. Civilians stood frozen in heart-stopping fear as they watched one sixth of the Order's power devastate their home in a catastrophic storm of purple plasma and cerulean rock. Like a four foot dragon, Pheo sprayed countless capital cities with his violet solar flare-like plasma. Legends of the unfeeling Order of Cobalt Sorcery spread across the galaxy as terrified refugees fled their now enslaved people.
After their rather fast takeover, the Order of Cobalt Sorcery enslaved the remaining people of Hexad and used them to mine the rather plentiful solidified propane found within their planet. The propane obtained is either sold for materials for the Order or used in the plasma component of their dexter rods.
Although many refugees from this crumbling planet hide fearfully in the local planets of Sinister, many others remain engulfed in rage and hate for the Order of Cobalt Sorcery. The rumors of the violent actions of the one who carries a violet blade strikes fear into most, but it only slaps a fury filled sweat onto the temple of the few that are actively seeking to destroy the seemingly invincible Order. One of those revenge seeking individuals escaped to Isocel before planning to become a bishop himself. This person was named Kindo Wen.
=Crown of the Warlock=
The Crown of the Warlock spins rapidly as its innately magic crust fiddles with its gravitational pull. A whopping one million satellites and asteroids sprint around its cold, crystalline surface. Being an object that was permanently scarred with the magic of the High-Warlock, The Crown is the perfect place to search for Pseudo-Pylons. The intense magic, storms and megafauna that litters this barely real planet makes it incredibly dangerous for anyone who isn’t a Bishop or incredibly naturally resilient.
After being discovered by Yent and Huri of the Six Siblings, the Crown of the Warlock became a sort of test of might for them. In order to retrieve the Pseudo-Pylon's for each of their Dexter Rods, the Six Siblings embarked on a multi-week competition to find a crystal that was the darkest in hue. All members of the Six Siblings settled after finding navy crystals, however, the youngest, Pheo, was gifted with steel determination and stubbornness. After spending an entire three months on the Crown of the Warlock, Pheo returned home with a purple Pseudo-Pylon.
Due to the harsh weather and hazardous environment, attempting to mine for additional Pseudo-Pylons is useless. Though the Order of Cobalt Sorcery is no longer in need of it, The Crown of the Warlock is still used as a test of determination and strength for many bishops from around the galaxy.
Psuedo-Pylons.
Stem of the Crown.
The most abundant Pseudo-Pylon in the universe. Not only is this ice-like turquoise mineral found on the Crown, it can be found on all one million objects within the Crown of the Warlock’s gravitational pull. Being extremely common, this Pseudo-Pylon is most notably used by the hivemind known as Apiary, due to her need for many Dexter Rods.
Blossom of the Crown.
Blossoms of the Crown are rarer varieties of Stems of the Crown. Sporting a darker hue than their brethren, Stems provide a higher temperature boost when used in Dexter Rods. Although theorized to be located in most large satellites around the Crown, Blossoms have only been collected on the main planet. It is of note that all members of the Order of Cobalt Sorcery, except for Pheo, wield Blossoms of the Crown in their Dexter Rods.
Fruit of the Crown.
The rarest variation of Stems of the Crown, Fruits have a purple color and burn at temperatures similar to stars. Only one has ever been found. The only known instance of a Fruit of the Crown rests in the violent hands of Pheo Jion, the most brutal member of the Six Siblings. Many lower civilizations that don’t have a Bishop to protect them are fearful of the distinct violet color that the Fruit of the Crown gives off due to the many horrific stories told by the few survivors of Pheo’s rampages.
= Controlled Planets=
| Order of Cobalt Sorcery |
fandom.100th-millennium | # Order of the Sun
"The First Flame burst forth into Glawiad in the realm's infancy. Doomed to the same fate of all Primordials, he rotted in his own personal hell for thirteen million years, charred by the very flames he once controlled. Through reckless experimentation and sheer dumb luck, a group of three friends found him. Felmiras, the Primordial of fire and gateways. Out of gratitude, the newly freed Felmiras offered the trio his servitude. The group travelled together for a while, jumping from planet to planet, seeing the realm and all its beauteous sights. But with these ethereal sights came interactions with people that threatened Glawiad's peace in its entirety. With myself as its leader, the group formed into an organization, one meant to neutralize these threats to the well-being of our Realm and keep the peace. And in honor of our Primordial friend, we called this mercenary organization the Order of the Sun."
-Aaron Neriota
The Order of the Sun operates from the shadows of Glawiad. Known mostly through rumors of their lethality and the overwhelming skill of its members, the name carries an air of awe and fear. Though most will never encounter a member of the Order as the tail end of a hit deal, the general attitude towards the Order is one of fearful avoidance, hoping to not garner the attention of the deadliest organization in the entire Realm.
The mission statement of the Order of the Sun is to eliminate threats to Glawiad's peace as a whole. What this usually entails is killing individuals with Echoes that have the potential to disrupt Glawiad on a scale beyond the planetary. From rogue Anomylons to space destroying terrorists to rare tyrants with meta-Echo abilities, the Order of the Sun takes on foes that are far beyond most other individuals' control.
Because of the danger they face with each job and the adherence to their mission statement, the Order of the Sun has a very high price to order a hit on an individual. They don't particularly work for the profit, but the price keeps an incentive to only hire a member when it is absolutely necessary.
=Base of Operations=
Thanks to Felmiras' ability to create flaming portals across vast distances of space, all parts of Glawiad can be mere steps away from the home base of the Order of the Sun. The base itself is one of trillions of pocket dimensions sold as real estate on the edges of Glawiad. Spatial bubbles from the age of the Primordials still linger as these aberrant regions, appearing from the outside as small ebony orbs. With the help of the Spatial Pocket Estate Association, these pocket dimensions can be opened and entered, and are sold at decent prices for rent or for life.
The Alsol Spatial Pocket does not just serve as a base for the Order of the Sun to operate from, but also a home for all of the members to return to. While some members do have homes elsewhere, each one has their own dedicated room within Alsol. The base is complete with access to many databases, including the full Anomylon Registry. Being hired out by larger regulatory organizations so often, the Order of the Sun has been given permanent access to some of these organizations' data.
=Notable Members=
Aaron Neriota - The Cloaked One.
Aaron Neriota founded the Order of the Sun along with two of his long-time friends and the Primordial Felmiras. His strategic intellect and extreme resourcefulness are the traits that the other members pointed out when appointing him as the leader of the Order. Aaron takes on the most jobs of anyone in the Order, often gaining deep interest in the Echoes his foes possess and wanting to experience it for himself.
Being an Astrin, Aaron's Echo relates more closely to Essence and Aeter than those of most people in Glawiad. While he possesses no internal energy to output into magic, he has the ability to distort the magic of others with incredible precision. He uses physical stamina for this, while most magic takes ethereal stamina instead. Despite how weak he thinks himself in comparison to others of his race, his analytical mindset and resourcefulness make him one of the most difficult people to beat in any sort of combat.
Aaron's title of The Cloaked One refers to his special magical cloak, sold to him by an old and weary artisan. The special properties of the cloak can only be exploited through extremely precise alteration of the Essence contained within it. The Etherean Aegis, as it was formerly called, can absorb and replicate part of the Echo of any being killed by the cloak itself. Aaron has collected a multitude of Echo fragments in the cloak. As multiple similar fragments overlap, the many forms the cloak takes can become more powerful over time.
Felmiras - Guardian Flame.
The first race in Glawiad was the Primordials, conjured by Amaranth-Azurade's reminiscing about the idea of people. Each one had Echoes more powerful than any modern ones. The age of the Primordials ended slowly after the introduction of Death to the Galvyria, likely a product of Amaranth-Azurade's annoyance with the destructive fights the Primordials would commonly have. Among the last few Primordials to die was Felmiras, a Primordial not very well known by his brethren.
Felmiras originally served as a guardian of boundaries and gateways, but was killed by another Primordial who was denied passage to another area of Glawiad. Thirteen million years of torment in the Primordial Hell assigned to him ensued. Scorched by the flames he once controlled, Felmiras rotted away, nothing more than a charred spirit. By complete accident, Felmiras' Primordial Hell was breached by Aaron Neriota, Phoenix Orikawa, and Spiriatus Aesturon attempting to access the Feltheous inside one of the Spatial Pockets left behind in the Primordial age. After this, Felmiras joined the group.
Felmiras knows that his second death will not return him to his Hell storage, but will simply be the end of his existence. Being particularly weak for a Primordial, he instead opts to act as the primary communicator with the public and information gatherer. While Felmiras' abilities would allow him to take on jobs of his own, he uses them to collect job requests, gather locative information on targets, and be transport for the other members of the Order.
While not the most powerful fire wielder, Felmiras has the greatest pyrokinetic control of anyone in Glawiad. He is able to take control of any flame and manipulate it with nigh-infinite precision. His own fire can burn holes in space itself, acting as gateways to far-off areas. Even though he considers himself weak in a general fight, he would be among the strongest people on a planet like Brimstata, where pyrokinetic Echoes are the most common form of magic.
Vyster Indorium - Distortionist.
Among the Anomylons who evade the neutralizing kill-switch and must be hunted by the Order of the Sun, very few have survived. Vyster Indorium is an outlier, even among these. While fighting off three members of the Order simultaneously, he asked what their goals were and negotiated joining instead of being killed. Vyster found that the ideals of the order resonated deeply with him and is extremely loyal to the cause.
The reason the AVA tried to kill Vyster, as well as the reason he was able to escape, is his extremely unlikely Echo. It follows along the lines of two common types of Echoes: Form Echoes and Ether Echoes. A Form Echo is an Echo that allows manipulation of basically any concept so long as it follows a certain form, such as a helix or a wave. an Ether Echo is one that allows manipulation of a specific concept or ether, but in a less limited form range. Vyster's Echo is something of the perfect hybrid between the two. He has the ability to distort anything in any way, shape, or form. This uniquely powerful Echo has earned Vyster the title of Distortionist.
Due to the lack of limits on his Echo, Vyster has never been creatively challenged to use his abilities to their maximum capacity. He claims he doesn't have Aaron's "eye" for such things, but Aaron contends that he simply needs to train himself to think creatively. Theoretically, Vyster could become the most powerful person in all of the Galvyria, able to extend the Essence needed for his Echo to work into Caledwyr.
Vyster usually fights using his scarf, manipulating its properties to make it into a powerful weapon. It is incredibly rare that an attack reaches Vyster, as he needs to be caught off guard completely to be hit. Of his favorite concepts to twist, space and kinetic energy are his most commonly seen alterations.
Blumei Altram - Wave Master.
Blumei Altram joined the Order of the Sun through the typical process of application. After seeing them in action near Blumei's town, they were inspired to protect Glawiad similarly. Blumei's Echo is a typical Form Echo, allowing them to manipulate many concepts or ethers specifically in the form of waves. While not the most interesting of the Order, Blumei has a very special part in the group by acting as an emotional anchor. Most other members look to them for emotional support or to get a reality check on their perspectives.
Blumei works very hard to live up to the standards of the Order of the Sun, and takes on a decently large portion of the jobs the Order receives. They know that the more people they protect, the better Glawiad as a whole will be for the people that have to live in it.
Phoenix Orikawa - Undying Flame.
Lord Phoenix Orikawa was born on Brimstata as the next heir to the illustrious Orikawa family. His family history had many turns and excitations, but Phoenix himself was always doted on by his parents and siblings. Being an adventurous person, Phoenix travelled far and wide across Brimstata with his friend Aaron. After the destruction of the impassible barrier around Brimstata, he explored the rest of Glawiad as well.
The Orikawa family was already famous, but Phoenix's echo made him a local legend. His Echo gave him birch-white flames that could burn away most of a chosen aspect from whatever was enveloped in them. It was a nice ability, but the more well-known part of his Echo is where his namesake comes from. Mere hours after being born, Phoenix died in the arms of his mother. Erecting a small grave, his family mourned for three days. On the third day, flames burst from the grave and Phoenix returned, alive and healthy. Phoenix will return from death in that same spot on Brimstata every time. A shrine and supplies are built at his resurrection point.
Phoenix's body burns and is reduced to faintly glowing ashes exactly 327 seconds after he dies. Three days later, he returns at the Shrine of the Undying Flame, with all the injuries of his past life having been undone.
Phoenix is a reckless fighter. Pressurizing his flames to gain every bit of destructive power he has from them, Phoenix fights every foe with every bit of effort he has. He has been dismembered several times during a job, and he often kills himself afterward to regain the limbs he lost in battle.
Kurosejm - Master of the Unholy.
This man is one of the most ancient still living beings in Glawiad. Travelling through time from one million years ago, Kurosejm was once a part of the legendary alliance that fought off the Twin Blights of the Haemagora and Apathesia. Having been one of Vyster's targets, Kurosejm used the same tactic that Vyster did. He interrogated Vyster about the Order and arranged to join it instead of being killed. He was only able to stall for so long because of one of the curses he had acquired. After a series of delays in the joining process including the Wrathmoon and the core members taking a two-year job in the Infinity Tournament, Kurosejm became a fully fledged member of the Order of the Sun.
Kurosejm is a brutal fighter, inheriting much of the methods of his creator, the vile Haemagora. Having the unique ability to learn curses without receiving Stains, he has dipped into the cruelest applications magic has to offer. Kurosejm is calm and collected, even while violently executing his targets.
Kurosejm holds the title "Master of the Unholy" over from his days fighting the Twin Blights. While he is adapting to the new era he has found himself in, he still holds a lot of emotion over his friends of the past. He makes sure to honor the curses he learned from his old friends by appending their names onto the curse. Ivolast's Dark Particle techniques and Mestocyrn's Tainted Fire are the two curses he seems most attached to.
Spiriatus Aesturon - Living Aestra.
Spiriatus Aesturon was one of the founding members of the Order of the Sun, along with Phoenix Orikawa and Aaron Neriota. Created by a mysterious entity that has yet to be located, Spiriatus is the condensed manifestation of an Aestra, although more specifically a pale remnant of a deceased Aestra, known as a Spiraston.
Spiriatus had access to the entire Aestral Energy supply of his component Aestra, often using it in directed blasts. However, he mostly fought hand-to-hand, serving as the strongest-bodied member of the Order of the Sun. He had a very stoic personality, never taking the job of ending a life lightly. He was a grounding force for the other members, keeping them in check when they would otherwise be panicking or getting too emotional.
Spiriatus lost his life on the last day of the Wrathmoon. Using nearly all of the energy he had left in his body, he landed a devastating attack on the Witch of Armageddon, seemingly killing her, only to be torn apart and consumed by the regenerating Witch. The rest of the Order of the Sun still mourns his sacrifice to this day.
=Contracting Process=
For an individual to hire the Order of the Sun, they must have three things. First, the client-to-be must have directly witnessed the target threat utilizing their Echo. Second, they must have a sum of money they believe is worth the life of their target threat. Finally, they must have the capabilities to carry out a beacon ritual, which links their mind directly to Felmiras for a maximum of 48 minutes.
During the contact with Felmiras, the client explains the threat that their target poses and the last location they were seen at. Information such as the target's schedule, habits, residence and personality are appreciated, but not strictly necessary. While the client explains, Felmiras puts together a job profile on the target, calculating and adjusting a price as he goes along.
The payment is secured through a flame portal, and the job is officially listed. Within a few days, a member of the Order will take the job and hunt down the target. On occasion, multiple members take on the same job, but the result is usually the same. The target is killed, the job is completed, and Glawiad can rest peacefully once more.
=Gaining Membership=
Applying for membership into the Order of the Sun is a more rigorous and demanding process than hiring them for a job. Very few people who start applying actually end up joining. The combat skill and dedication required to become a member of the Order is more than most people anywhere in Glawiad.
To start, Echoes aren't very important to the Order. One does not need to have an inherently powerful Echo to become a member. Theoretically, Echoless people could become members if they presented some other form of combat prowess. What matters to the Order of the Sun isn't the inherent ability of a person, but the capabilities they have as a result of their experience.
A beacon ritual may be used to reach the Order to put in a request to apply. In cases where the applicant is already face-to-face with a member, they can simply ask in person. Applications are put on a waitlist and are proceeded with in chronological order. Because of how busy most members of the Order of the Sun are, it can take years for the application to be considered.
Most applicants show no promise from the start, so an interview is the first step to processing an application. Through these interviews, the Order can weed out the unfavorable masses efficiently and focus more of their time on people who show promise. The interview pries at the core values of the interviewee, glaring down the core of their being and scrutinizing its compatibility with the esteemed Order. Few leave the interview without being scorched by the words of the Order for their arrogance and hubris.
For the small fraction of applicants that pass the interview, the next step is practical observation. A senior member of the Order of the Sun (Basically anyone except Blumei and Kurosejm at this point) will take the applicant along with them on 6 jobs of varying difficulty and length to see if the new applicant can handle the stresses of being a member. The senior member is obligated to protect the applicant on the jobs, but the prospective members that make it this far are usually competent enough in actual combat that they do not need it.
If the prospective member does well enough at actual job work, they will be considered a final time by all current members of the Order of the Sun. If everyone is in agreement that the individual would be a positive addition into the Order, the new member is accepted in with open arms and a welcoming party.
| Order of the Sun |
fandom.100th-millennium | # PWV Reckoning
Overview.
Reckoning is a Thaumic war vessel created by the Payotari Alliance during the Sedrua-Alliance War. It was later inherited by Civeehol of the the Quintet Payotari Association following the Civese Civil War. As it stands, "Reckoning" is one of the most powerful Thaumic Vessels, being restored prior to the War of the Ancients and being extensively used since.
The vessel's use in war was nothing short of phenomenal, as it has repeatedly proven itself as an intimidating asset. Upon its initial commission, it led a now forgotten legion of 16 Thaumic vessels. During the Sedrua-Alliance War, "Reckoning" paved the way for the military application of Thaumaturgy. This eventually let the Alliance to stay on par with Sedrua, defeating them after multiple centuries of warfare. "Reckoning" not only brought forward the practice of Thaumaturgy, but it expanded the Alliance's knowledge with it. It is thought that the vessel was a catalyst to POLIKY's Thaumic understanding, eventually leading to its ascension.
Background.
Originally, "Reckoning" was meant to be drafted as one of the few ships in its caliber. While Sedrua was skirmishing across the the Alliance's borders, POLIKY devised a way to use its connection to the Lux Aeterna. It advised the Alliance to create large and potent spacecraft, inhabited by skilled personnel and Virtual Magi. Experimental at the time, these computers linked the spacecraft to the Lux Aeterna in a very rudimentary way. It paved the way for the use of Thaumaturgy, utilizing onboard A.I. to direct "Aeternal Energy". Merely 17 of these vessels were ever created before POLIKY's Ascension, when POLIKY gained full access the Lux Aeterna. "Reckoning" is the only surviving vessel from this time, now revered as an ancient artifact of war.
With the glory of war, "Reckoning" was hailed as one of the Alliance's most useful of vessels. POLIKY's Ascension improved it as well, giving it greater access to the Aeterna. "Virtual Magi", AIs which used Thaumaturgy, were subsequently improved. The Alliance's first Thaumic Weaponry was tested on "Reckoning" as well. It was not until the Civese Civil War did it see use again, valiantly defending the state of Civeehol against internal opposition. Upon the founding of the QPA, "Reckoning" was reconnected to POLIKY, though it was more or less used as a show of force.
"Reckoning" was retired during the 35,200s BCE following significant de-militarization. The QPA was unable to afford Virtual Magi, and adept Magi were few and far between. As such, "Reckoning" was treated as an honorable artifact, flown across the QPA in various ceremonies and celebrations. It became a symbol of the QPA's strength, proving that even through chaos, the QPA could still stand tall. Due to its significance, the vessel was kept in pristine state, albeit with all of its weapons disabled. "Reckoning" followed a path of strong patriotism, though it was obscured as the years went by.
It was not until the War of the Ancients was "Reckoning" caught in the public eye once again. Observing its importance and potential, much of the QPA's population vouched for a potential recommission. Nationalists thought of it as a tactful way to raise the people's morale. In time, "Reckoning" was seen with great symbolism. Many wanted it to target Confederate forces with the goal intimidating them with Thaumaturgy. Growing public demand was deemed too important to ignore, and so the vessel was restored to full condition. It was outfitted with the latest military technology, with emphasis on Virtual Magi and Thaumic weaponry. With this new version of the vessel, the QPA struck back at the U.F., terrifying Aylathiya's citizens with the possibility of full Thaumic war.
"Reckoning" was used sparingly across the War of the Ancients, though it was to great effect. Several notable stealth operations were led by the vessel, including protection of several "Vaults". The Celestial Plague was also forwarded by "Reckoning". Though the vessel was uncommonly seen during the war, it proved to be quite formidable, and the QPA's patriotism improved it further. By the time war concluded, "Reckoning" was more revered than ever. In the modern day, the vessel serves as a leader for the "1st Reformed Payotari Battalion", a group of new and recommissioned Thaumic spacecraft.
Structure.
"Reckoning" takes the appearance of a large, dark hovercraft covered in a plethora of ornate designs. It was first manufactured to give off a magical and intimidating appearance. On the left and right sides of the vessel, two large 'vents' are able to propel the craft around space. They serve as an effective way for slower-than-light travel. Both vents are powerful enough to let "Reckoning" remain stable in atmospheric flight, though it rarely enters the influence of planets. The top of the vessel features a Thaumic Drive, displaying itself in the form of a large spire. "Recknoing's" Thaumic Drive is unique, as it channels Aeternal Energy by means of Virtual Magi. The Warp Core appears to have a speed of 25,000c, better than the most refined of Warp Drives and even other Thaumic Drives.
"Reckoning" also contains a series of barracks, used for housing personnel. Most of them take the appearance of large towers on the top of the ship. These towers also house offices for departments. In total, "Reckoning" has logistics centers, observation centers, several decks, and light weaponry. The entire top of the ship is covered by an invisible forcefield, protecting the towers inside. Some structures are also coated in Hardlight, re-enforcing them from a wide variety of attacks.
There are three main levels to "Reckoning". The first one is the upper level, containing the top decks, towers, and Warp Core. It also contains the ship's "Thaumic Power Plant", which is controlled by POLIKY and gives the ship Aeternal Energy. The second level is a storage level, primarily used for transporting materiel and resources. Smaller spacecraft are stored in bays all across the storage level, along with weapons and foodstuffs. Several antimatter power plants are stored here as well, for functions not relating to Aeternal Energy. The third level contains "Reckoning"'s weaponry, and is used to attack enemy vessels or deploy spacecraft from the storage level.
Armament.
"Reckoning's" armament is one to behold, as it contains a wide range of weaponry. It is considered highly advanced in the modern day, as it is equipped with its ever-changing set of Thaumic defenses powered by Virtual Magi. Aeternal Energy is able to be channeled in such a way that "Reckoning" can use explosives, arc emitters, and particle cannons among others. Aeternal Energy is also able to enhance "Reckoning's" conventional weapons, enhancing their destructive capabilities. During the War of the Ancients, "Reckoning" was armed with the Celestial Plague, forces of erratic automata which caused severe damage to the Confederacy. Use of the Plague was prohibited following the War of the Ancients.
| PWV Reckoning |
fandom.100th-millennium | # Pallidite
Pallidite is a rare crystal found only in the farthest reaches of Aylathiya. It is the primary component in many advanced cloaking devices, as its light-bending properties can be used to turn people, vehicles, or even entire starships completely invisible.
Characteristics.
Pallidite is a mostly clear crystal greatly resembling quartz or other similar substances. However, there are two ways one can tell pallidite apart from other similar-looking crystals. The first way to tell is by checking its hardness. Pallidite has a hardness similar to that of a diamond, and as such will take far more punishment. The other way to check is by shining a light on the crystal. When a bright enough light passes through a pallidite crystal, the crystal's light-bending properties will turn it invisible.
Pallidite also comes in a wide range of colors. The color is an indicator of the crystal's age, and the darker color a crystal has, the older it is. Older crystals are greatly prized as they last far longer than younger ones.
Locations.
Pallidite is exceptionally rare, being found only within Aylathiya. It is usually found on either highly volcanic planets or in drifting asteroids. Its rarity makes it so that whenever pallidite is found on a planet, nearby nations will sometimes go to war over it.
A common folk tale is that somewhere in Aylathiya, there exists a hidden world known as Evanuit, a planet made entirely out of pallidite. Most people simply believe it to be a myth, but plenty of intrepid souls have searched for the hidden planet, never to return again. However, there has been a strange rise in disappearances of supply convoys near the outskirts of Verpletter. While these disappearances are often blamed on pirate attacks or careless piloting, suspicion continues to grow regarding the possible involvement of Evanuit.
| Pallidite |
fandom.100th-millennium | # Parvo-Aa System
The Parvo-Aa/Vekro-Aa System, usually called the Parvo-Aa System, is a major binary system found in the Frealee Sector of Florathel. The system is home to the most populous regions of Saw-Yos, a powerful nation in the region, as well as the homeworld of the Salakela. The Parvo-Aa System is comprised of two stars, Parvo-Aa and Vekro-Aa, the latter of which is much less massive and orbits distantly from the former. Currently, there are ten worlds around the two stars of the system, with a majority, six appearing around the primary Parvo-Aa. The secondary, Vekro-Aa, holds four planets in orbit around it.
Architecture.
The inner Parvo-Aa System contains three worlds, Coros, Trada, and Kralean. In the outer Parvo-Aa system, there are also three worlds, Saleas, Virelask, and Turosar. Beyond the gas dwarf of Turosar lies a vast cloud of debris, referred to as the Limit Cloud. Beyond the primary star lies the secondary, Vekro-Aa, which orbits within the Limit Cloud and contains four worlds as previously mentioned: Harba, Tarekass, Myra, and Nissara. Various habitation stations and megastructures are sprinkled through the entire system, which contains a massive portion of its population.
Planetary Bodies in Detail - Parvo-Aa.
Coros - Ancient Heaven, Modern Hell
Brief Description
Coros is currently the first planetary body from Parvo-Aa, and is a sunblasted lava world orbiting alarmingly close to the surface of Parvo-Aa. Coros, once known as Rathelis is known for being the homeworld of the extinct Corvelmar, one of the most influential species of ancient Rukelian Empire, who wiped themselves out in war a few thousand years after the fall of said nation as the Woni swept over it. In the time of the Corvelmar, Coros was a lush world orbiting within the main sequence Parvo-Aa's habitable zone. However, in the intervening years, Parvo-Aa has expanded, moving the habitable zone outward to Saleas and Virelask, and destroying any life there may have been. Coros' surface is being thoroughly searched for ancient artifacts which may advance science in Florathel by thousands of years. Coros currently has no moons, with all of them being mined for resources, but it has many asteroids in its lagrange points with a curious amount of aluminum, a metal which is almost never found in asteroids.
Trada - Abandoned CitadelBrief Description
Trada is currently the second planet in the Parvo-Aa system. In its day, it was a cool, rusted world with large ice caps on both poles, likely terraformed by the Corvelmar. Now, however, it is a barren world, with almost no atmosphere and certainly no life. Trada's surface is a heavy research site, as unlike Coros, it's surface wasn't partially melted, meaning that ancient artifacts from the Corvelmar may have been left behind. Trada is covered in straight canyons criss-crossing the surface, and although some have them have been destroyed, most of them are in perfect condition. These canyons often have modern cities constructed on the walls for researchers to live in, and the planet is a great tourist attraction.
Moons
Trada has one asteroid moon:
Kralean - Ice in the Fire
Brief Description
Kralean is the third planet in the Parvo-Aa system. In its day, it was a cold, icy world. Today, its surface is trapped under two hundred standard atmospheres of pressure, the equivalent of having over three thousand elephants standing on every square inch of your body. Because of this extreme pressure, anything on the surface can't even evaporate, being pressurized into "hot ice", which means that even today, not a single individual has touched the surface of Kralean.
Despite this, there are millions of people living in cities floating in the white clouds connected by various flying vehicles and even vast bridges. The population of these cities is roughly two hundred million individuals all gazing at the endless clouds. These cities aren't just for cosmetics, however, as they are slowly stripping the nitrogen and carbon dioxide off of Kralean, potentially opening up the possibility of terraforming.
Moons
Kralean has two moons:
Saleas - Unlocked Waterworld
Brief Description
Saleas is the fourth planet in the Parvo-Aa system, and a former moon of the gas giant Virelask. Saleas is the home of the Salakela species, and capital of the Economic Federation of Saleas. Saleas and its moon Heleas were both similar icelocked waterworlds, fully covered in a thick crust of ice, until Parvo-Aa expanded into a red giant, bringing them into the habitable zone. As this happened, life evolved much faster, evolving to intelligence very soon after this development. Today, Saleas is an icy world with vast gaps between the ice, where the water shows through into the surface.
Moons
Saleas has three natural satellites:
Virelask - It's Still Cold
Brief Description
Virelask is the fifth planet and first gas giant in the Parvo-Aa system. Virelask is the largest planet in the system, and contains seven major moons and untold numbers of minor ones. The planet is much the same today as it was during Parvo-Aa's main sequence, but some of its moons are slowly melting, and have been heavily colonized by the EFS. Similar to Kralean, Virelask holds billions of people in floating cities above the vast orange cloud tops. Two of Virelask's cities are notable for staging mock wars between each other, as a great game, making them a massive tourist attraction for the planet.
Moons
Virelask has seven major moons:
Turosar - Distant Glory
Brief Description
Turosar is the final planet which directly orbits Parvo-Aa, and has remained much the same since its formation. Turosar is what is known as a "gas dwarf" world, which is a planet on the low end of gaseous planet sizes, and it orbits near the beginning of the Limit Cloud, which means that it has an outsize number of minor moons for its size and distance. Turosar likely formed closer in and was ejected by Virelask, and its two major moons were likely captured as well, destroying any original moon family. Turosar does not have a very large population, and it's mostly ignored on the interstellar stage.
Moons
Turosar has two major moons:
The Limit Cloud - The Last Bastion
Brief Description
The Limit Cloud is the official name for the clouds of comets and other debris extending over a light-year from the central star. The Limit Cloud contains several dwarf planets, some of which contain populations of hundreds of thousands of people.
The deep freeze of the Limit Cloud is often use to make computing processes more efficient, so many virtual reality computers are located here.
Notable Objects
The Limit Cloud contains trillions of comets and thousands of dwarf planets. Only the most major are listed here:
Planetary Bodies in Detail - Vekro-Aa.
Harba - Touching the Flame
Brief Description
Harba is the closest and largest planet orbiting Vekro-Aa, and the second largest planet in the entire planetary system. Harba is a hot, sunblasted gas giant, with little to no non-robotic population. Plans exist to move Harba outward and possibly construct a shellworld.
Harba is surrounded by a set of orbital rings which mine gases from its exceedingly thick atmosphere, and accelerate them at close to the speed of light, eventually fusing them into heavier elements to construct stuff like space stations, which will be spread out around the system for individuals to inhabit.
Moons
Harba, being so close to its parent star, only has one alarmingly close moon:
Tarekass - Home from Home
Brief Description
Tarekass is a medium-sized world similar to Saleas, which has been aquaformed to be like Saleas. Many Salakela live in its oceans, constructing vast towers similar to their homeworld. This makes Tarekass the second most populated world in the system, counting Saleas and Heleas as one place. Tarekass is a tidally locked world, so its entire night-side is locked in kilometers of ice. Because of this, some are throwing around ideas to melt this area and possibly spin up the planet.
Tarekass is the most important world orbiting Vekro-Aa, and has upwards of 70% of the entire system's population. Tarekass is also the seat of government of the Vekro-Aa County, which is the smallest county on record, only containing the secondary star of this system because of both stars' dense populations.
Myra - Icelocked Fortress
Brief Description
Myra is the third planet of the Vekro-Aa System, and the second smallest. Myra is an ice-locked world that has been cloaked in ice since it was formed. Upon close investigation, the planet contains vast networks of tunnels running through the ice, to various huge hollows, that seem to be filled with abandoned cities. It was likely colonized in its early days by the Corvelmar, who most likely dug these tunnels in response to the great war. Because of this, Myra is a top scientific research site, with research teams descending into the catacombs often. They have found cryogenic pods, and they may find a living individual inside one too. Who knows what the future will bring?
Moons
Myra holds two moons in relatively low orbit around it:
Nissara - Violet Gem
Brief Description
Nissara is the final planet of Vekro-Aa and the third largest planet in the system. The planet orbits close to the edge of Vekro-Aa's sphere of influence, and contains a vast amount of material and stuff surrounding it. Nissara, due to its distance, has a relatively low population, but its interesting set of moons makes it a tourist attraction, however minor.
Nissara has a significant population floating in cities just above its purple-colored-clouds, and even has miniature cultures restricted to certain cities. This makes Nissara interesting not just for planetary scientists, but for sociologists as well.
Nissara is "very" interesting in that radar from some of the floating cities has sighted something very large moving far below. They have sent down pods which should survive pressures far above that where they are going, but none have returned, with mission controllers hearing only a crack in the glass and a scream.
Moons
Nissara has six major moons:
| Parvo-Aa System |
fandom.100th-millennium | # Pathopsila
| Pathopsila |
fandom.100th-millennium | # Pathos Cluster
The Pathos Cluster is a large globular cluster found orbiting far from Florathel. It is home to many civilizations and species. A recent collision with an intergalactic gas cloud has spurred beautiful but violent star formation across the cluster.
Pathos is a fairly normal globular cluster. However, its four nations have brought it outsized fame for their interesting political relationship, and Pathos is often used as a case study for the the classic Kingmaker Scenario.
Astropolitical Climate.
There are four major nations within the Pathos Cluster; the Lypan Technocracy, the Federal Republic of Chimerta, the Kingdom of Magesiv, and the Salvaterian Union State. The latter three civilizations are about evenly matched, and are currently at a stalemate until one decides to support another in their efforts to rule their 2/3 of the cluster. The Lypan Technocracy however is relatively reclusive, and has few relations with outside species. However, the three other nations are each hoping to win the nation to their side and guarantee them a huge advantage in the struggle. The Technocracy is currently in an uneasy peace between the various states within the nation, having just come out of its third civil war. The remainder of the cluster which is not under control of the four nations is formed by small enclaves centered around either the single other sapient species or states of the Technocracy which managed to maintain independence after the Third Civil War.
History.
Formation.
The Pathos Cluster formed like most other globulars, likely from condensing clouds of interstellar material. It was utterly inhospitable in the first billion years of its history, due to the overabundance of powerful supernovae repeatedly sterilizing everything. Any life that formed was wiped away before it had the chance to evolve further. However, by the time of the Vivikaeous Eon, life abounded in the various planets of Pathos.
The Elder Days.
Before any life had reached sapience within the cluster, it encountered a dense cloud of intergalactic dust and gas. The cluster's powerful gravity pulled the cloud toward itself and compressed it, triggering a second wave of star formation. The first sapient species within the cluster looked to the skies to beautiful newly born nebulae and a wave of bright stars, spurring on their dreams of ascension to the heavens.
These dreams first became reality when the ancient Apsilan species arose from the lush world of Arkenstas. They became the first nation within the Pathos Cluster, expanding rapidly through the stars to the edge. They prospered for thousands of years, becoming a highly advanced nation. The Apsilan Union finally fell to the invasion of the Lareas Alliance, being subsumed into the nation in the form of the state of Arkenstas. Their high technology was assimilated into the Alliance, and Arkenstas was destroyed as the Lareas Alliance fell to the Swarm. The Apsilan species survived, but today they number only in the millions and are primarily restricted to two habitats orbiting where their glorious homeworld once stood. There has never been a greater fall from grace.
| Pathos Cluster |
fandom.100th-millennium | # Patrol Craft
Patrol craft are small warships designed to act as a security force for a nation's military. They are typically seen performing border patrol duties on planets, carefully inspecting passing ships. They also see themselves acting in rescue missions, as their small size allows them to get in and out of bad situations quickly.
Characteristics.
Patrol craft are the smallest "true" warship, even smaller than corvettes. Their small size and oftentimes streamlined builds make them among the fastest ships in the universe. This is especially handy when it comes to chasing down the heavily-modified ships that smugglers and other criminals usually use.
While patrol craft are armed, their weapons are usually too weak to do any meaningful damage to ships above their own weight class. This means that most nations will not field patrol craft on the frontlines, keeping them in reserve in case of emergencies.
However, where patrol craft truly excel is performing search and rescue operations. Their size and speed allow them to enter into hazardous areas, extract the person or people in danger, and rush out better than any other ship.
Notable Examples.
TBA
| Patrol Craft |
fandom.100th-millennium | # Pecay-Po
Pecay-Po was an ancient and powerful nation found in the reaches of the Nalachi Cluster, and at their peak they claimed large swathes of territory in outer Florathel. The society of the PPFN, having an independent and isolationist streak, was almost entirely focused on the well-being of its citizens, giving it an unheard-of development index that is essentially 100%. Pecay-Po's history ended in a long, drawn-out war with the Providence Union, ending a prosperous nation in blood and horror as the Union committed numerous atrocities across the cluster in its struggle to conquer the proud nation.
Capital.
The PPFN, notably, had "three" capitals, Nalachi, Devoro, and Ta'Koro. Devoro, only attested to in ancient records in the Glanadi Archives, was presumably destroyed during the Providence Union invasion, and Nalachi is now a barely habitable, sunblasted wasteland. Ta'Koro is still mostly intact, although it has remained uninhabited since the invasion.
Nalachi.
Nalachi, once a lush world, is now a sunblasted wasteland, its population reduced to naught but desert wanderers after the genocides of the Providence Union. Once the homeworld of the Elkeres species, it was once among the great capitals of Florathel, but its population has been scattered across the galaxy and the great megastructures have fallen into disrepair.
Devoro.
Devoro was a very cold world, orbiting a gas giant which orbits a blue straggler star located near Nalachi. Devoro was utterly lifeless and airless upon the surface, but the subglacial ocean beneath the blue-tinted ice was teeming with life. There were vast cities hidden under the ice shell, but now it is all gone. The invasion of the Providence Union destroyed the planet utterly on its march across the cluster, and the only remnants are floating chunks of rock and ice and metal tumbling through the stark void of space. The Deviri species, hailing from this moon, were scattered just as far as the Elkeres, to avoid the chance of a unified revolution.
Ta'Koro.
Ta'Koro was once the premier engineering structure in the universe. An almost complete birch planet, with hundreds of quintillions of Elkeres and Deviri on its surface, Ta'Koro was astounding in its scale. The invasion of the Providence Union changed that, as the orbital bombardments caused large sections to break free and collapse into the black hole at its center, and opening holes to drain all the air from the structure. In one of the most horrifying atrocities of the invasion, Ta'Koro's entire population was left to suffocate, and only 10 percent managed to escape. Some were rounded up and exiled to work camps in the rest of Florathel, and some escaped to unknown worlds, but Ta'Koro remains uninhabited to this day.
| Pecay-Po |
fandom.100th-millennium | # Pecay-Po Federation of Nalachi
| Pecay-Po Federation of Nalachi |
fandom.100th-millennium | # Perathri
Perathri was the jewel of its region of space, home to a vast array of species, including the great Perathri Species, one of the fastest-growing in the galaxy, until a massive fleet of relativistic missiles bombarded the planet, reducing the surface to molten lava. However, the colonies on its moon of Urall mostly survived, and became the last surviving members of their species. The planet and its moon were later disassembled by the Somnar Hive for material.
Physical Characteristics.
However, after the bombardment, the planet was reduced to an unending ocean of lava, killing all life on the planet. It remained a similar mass, but its original atmosphere was blasted away, replaced by a thin atmosphere of vaporized rock. It was later entirely disassembled by the Somnar Hive.
Moon.
Perathri had one moon, Urall, which was home to the first Perathri colonies before the Bombardment. Those colonies, having a population of less than a thousand individuals, were the last surviving members of the species. The members of this colony wisely chose to construct a colony ship and abandon the now dead Poranna System, and head towards the territory of the Coalition of Free Systems, saving themselves from the incoming Somnar Fleet.
History.
Perathri formed along with the rest of the Poranna System just over eight billion years ago. Roughly seven billion years ago, a large planet on an unstable orbit was destroyed when it smashed into Perathri, blasting them both to pieces, eventually recoalescing into Perathri and Urall. Things were rather boring after the temperature decreased enough for water to stick around on the surface, and it took an awfully long time for things to get past the bacterial stage, for some reason. However, roughly four hundred million years ago, life exploded in diversity, with thousands of multicellular species emerging. All this reverie stopped when a massive asteroid impacted 150 million years ago, igniting a massive supervolcano, which would wipe out 97% of all life on the surface of the planet. Life would somehow manage to recover from this horrible blow, and evolve to create the Perathri species
This species would rapidly evolve in intelligence, creating vast cities covering the planet, and even colonizing the moon of Urall. However, just after the first large-scale base was fully populated with ~500 people, A hail of relativistic missiles impacted the planet. Everyone on the planet, all eleven billion people, were reduced to outlines of chalk on the ground, and even those were wiped away by the tidal wave of menacingly glowing lava. Seeing this, the Perathri remaining on the moon decided to hastily construct a vast colony ship, which left Urall for the territory of the Coalition of Free Systems, all the while gradually repopulating their species.
The planet would later be utterly destroyed and disassembled by the Somnar Hive to contribute to its war machine. A sad ending for a glorious planet.
| Perathri |
fandom.100th-millennium | # Phoenix Orikawa
"Crushed by city-sized boulders. Scorched by hellfires hotter than any other. Drowned under frozen lakes. Limbs rent asunder on an ashy battlefield, the grit seeping into my fading body. Beheaded, detonated, poisoned, shredded, melted in acid, organs shuffled through my body. A million different deaths, each as gruesome as the last. And yet they each only last a moment. Pain only shatters my being for an instant, so why fear it? After that is just a long wait. Just blank nothing for three days, give or take. No thoughts, no feelings, floating formless in an endless expanse. And then I return. This is the power even the Primordials feared, one that gives me the strength to throw myself at death again and again."
As the current Lord of the illustrious Orikawa Family, Phoenix is renowned across Brimstata for his exemplary leadership of not only his own powerful family, but also several of the sieges on the Catastrophes during its most recent cataclysmic event. Those who have heard of his ability to evade death mostly regard it as myth or exaggeration, but the few who have witnessed the young Lord throw himself headfirst into death's maw believe him to be representative of some god or divine being. Still rumored about across the rest of Glawiad for his role in the founding of the Order of the Sun, Phoenix is possibly one of the most widely known people in the entire realm.
Having been crucial to several major events that decided the realm's fate, Phoenix Orikawa has amassed an incredible amount of experience and knowledge about the workings of the Universe. His experiences have made him an expert strategist, but his abilities encourage him to fight on the frontlines. Above all else, above being an overseer or Lord, a strategist or library of the Galvyria's secrets, Phoenix is a comrade, willing to fight and die over and over for those he loves.
Personality and Appearance.
Phoenix is just above average height for a Brymasti, though his lanky build may make him appear much taller alone. He sports the characteristically odd Orikawa hair, with his pale blonde hair appearing burnt closer to its ends. His eyes are a clear lavender color, with his pupils taking on an unusual star shape.
Phoenix’s gait is seemingly unsteady, but always regular. His specific style of fighting involves highly accurate stances to pressurize his fire, and training this has led to certain changes in his posture. However strange it may seem at first, Phoenix’s movements are also rather expressive. He will often be seen almost bouncing from location to location.
Phoenix is, despite his extensive record of death, a very upbeat and jovial person. Holding the well-being of his friends and family in his heart above all else, he lives mostly through the experiences of his loved ones. Phoenix is quick to socialize and make friends, which has earned him much respect in his homeland.
The Orikawa family has long been wary of Phoenix’s exploratory nature, but has also been unequipped to stop him. Phoenix cannot be prevented from reaching his goals without great effort. He is stubborn to a fault, though it may not appear as such. He simply changes tactics when force doesn’t get the job done. After failing to push his way through to a destination, Phoenix instead looks for ways to get past obstacles unnoticed. The only matters Phoenix was not able to fight or sneak his way to victory on were those regarding the Orikawa family’s internal decision-making, specifically on his cousin Shu’dai.
Phoenix is a man of his word, almost to a fault. He sticks to his promises without fail, a trait drilled into him by his family during his upbringing. It’s only natural for a powerful lord of a region to have integrity. However, Phoenix extends this to every agreement and deal he makes. Having made two pacts in secret with his estranged relatives, Phoenix kept it in his will to override the precedents set by previous generations in his family and change the core principles of the Orikawa family once he took the throne. Notably, he is physically unable to make conflicting deals, taking on a variety of serious symptoms and eventually falling unconscious if he attempts to do so willingly.
Background.
Phoenix was born in the Orikawa Manor, just as all of his family was before him. He was very light and weak, and could barely find the strength to cry out when he first entered Brimstata. For hours, his gentle parents cradled him, hoping to give him just a little more warmth, but it was in vain. The infant Phoenix died the day he was born. His tiny body, cold and fragile, was buried in a clearing just a short walk from the manor. A service was held three days after his unfortunate loss. However, the ground above the grave bubbled and burst into flames, radiating with a birch white heat. A few seconds of outrage at the apparent disrespect began, but were cut off by the cries of Phoenix, newly restored from death. The legend of the undying Orikawa heir had started.
Phoenix's childhood was rather normal for an Orikawa heir. He learned the ceremonial sword dance of the family, to be performed just before dawn on the first day of the year. He received an education greater than most others would have the opportunity to obtain. Most important of all, Phoenix was personally coached in his use of his Echo, as powerful abilities were a priority for the Orikawa family. He grew up with his younger siblings Ranmisu and Kurau'i, who both experienced the tragedy that seems to befall all of Oukimura's descendants.
Phoenix's adventurous exploits began at the ripe age of 10, when a close friend of his managed to connect Brimstata back to greater Glawiad. The two of them travelled together for a long time, eventually founding the Order of the Sun and beginning to work with a goal in mind. From here, Phoenix has undergone countless missions and brutally met his end dozens of times.
Echo.
Phoenix's Echo grants him two abilities. Firstly, and most obvious, the ability to resurrect himself after death. While Phoenix doesn't have any sort of unnatural healing factor, dying triggers this half of his ability. A few minutes after he perishes, his body burns away in his signature birch-white fire, leaving not even ash behind. Where Phoenix's body and consciousness go is unknown, even to him. Phoenix describes the experience as a great void where not even thought or perception can take place. Three days after his death, Phoenix's body is reformed, healed from every injury that had befallen him in his previous life. His body reforms in the same place every time, which is the clearing he was first buried at. There is a small shrine to Phoenix there with supplies for him, built after the regularity of the resurrection place was discovered.
The other half of Phoenix's Echo is the Birch Flame, which has the ability to burn away an aspect or concept from whatever it touches. This ability is not perfect, and leaves some trace behind, but it can be incredibly useful. While he doesn’t have the same prestigious level of control over his fire as his father or grandfather, Phoenix makes use of “pressure stances” to maximize his output strength. During his time in the Infinity Tournament, Phoenix used the Birch Flame to keep himself from being eliminated even when fatally wounded. The constant use of the Birch Flame to heal left him covered in pale scars, which were only erased once he died yet again in the fight against Grimm-Feltheous.
Relationships.
Phoenix has amassed many friends and foes over his years and across his travels. Now at least somewhat duty-bound to stay on Brimstata, his connections may become more limited, but that does not discount the memories of those who know him.
Hamathe Orikawa.
Hamathe Orikawa was Phoenix's paternal grandfather and the previous head of the Orikawa Family. Being two generations before Phoenix's time, a more than century-long dissonance of ideals strained Hamathe's relationship with the younger generation. Phoenix was fond of Hamathe at first, but seeing his draconian rule over the family made Phoenix grow to resent his values. Phoenix was motivated mostly by Hamathe to be the best Orikawa Lord he could.
Hamathe's tyrannical treatment of Phoenix's sibling Kurau'i was a reflection of his older feud with one of his own sisters. Phoenix, still not yet understanding the cycle of violence and abuse, saw the whole affair as unreasonable. Phoenix was irritated by Hamathe's rulership for a long time, but he first expressed true anger and outrage at Hamathe's command to disown Shu'dai. After that day, Phoenix's thoughts on Hamathe were mostly consumed by a wish for him to keel over and die.
After Hamathe's less-than-natural demise, Phoenix ended up taking the Orikawa Family over. Many of Hamathe Orikawa's influences were removed by Phoenix. Although he dislikes staying put, Phoenix's motivation to help those he promised to prevails in his rule.
Oukimura Orikawa.
Oukimura Orikawa was Phoenix's father and the eldest son of Hamathe. After discovering three crucial ways to improve use of fire magic, Oukimura was regarded as a prodigy and true successor to Hamathe. Oukimura took the praise given to him and heaped it upon his three children, hoping to one day extend the kindness given to him to all people in the Orikawa family's domain.
Phoenix had almost no bad experiences with Oukimura. But it would seem that Oukimura was fated to meet tragedy after tragedy. An ancient curse placed upon one of the Orikawa Family's ancestors had finally begun to show itself in each heir. With each generation, the activation was faster. Phoenix was consumed by it and died within mere hours. Phoenix, being Phoenix, came back three days later. Once a great doctor discovered the curse, Oukimura was told he had three weeks to live. Two would be fine, but the final week would be in the agony Phoenix had endured. Hamathe had a mere 4 years. Oukimura spent his last two weeks organizing and setting his affairs in order, before throwing one last party as an example. It was also his funeral. Oukimura set himself aflame and burned to death before he could succumb to the agony of the disease, laughing as he left the world forever.
Phoenix's memories of Oukimura motivated him to be a friend to all. He promised his late father that he would spread prosperity to the people in his stead, once Hamathe perished in a few years. Oukimura's death is one of Phoenix's most potent regrets. Every night for decades, his mind would be rushing with thoughts of how he might have saved his father's life.
Kurau'i Orikawa.
Kurau'i is the middle child of Oukimura's three, born on the third to last day of the year. Phoenix always held great affection for his younger sibling, though their shared antics got the both of them into trouble very often. Kurau'i's dazzling rainbow flames were one of the few things Phoenix ever envied. The two of them bonded over each other's interests, with Phoenix's experiences of the world and quest to become a strong leader being complemented by Kurau'i's desire to master the arts and wield a sword.
Phoenix was still not independent enough to speak up when Hamathe shunned Kurau'i for claiming their rather unusual birthright as an Ember. Oukimura instead stepped up and argued with Hamathe, even threatening to duel him to protect his child. Phoenix helped Kurau'i from the shadows while Hamathe tried to make their life a living hell. After Oukimura's death, Phoenix became Kurau'i's greatest advocate and protector, taking after his father.
Kurau'i is the first person Phoenix promised to break the Orikawa Family's precedents for. Phoenix vowed to, upon ascending to the throne, condemn Hamathe's behavior and welcome Kurau'i and recognize their existence formally.
Shu'dai Orikawa-Yherovil.
Shu'dai is Phoenix's cousin, born to Oukimura's sister Toa'e. Because of his previously very weak Echo, he was told to stay out of Phoenix's way. This, however, did not stop Phoenix from seeking companionship first. Becoming fast friends, the two bonded over a shared sense of exploration and adventure. Shu'dai always kept some distance from Phoenix unless he was sure they were alone, so as to not hurt his own meager reputation in his mother's eyes.
After the Dragon Incident and Toa'e's death, Shu'dai was disowned by the Orikawa family by proxy. Hamathe likened this to cutting a dead branch off a tree that still had one living leaf on its end. Phoenix was openly outraged by this event, and violently fought Hamathe over Shu'dai's exile. Hamathe won their battle, successfully enacting his will.
Shu'dai lived in and around the Orikawa Manor for a long time still. As a Vessel of Dissent, he was still entitled to the Orikawa Family's hospitality, even while having to use his former father's name, Yherovil. Phoenix encouraged Shu'dai's growth, making a deal to add him directly back into the family once he took Hamathe's place. This promise emboldened Shu'dai's will, and he started working up his own newfound strength as the Vessel of the Dragon.
Shu'dai ended up killing Hamathe himself while Phoenix was on a years-long job in the Infinity Tournament, essentially handing over the throne to Phoenix. While Phoenix was uncomfortable with being forced into the spotlight so suddenly, he thanked Shu'dai for finally getting the transfer of power out of the way. Phoenix reintroduced Shu'dai into the Orikawa family during his ascension ceremony, finally fulfilling the promise he made.
Phoenix and Shu'dai still spend a lot of time together. Phoenix is one of Shu'dai's two only sparring partners, being unable to be permanently damaged by the supreme fire Shu'dai wields. The other is Shu'dai's boyfriend Pallodis, who sports enough physical strength and prowess to avoid major harm by even the strongest magics in the universe.
Aaron Neriota.
Aaron Neriota is Phoenix's closest friend. They met early in both of their lives, and became friends almost instantly. Aaron's endless curiosity about the world and Phoenix's relentless desire to see new things blended together well. Aaron trusted Phoenix to make up for his shortcomings on their escapades, while Phoenix put his faith in Aaron's intellect and drive to learn to guide them both.
When the both of them were 10, Aaron managed to destroy the million-year old barrier around Brimstata using his particularly unique Echo. Mere days later, Phoenix and Aaron left Brimstata behind to see the greater realm. The two would embark on many adventures together, and while Phoenix continued to add to his death count, Aaron learned how to avoid danger more efficiently.
Eventually, Phoenix and Aaron would be half of the founding core of the Order of the Sun. Cementing their position in the universe as mere teenagers, the Order bound Phoenix to friendships closer than any he had previously experienced.
Phoenix relies on Aaron for advice often. His passion and optimistic nature do not make for good rulership on their own, and so he turns to Aaron for more pragmatic wisdom. Aaron likewise turns to Phoenix for help in emotional situations, as Phoenix has been his guide through that domain for many years.
Felmiras.
Phoenix looks up to Felmiras as an example of his potential. Felmiras, being a Primordial with a domain of flame, has supreme control over any and all fire, solidified by the deaths of all other Primordials with the same domain. Phoenix learned much of his technique from Felmiras. Oukimura's three secrets to pyromancy were split among his children, but Phoenix ended up learning the remaining two from Felmiras. The two had a somewhat lukewarm relationship, being colleagues before friends.
Felmiras has come to Phoenix's aid many times, slowly beginning to trust Phoenix as an apprentice. However, Felmiras does maintain a bit of odd bitterness at Phoenix's immortality. Phoenix himself feels strange about Felmiras's mortality, knowing that they were once alike. He serves as a grim reminder to Phoenix that nothing is guaranteed in the eyes of the Galvyria's supreme consciousness.
Felmiras spends much of his free time on Brimstata, finding much joy in the flame-centered culture of the planet. Through interactions with Brimstata's people, Felmiras is slowly getting more acquainted with Phoenix's lifestyle and values. Phoenix doesn't spend much casual time with Felmiras directly, but the two are forever intertwined by the Order of the Sun.
Spiriatus Aesturon.
Spiriatus was the first companion Phoenix and Aaron would collect on their journey through Glawiad. The two had great respect for each other's skill in battle, and Spiriatus became a moral anchor for the otherwise trigger-happy Phoenix and the logical but distant Aaron. Founding the Order of the Sun together with Felmiras, Phoenix, and Aaron, Spiriatus was a very close friend of Phoenix's.
Spiriatus and Phoenix would often take jobs together. Working in tandem with mostly hand-to-hand combat styles, Phoenix's pale fire complemented Spiriatus's explosive Astral energy. Phoenix and Spiriatus developed most of the physical aspects of their fighting styles together, becoming battle brothers more than any other members of the Order.
Spiriatus's death at the end of the Wrathmoon is a source of great pain for Phoenix. Spiriatus's remains are buried next to Phoenix's resurrection shrine. Even though Phoenix now fights with the Orikawa Family's ritual sword, he still practices the style Spiriatus and him developed daily.
Kurosejm.
Kurosejm acts like an uncle to Phoenix, the same way he does for most of the Order. Despite having spent less time active in the universe than Phoenix, Kurosejm's knowledge of the past age gives him an elderly vibe. Phoenix treats him with tentative respect, as even he fears the brutal methods the curse master uses to dismantle foes.
Phoenix is one of the few people to find Kurosejm's jokes funny, and is the main reason Kurosejm keeps telling them. Humor has become something of a special bond between the two, which has helped both of them through hard times. Kurosejm does know when to be sincere, though, and has been helping Phoenix through Spiriatus's death.
Blumei Altram.
Phoenix and Blumei bring a special energy into the room when they are both present. Quickly becoming friends over their shared passionate sense of justice, Phoenix respects Blumei as his junior. While they don't synergize well in combat at all, the two take their jobs on with more fervor than anyone else.
Blumei doesn't interact with Phoenix outside of work much anymore, on account of Phoenix living on Brimstata. Blumei prefers to stay far away from the scorching planet, as Spiriatus's death and the rest of the Wrathmoon was rather traumatic for them. Phoenix understands this, and always makes sure to greet Blumei with a smile when he enters the Order of the Sun's headquarters.
Vyster Indorium.
Vyster is a rather cold individual, and Phoenix struggles to relate to him. While the two are on good terms and are relatively friendly at their work, they never seek each other out beyond that. Vyster's particularly unchallenged life and easily inflated ego are points of contention for Phoenix. Phoenix leaves most of the disciplining and training of Vyster to Aaron, unable to muster the patience to tell Vyster how to improve himself.
| Phoenix Orikawa |
fandom.100th-millennium | # Plasma Weapons
Plasma weapons are a type of energy weapon that fire bursts of superheated plasma at enemies. These shots explode on impact after hitting a target, often leaving nothing but a pile of charred remains. The destructive nature of these weapons makes them perfect for dealing with armored targets, but their relatively low rate of fire greatly limits their effectiveness against infantry.
The weapon's fuel is stored in detachable energy cells, which must be handled with great care to prevent malfunction. Should the cells ever become ruptured, the volatile energy contained within will leak out. For this reason, energy cells are often constructed from reinforced materials.
Despite the immense firepower that plasma weapons provide, they do have a fatal flaw. Firing a plasma weapon for too long will cause it to overheat and explode, grievously wounding or often outright killing the wielder. To counteract this issue, most users fire plasma weapons in controlled bursts, giving them time to cool off before firing the next volley.
Types of Plasma Weapons.
Plasma Rifle.
Plasma rifles are potent anti-armor weapons used by specialist infantry units. These weapons are capable of vaporizing heavy infantry or blowing a hole clean through an enemy tank with ease.
Plasma Pistol.
Plasma pistols are some of the most powerful sidearms in the universe. Despite this, their small energy cells usually only contain enough fuel for around a dozen shots, meaning that the wielder will have to make every shot count.
Plasma Repeater.
Plasma repeaters are essentially just double-barreled plasma rifles that fire a hail of plasma bolts at enemies. While they are capable of mowing down even the hardiest of foes, they are prone to overheating much faster than other types of plasma weapons.
Plasma Mortar.
Plasma mortars are powerful siege weapons that fire bursts of plasma high into the air before bursting into a number of smaller projectiles, raining down on enemy forces. This makes them useful for hitting targets hiding behind high walls.
Plasma Cannon.
Plasma cannons are powerful, vehicle-mounted weapons seen on many armored units across the universe. The heat produced by these weapons is so intense that even being near one as it fires is often a death sentence.
Plasma Decimator.
Plasma decimators are superheavy plasma cannons found mounted on starships. The shots fired from these weapons are often more than enough to melt a hole clean through an enemy starship's hull.
Notable Users of Plasma Weapons.
TBA
| Plasma Weapons |
fandom.100th-millennium | # Plokeon
Plokeon is a high-mass binary in Florathel, comprised of a Wolf-Rayet star and a Slash star. The system has been in existence for around a million years, and is perhaps best known for the heavy consumption of its energy, as the two stars together shine with the power of nearly 6.75 million suns. The dyson sphere surrounding this binary system is similar to that found orbiting Treana.
Plokeon is located in a small Strömgren sphere, measuring around 11 light years across, quite small for one surrounding such a luminous star.
Properties.
The binary system is perhaps one of the most massive and energetic binaries in the galaxy, residing in the outer arms, where massive stars are somewhat more common than in the core. Furthermore, Plokeon itself is also special as it contains a Wolf-Rayet star, and there are only 876 in the entire galaxy. The other star is also special. It is a Slash star, in the process of becoming a Wolf-Rayet star, and these are even rarer. Plokeon A is also the hottest WNh star in Florathel, at a temperature of 58800 K.
The extreme luminosity of this binary has attracted massive corporate presence in the form of dyson swarms. There are many layers of these surrounding the system, all trying to get the last scraps of energy radiating from the two blue suns.
This system has often been compared to the similar Treana system. While they are quite similar, they reside on opposite sides of Florathel. A more realistic comparison would be the binary star WR 21a in the Via Aylathiya.
Civilization at Plokeon.
Plokeon is the site of the second largest SICTIRIAD station in Florathel. It was constructed as a unified effort between the United Nations of the Florathel and the Theocracy of Yaztas, and serves as a neutral system, for all species to use. Plokeon is also the site of what seems to be a massive abandoned dyson swarm, and research is ongoing. It is likely that this dyson swarm was originally built by the Providence Union, over a billion years ago.
| Plokeon |
fandom.100th-millennium | # Poreltids
The Poreltids are an intelligent species native to the world of Artaclate. They are incredibly difficult to classify, as their physiology is unique in all the universe. They are among the most powerful species in Florathel and the UNF and account for a staggering 7% of the population of the entire galaxy. Due to their prevalence, much of the modern history of the galaxy has been affected by members of the species as they have held many positions of power and authority.
The Poreltids are famed for being naturally smart, and are sometimes compared to a computer. For them, technology is a sign of prosperity, and they always work to improve that which they have access to.
Biology.
Appearance.
The Poreltids have a rather unique physical appearance when compared to other sapient species of Florathel. Each individual is composed of thousands of independently maneuverable units that each have a specific function. Each of these units takes the appearance of an antlike creature that is brown, black, dark red, or gray in color, although the ones positioned inside the "body" can look different. Because of this structure, they can rapidly morph into different shapes, and it is very difficult to compose a portrait of one.
Nervous System.
The Poreltids have a very unique nervous system. The "brain" of a Poreltid is spread throughout all of the units that make up its form. This makes a Poreltid very resilient against physical attack, but it opens up a challenge in communicating between different sections of the brain. This is done by sending short-range radio signals between the units, which fade out before they get very far.
Respiratory System.
Generally, each unit breathes through its "skin", where capillaries directly collect the oxygen from the air. Very simple, very reliable.
Digestive System.
Because of the "modular" nature of the Poreltid physiology, this becomes much more complicated. The most common method of feeding involves individual units sucking up the small airborne creatures which saturated the air on Artaclate and digesting them. However, where these are lacking, a Poreltid can consume much larger things by essentially acting like an amoeba and engulfing the food item. Then, the units who form the interior surface of the "stomach" begin secreting mucus and digestive juices to digest the meal as a more normal physiology would. Then the nutrients are passed around to all the units that make up the body of the Poreltid.
Reproductive System.
Poreltids reproduce asexually. Every so often, a Poreltid can choose to detach a unit from their control, essentially making that unit a new Poreltid. However, as a single unit is nowhere near enough to achieve sentience, this unit must divide via a mechanism rather similar to binary fission back to the levels required to achieve sentience in a group.
Using the same mechanism of division, a Poreltid can produce more units to replace those that are lost.
Demographics.
Poreltids are among the most populous species in Florathel. Roughly half of their population is concentrated within the Marakat Interstellar Union, particularly in the regions surrounding Perol, Artaclate, and Vea. Roughly 1/3 of the Poreltid population is situated in the nations bordering the MIU, especially Moktosha, the Frolira-Tuar Interstellar Commune, and the Queendom of Tancred. The remaining sixth of the species is spread across the galaxy and its satellites.
Culture.
Poreltid culture is very diverse. However, most societies share a common thread of industriousness, which is part of the reason why places like Artaclate are so developed on its surface. Poreltids are also generally more peaceful then other species, able to broker treaties with their neighbors. This has made their primary nation, the Marakat Interstellar Union, among the most diverse in the universe. They also have a focus on science, which has helped advance the technology of Florathel has a whole.
Religion.
Unlike most species, the Poreltids have lacked the urge to believe in things that they do not have scientific evidence for. As such, very few of them have ever belonged to a religion.
Language.
Poreltid languages are incredibly strange compared to most languages. They do not even use sound as such, and are essentially an expansion of the method by which units of an individual communicate to form a mind. As such, translation is incredibly difficult to other languages and usually requires machines.
| Poreltids |
fandom.100th-millennium | # Prospector
The Mark IV Subterranean Assault Vehicle, often called the Prospector, is a combat vehicle used by the Golden Hand Syndicate. It is capable of rapidly tunneling underground in order to either ambush enemy forces or rapidly create new pathways for allied troops.
History.
TBA
Characteristics.
TBA
Armament.
TBA
Role(s).
TBA
Notable Variants.
TBA
| Prospector |
fandom.100th-millennium | # Providence Union
Last and greatest of the empires of Florathel, the Providence Union is a name known across the universe. Until less than 50,000 years ago, they exerted great power over large swathes of Florathel, and were reviled across the universe until their fall in the War of the Last Alliance. After its birth from the bloodbath of the Peony Wars, the Union has changed form numerous times over its long history, from a short-lived egalitarian democracy to seven separate military dictatorships. It saw the rise of galaxy-spanning religions and the entire life cycle of some species, and is arguably one of the most important nations in all of history.
The Providence Union was the last of the ancient Florathelian empires, succeeding Yanaris after its dissolution into the Warring States Era. It is considered by most historians to have begun after the end of the Peony Wars over the Heart of Providence, at the time one of many squabbles over various strategic locations within Florathel. Its very long history is divided into several periods, the Unity of Peace (941,822-890,418 BCE), the Revarean Dynasties (890,418-532,771 BCE), the Nerax Dynasties (532,771 BCE-30,937 CE), and the Military Providence Union (30,937-57,430 CE).
The Providence Union began as an egalitarian democracy known as the Unity of Peace coming out of the long shadow of the Peony Wars, which was eventually over thrown by Narekai Vel Karnos and replaced with an increasingly corrupt system of autocratic rule. This system necessitated repeated military overthrowings of dynasties as each grew complacent with their power and stopped doing their job. Soon, the dynasties of Revarea were overthrown completely in a civil war following the complete ruin of Revarea itself and replaced with a seemingly identical set of dynasties ruling from Nerax, with several states using the chaos to attempt an ill-fated secession. Although the Nerax dynasties tended to be more progressive, they eventually fell as the mass secession of over 20 major states urged the military to conduct a coup and take control of the government in its final years before it was finally destroyed in the War of the Last Alliance.
The Union has contributed astounding achievements in the fields of technology, warfare, architecture, engineering, politics, and government. It was among the first to popularize the democratic system of government in the time of the Unity of Peace, although that was overthrown in the Coup of Vel Karnos. It achieved truly amazing levels of technology which have only just been reclaimed as of the present day, and artifacts from the earlier days of this nation are prized for their scientific and archaeological value.
History.
Background.
After the fall of Yanaris, the galaxy was thrown into chaos, and there were hundreds of factions scattered across the galaxy. At that time, the deep core was sparsely populated, and no one expected the factions there to become more than a footnote in history. At first, the five most powerful factions, specifically United Revarea, Alkonis, Kornerax, Ekasli, and Felakaa, after conquering the surrounding systems, went to war, like many factions of the time.
What followed was the Peony Wars, a centuries-long conflict mostly on and around the Heart of Providence resulting in the unification of United Revarea and Kornerax, the subjugation of Ekasli and Felakaa, and the complete destruction of Alkonis. Thus the Providence Union was born.
Aftermath of the Peony Wars & Expansion.
Revarea and Kornerax's unification proved to be a fateful event, and with control of the most valuable place in the galaxy, the new Providence Union rapidly expanded, conquering many nearby nations and establishing control over the inner central spiral of Florathel. There were still many other nations in the core region, but the little known bounties of the Heart of Providence gave them a massive advantage in the form of many unique thaumic materials found there.
The Providence Union used the bounties of the Heart of Providence to great effect, doubling in size over the next century, and settled into a fairly peaceful state with control over the central spiral. This expansion was arrested when the Anemone Revolution ousted the military dictatorship and ushered in the Unity of Peace, a fairly egalitarian democratic state.
For the first time in its history, the Providence Union developed good relations with its surrounding nations and increased the rights of the conquered species, and in the future these species would mostly retain their rights and the core would maintain some semblance of prosperity even as the reaches devolved into poverty and chaos.
The Great Coup.
Towards the end of the reign of the Unity of Peace, rebellions began to spring up from the cracks, with charismatic leaders leading their species on a charge for independence. This caused the brief secession of the Kajakali Nation, as well as other, smaller nations allied with it.
After the secession of the Kajakali Nation, citizens of the Providence Core were convinced by the charismatic Narekai Vel Karnos that the "sluggishness" of democracy was what was allowing the Providence Union to lose so much territory, and they mostly supported his military coup as it was happening. This transfer of power was swift and violent, and the previously elected government was ejected into space in a grisly spectacle cheered on by Vel Karnos' supporters. Any public supporters of them soon shared their horrible fate, and Vel Karnos claimed absolute control over the Providence Union.
By this time, the Kajakali Nation had been followed in its flight from tyranny by many other smaller states, cutting the area of the Union in half. The fall of the Unity of Peace heralded the creation and indiscriminate use of a much more powerful military, and the Kajakali Nation's short existence ended in bloody horror and a massive string of war crimes culminating in the destruction of Vecroxmer. The Kajakali species spent the rest of their history in a second-class status after this event, but the brief shining moment of independence would go on to inspire many future independence movements, eventually culminating in the fall of the Providence Union itself.
After the fall of the Kajakali nation, Narekai Vel Karnos retained power and began a dynasty of rulers, which rapidly became severely inbred after three generations straight of brother-sister marriages. The Vel Karnos Dynasty was soon overthrown and replaced with general Koroltai Vel Naire, who was much more politically savvy and managed to avoid contriving a massive war for an excuse to take power.
The Vel Naire dynasty outlasted any other family who had ever claimed to rule the Providence Union, and a tradition of political skills training among the heirs of that dynasty held them up through attempted rebellions and secession movements, artfully stopped through diplomacy. Due to these skills, the Vel Naire Dynasty was fairly prosperous, and most species had all their rights. The art of compromise was what let the Providence Union last as long as it did in this fractious era.
Among their great achievements was the conquering of the last scattered remnants of Yanaris, including the fortressworld of Yalai. Yalai's impregnability would prove to be utterly pointless, as it was diplomatically arm-twisted into unconditional surrender and annexation.
Sororbi Conflicts.
In the 532,000s BCE, the Sororbi Confederation, which had arose near the edges of the expanding Providence Union, was attacked. This proved to be a horrible decision, as their apparently pathetic military was in fact supported by a huge number of civilian ships outfitted with heavy weaponry that could be called to war if necessary, causing the military's size in times of war to balloon by hundreds of times.
The once peaceful confederation, a union of several species after a period of thoroughly pointless war similar to the Providence Union itself, was thrown into the greatest war it had ever known, as its history was marked by peaceful relations with its neighbors. But with its neighbors towards the core gone, the Sororbi was on its own as the Providence Union sent wave after wave of attacks into its territory. The great battle at Palikari led to a loss of almost half the territory of the nation, but the Providence fleet stalled out less than five light-years before reaching Sororbus itself. Soon, however, the military managed to push back almost to the original borders under the command of Sekar Valakis, who drastically increased morale by fighting directly on the front lines alongside the soldiers.
This string of great victories was ended when !Oraika of Nerax kamikazed his ship directly into Valakis' fleet, the detonation destroying all ships involved, killing Valakis, and earning !Oraika a spot in the history books for hundreds of thousands of years. After this, the Providence Union rapidly advanced across Sororbi territory, and Sororbus itself was reduced to a hellworld ruled by the runaway greenhouse effect after the war. The region was left completely uninhabited thereafter, with no one nearby able to send colonists and the surviving inhabitants becoming itinerant wanderers throughout Cosmoria.
The stunning victory against the Sororbi Confederation represented the first real challenge the Providence Union had had since the Peony Wars, and marked the high point of all their history. While they technically got bigger than this, the Providence Union was never so unified or powerful.
First Great Recession.
With the finale of the Sororbi Conflicts, the Providence Union began to be complacent, slowly expanding into unclaimed territory. General unrest rose, and the government's functionality declined as the outer reaches went ignored. This came to a head with the secession of Aldyren-Sanaka, a unity of neighboring colonies in the deep halo of Cosmoria. Aldyren-Sanaka was home to the most far-flung Providence colonies of varying species, and its direct descendant survived into the modern era simply by virtue of being too far away to bother reconquering due to extreme supply chain issues, only succumbing to the radiation and sheer energy of the Tegerelis Supernova in 341,775 BCE.
Following suit, the large territories claimed by the Erkamar, originally forming a stable power block in the Providence Union, elected to attempt to gain full independence from the Union. This probably only succeeded because the secession took with it large sections of Providence military infrastructure, alongside roughly 1/4 of the population of the entire nation. The newly reunified Akradax Collective became a formidable rival for the Providence Union itself, expanding across many as-yet unclaimed systems and almost reaching the Lareas sector. Occasionally, some pretext would be invented and small sections of the Providence military would speed across the Akradax border and conduct raids on habitat clusters, but the two nations spent most of their shared history in an uneasy peace, recognizing that neither could really overpower the other without crippling losses.
War and Peace and War.
After the successful independence movement of the Erkamar, several other species attempted independence. This created a sort of frothing at the borders, with tiny independent states ranging from a single habitat to multiple entire star systems appearing on the edges of the Union only to be reconquered fairly rapidly with horrible consequences for the places involved. Often, the same nation resurfaced multiple times, leading to great confusion in record-keeping.
In general, this era of the Providence Union was marked by perpetual shrinking as small nations seceded, lost access to large-scale trade networks, and usually rapidly collapsed again. Very few large-scale wars happened, and usually the newly formed states put up very little fight when the Providence military marched in.
One exception to this was the People's Coalition of Ernar. After its initial secession movement failed, a brutal crackdown occurred in the Ernar System and surrounds, and anyone accused of "treason" were promptly carted off to prison for the rest of their lives. This increasing oppression led to a resistance movement culminating into the true independence of the region for all of five minutes before relativistic beads were launched through the system and triggered Kessler syndrome within it. With the nation's leadership completely beheaded and the surviving inhabitants of non-shredded habitats and planets trapped within the system, the surrounding interstellar habitats quietly capitulated. Ernar remains locked off to this day, with any ships jumping into the system being promptly shredded by orbiting hyperfine debris. This became a favorite tactic of the Providence Union to lock off particularly troublesome worlds.
Dynasty Wars.
After the destruction of the People's Coalition of Ernar, two dynasties competed with each other for power over the Providence Union: The Vel Yena Dynasty of Revarea and the Kor!ai Dynasty of Nerax. The Vel Yena Dynasty, reigning from the high palace at Revarea, was widely expected to win this political battle, having at least a theoretical link to the first emperor Narekai Vel Karnos to exploit in propaganda, but the Kor!ai Dynasty was widely more popular. The Vel Yenas had descended into corruption, distributing major government positions and titles through bribery and funneling huge amounts of tax money towards the lavish lifestyle of the aristocratic class on Revarea.
The up-and-coming Kor!ai Dynasty generally had better living conditions in the areas they controlled as well as lower tax rates and less unnecessary lavish spending. The Kor!ai dynasty also controlled much of the border regions with the Akradax Collective, meaning they had control of over half of the total Providence military, putting them in a position to win a civil war if they could force the Vel Yenas to capitulate.
The first of the Dynasty Wars began after !Ekva Kor!ai's incursion into the Parvo-Aa System was met with fierce resistance from the legions led by Kremal Vel Yena. Although the Battle of Coros ended up being a draw, the First Dynasty War would continue for years of nonstop skirmishes and slow territory losses for the Vel Yenas under the deft command of General Elmaren of Kaslar, who joined the fight against them after the Vel Yena regime destroyed her home habitat station. The war finally ended at the gates of Revarea itself, when the Vel Yena family surrendered and promptly went into hiding rather than being taken prisoner.
With !Ekva Kor!ai now crowned emperor of the Providence Union at Nerax, the capital of the Union changed locations for the first time since the reign of Narekai Vel Karnos, and Nerax became the new political and cultural heart of the Union.
After years of peace, !Ekva Kor!ai was assassinated by a Vel Yena loyalist while delivering a speech on how taxes would be going down a little bit. This kicked off the second of the Dynasty Wars as Kremal Vel Yena came out of hiding and attacked the Kor!ai's fleet in dry dock over Nerax's moon. While this was a disastrous start, !Ekva's successor !Alakoi responded with great ferocity, turning the war into a long chase across the galaxy, with the Vel Yena fleet jumping from system to system rapidly followed by the entire Providence military. The fleet routinely lost hundreds of ships each engagement, and the war was finally ended when Vel Yena's ships appeared over Revarea and were destroyed outright.
In a truly brutal act, general Elmaren of Kaslar ordered the orbital bombardment of Revarea itself, resulting in its complete ruin. Although Elmaren was expelled from military service, Revarea's destruction resulted in the loss of trillions of lives and required extraordinarily careful political maneuvering to make sure the blame didn't land on !Alakoi himself. He instituted policies to help the survivors of Elmaren's bombing as well as a progressive system to reduce inequity in living conditions. Newly constructed habitats were allocated to the survivors instead of being sold on the market, earning him much good will. Elmaren was exiled from the Providence Union and banished to deep space, probably dying soon after.
The Kor!ai dynasty became the first of a long line of dynastic families known to historians as the Nerax Dynasties, which reigned from Nerax until the beginning of the War of the Last Alliance !Alakoi became one of the greatest emperors the Providence Union had ever seen, widely popular on all social classes and stimulating a thriving economy and society. His successors would continue this trend until the insane emperor !Ara!ala around 40,430 BCE was so truly awful that his guards conspired to assassinate him and instate further dynasties.
Peace with Akradax.
The Akradax Collective spent most of the period after the Sororbi Conflicts through the Dynasty Wars in a state of uneasy peace, always waiting to break out into full scale war, and accompanied by frequent border skirmishes and raids. After the dangerous Kessler Syndrome created near the resource-rich disputed rogue planet Ferrinai, the two nations agreed to a peace treaty to stop the pointless destruction.
Due to the Akradax Collective's complicated balance of factions and sects, large sections of the Collective had both the motive and means to flagrantly ignore this treaty, and in an effort to to stop it, the Taien Faction sent general Shogar on a lone mission to sabotage the summit, being held on the homeworld Erkamar. Shogar sent one of his underlings to the surface in an attempt to assassinate the Providence delegation, but he was caught by the quick thinking of a passerby who saw him enter a room above the conference hall carrying a bomb. This disastrous breach in security led the Providence Union to withdraw from negotiations entirely under the not entirely unfounded assumption that the Collective government wanted to assassinate them and was only coaxed back to the table after an agreement to hold the summit at a neutral location, the rogue dwarf planet of Vadria.
Shogar's ship, the "Talon", attempted to ambush the Providence Union delegation and its escorts on the way back to the border, decloaking from behind an asteroid near the fleet as they were recharging their Quantum Shift Drives. The attack lit up one of the ships in seconds, blasting it to pieces before the shields could charge. But with this lethal attack, the other ships were given a warning, and locked every weapon they had onto the "Talon". The ship was surrounded by a blaze of lasers and torpedoes, and a quick-thinking crewmember triggered the "Talon"'s QSD just before the torpedoes hit to deliver the impression that the craft was destroyed.
Vadria proved to be a poor location, being remote and far from any backup. When the "Talon" decloaked over Vadria and lined up for a bombing run, they were interrupted only by the "Kervai", a passing science ship. An epic dogfight ensued, where the "Kervai" flew circles around the "Talon"'s bulky, heavily armed hull and fired enough lasers to damage its torpedo bay until the negotiations could finish. The fight resulted in the destruction of the "Kervai" with all hands, but the "Talon" was disabled for long enough for the Vadria Accords to be drafted and signed. With the signing of the Vadria Accords, the Providence Union and Akradax Collective officially ended any and all hostilities. Although groups like Shogar's Taien faction would continue raids into the Union's territory, these ceased to be officially sanctioned by the Akradax government.
Genocide of Pecay-Po.
With the Akradax Collective and Providence Union in an uneasy peace after the Vadria Accords of 20,374 BCE, the only major threat to the Union was the up-and-coming nation of Pecay-Po, found in the nearby extragalactic Nalachi Cluster. With its general remoteness, the nation used its seven stars very well, with every ounce of energy emanating from them used efficiently in some way. With Pecay-Po exploration craft being sighted at the borders of Florathel, the Providence Union felt threatened by this new power and invaded in 18,494 BCE, not even bothering to see what the nation's intentions were.
Being a very efficiently run nation, Pecay-Po had a lot of power to bring to bear against its invaders, blasting fleet after fleet into cosmic ashes before they even entered the Nalachi Cluster. But when a fleet of Providence Union battleships finally entered the Poralor System, the end was near. Poralor's Ring was shattered and its inhabitants spun off into the void, along with them a decent fraction of Pecay-Po's military industrial complex. The fleets advanced under heavy fire towards the Tulach System and Devoro, one of the capitals of the nation, finally reaching it in late June and destroying the small moon completely with volleys of relativistic kill missiles.
With half the nation's government completely gone, Pecay-Po capitulated, only to suffer the orbital bombardment of Nalachi and the severe irradiation of the entire Valme system. Almost the entire population of the country were reduced to naught but shadows on scorched walls, with the few survivors escaping to extragalactic space. In the modern day, several colonies of Elkeres and Deviri have cropped up near the far edge of Florathel, but the descendants of most of the refugees probably still wander the void.
Second Great Recession.
In 1 CE, the fall of the Triumvirate in Martial Space caused a near-complete collapse of the prosperous trade routes crossing the Cosmoria core to Florathel. This decreased the supply of exotic goods from the distant stars of Aylathiya as well as the demand in those areas for similarly exotic goods from Florathel. Thus, a lot of things collapsed in prices, hurting major merchants and companies and triggering a knock-on effect to make everything generally poorer.
As tax revenue went down, the government debt increased and the government begun printing money. This caused inflation, making everyone's money worth less. Eventually, the government simply didn't pay its debts, destroying investor confidence and strangling its future ability to raise money, likely dooming the Providence Union in the future war.
Eventually, the first of many states seceded from the Union. Mandras, a border state facing the gap and eventually the cosmoria core, seceded with much fanfare, quickly followed by Edali, Khela, and Trezhath. These nations took with them much of the Providence military and became self-sufficient states after untethering from the central currency. Much of the remaining Providence military was occupied for the next years in an attempt to reconquer these large territories. Mandras contained two of the largest stars in Florathel, and their loss crippled the Providence energy market.
This rising inequality created major rebellions all across the territory of the Union, and the emperor at Nerax's failing health led to a general sense of "no one is at the wheel". Although emperor Eknar was succeeded by the young Emperor !Aleka, her admittedly well-intentioned leadership failed to reverse this decline.
Beginning of the End.
!Aleka Vekara's reign was short, and she was assassinated by a Marwanist extremist only seventeen years after taking the throne. She was succeeded by a string of incompetent hereditary emperors, barely capable of thinking about anything beyond their opulent palace on the peaks of Nerax, a far cry from !Alakoi the Great. Because of this absurd incompetence, Tairane seceded in 43,500 CE, taking five densely populated star systems with it.
The executive government might as well have not existed at this point, and states like Corelnas, Kaurim, and Rezacrad were almost entirely self-run. They became truly independent over around 6,000 years from 44,397-47,712 CE. This large block of nine stars took a large chunk out of the already dwindling Providence Union's size, and the military had to rebuild significantly after the three new states took control of the fleets there.
The military leadership, seeing the complete incompetence of the federal government, violently deposed the final emperors of the Vekara Dynasty and set a military government at Kaslar. They sent newly built ships into the secessional territories in an attempt to conquer them multiple times, each time being rebuffed with great fanfare.
All the while, Marakat, Saw-Yos, and Cnara-Frealee's governments were secretly preparing to break away from the Providence Union once and for all. Marakat completed building an independent military to hold back an invasion and officially declared independence in 48,237 CE. Saw-Yos followed suit in 48,903, and Mankala in 49,741. After these secessions, the Providence Union had virtually no remaining territory save the core systems around the Heart of Providence.
Geography.
The Providence Union was one of the largest empires in history, with contiguous territories from the Providence Spiral all the way to the borders of the Cosmoria Core and across to the tip of the Florathel Arm. Their ideology dictated that neither time nor space limited the scope of the Union, although this would prove to be very false after the War of the Last Alliance.
The Providence Union reached its largest extent in power under Vaikarai the Adequate, who added one rogue planet to his predecessor's claims. With this, the Providence Union controlled between 1/6 and 1/4 of the entire universe's population at the time, depending on the estimate you like, and made it the largest population of any unified political entity since the Lareas Alliance itself. Each of the three most populous systems within the Union, those housing Revarea, Nerax, and Erkamar, were almost twice that of any Florathelian star system until the end of the War of Saiheran Succession.
Vaikarai the Adequate, whose unfortunate title was given to him by his successors in an attempt to downplay his efforts to maintain the Union in a stable form, implemented a system to patrol the officially marked borders and frontiers against any invaders, the Vaikarai Security Array the key surviving monument of this ancient effort.
Society.
The Providence Union was remarkably multicultural, with an impressive propaganda machine capable of weaving a fictional sense of shared identity among its disparate conquered species. The Union had a habit of creating public monuments and communal spaces, and this mingling helped blur the lines between possible political units.
Society in the Providence Union had an annoyingly complicated set of overlapping social hierarchies. The Peony Wars left society within Revarea, Nerax and Ekasli in utter shambles. Personal erlationships continued to influence the workings of politics and government as they had in the preceding years before the war. By the time of the Unity of Peace however, it was not uncommon to see a merchant who exercised greater power than a senator, for example.
The diffusion of the more rigid hierarchies of Ekasli, Kornerax, and United Revarea led to drastically increased social mobility under the newly formed Providence Union at first. Although this declined after the rise of the Vel Karnos and Vel Naire Dynasties with a completely different set of rigid hierarchies based on a concept called "species seniority", individuals did retain a measure of social mobility.
Legal Status.
The essential distinction between individual status in Providence Union law was that a family's starting social status depends on their species, but that with enough work one can rise above one's station and attain great respect among the people. The aforementioned ranking of species was generally ordered by when a given nation joined the Union and how much of a fight they put up, with Revareans, Nerae, Ekasnai, and Felakans above the Kardan, Kajakali, Corvelmar, and later Carleans, Salakela, Poreltids, etc.
Later progressive rulers elevated the status of certain lower classes and gave them actual rights, particularly after !Alakoi extended full citizenship to all but those living in non-integrated territories and gave some states a level of autonomy to implement laws from their own cultural traditions. These were later rolled back in favor of a more conservative system, but once one tastes freedom...
Unequal justice.
As the principle of equal justice under the law established by the Unity of Peace faded after Narekai Vel Karnos I took power, the social privileges of the upper class of species was gradually cemented into law, and many judges unilaterally ruled in favor of individuals of a higher class species against those from a lower class regardless of the actual situation.
Sentencing often depended on the judgment of the official as to the relative "worth" of the defendant: a Revarean could pay a small fine when convicted of a crime for which a Kajakali would be subjected to mind-torture, for example.
Execution could be quick and relatively painless for the citizen deemed more valuable, while those considered inferior could suffer mind-torture and insanity after their minds finally broke in the pain, only dying on their own after their brain simply forgot that it needed food and water.
Government.
Over its astoundingly long history, the Providence Union has been through many forms of government, ranging from the egalitarian democracy of the Unity of Peace to an extreme fascist theocracy under Narekai Vel Karnos to a corrupt monarchy under the Vel Naire and successor dynasties to a brief period of absolute anarchy after the end of the line of !Alakoi.
Despite this immense variability, there are some general trends to be seen across the history of the nation. For instance, the central government was often corrupt, funneling resources into the core of the nation, with the sole exception of the Unity of Peace, and it often tended towards more extreme political ideologies, with people who wanted to take power appealing to more and more extreme and violent subsets of the population. The coup of Vel Karnos was a key example of this, although Koroltai Vel Naire's overthrowing of the Vel Karnos dynasty notably reset this extremism ratcheting.
For most of its history, there was functionally no legislative or judicial branch, as the absolutist monarchs simply decided things and made them law, ignoring any official court or legislative chamber, and the monarch had the full capability to intervene in provincial affairs if they so desired.
Provincial government.
Provinces in the Providence Union tended to be governed by collaborating native governors atop already existing regional power structures, so how a given province was governed would vary drastically from place to place under the earlier dynasties and the Unity of Peace. Towards the end of the Vel Naire Dynasty, there was a push to standardize things to that it was easier to govern them at the federal level, but it never actually went anywhere, and new civilizations that arose on planets under Union control were simply assimilated into the traditional system of provincial governance. By the time of the War of the Last Alliance, the ancient states had mostly petered out.
The most common system of provincial governance in its later eras consisted of a native governor sympathetic to the Providence regime, who then appointed other collaborators to fill the other positions in government in the case of an already existing interstellar government scheme.
In cases like the annexation of the Cnara and Frealee systems, there was no pre-existing interstellar government system, and as such they were organized into a mostly copy-pasted government system involving a governor, a simple legislative branch that the governor has a lot of power over, and a judicial branch that the federally appointed governor appoints.
The state system in the Providence Union was created towards the end of the Unity of Peace by Lord Relaia of Kaslar to require less micromanaging within the expanding nation and allow delegation away from the federal government. After the fall of the fairly well-run Unity of Peace, the state system begun to cause a significant amount of corruption, with aristocrats bribing the Emperor with mixed success rates to be appointed as governor and then taking advantage of this station to gain power or wealth.
Eventually, Koroltai Vel Naire imposed laws allowing the emperor to depose a state governor at will, which curbed this somewhat, but particularly corrupt emperors still allowed this to happen. By the time of the Sororbi Conflicts, there were 57 states within the Providence Union, ranging from a particularly densely populated planet to several systems.
| Providence Union |
fandom.100th-millennium | # Purheim Flower
Description.
Purheim Flowers are a species of flower flora endemic to the isle of Norheim, particularly within the regions of the Graecoast and Luthrik Forest. These flowers are characterized by their deep purple color and icy petals, which give them a unique and striking appearance. The Purheim Flower is often held in high regard by the populace of Norheim Isle, appearing in many paintings and other works of cultural art and iconography. Alongside this, they are also highly valued in the alchemical arts, as their pedals contain inherent preservative qualities, making the pedals of the Purheim one of the island's most lucrative exports to the rest of the "Bariquel" continent.
Physical.
Purheim Flowers have a very distinct physical appearance, distinguished by their icy petals and purple coloring. Its petals have an almost translucent quality, where they appear to be slightly translucid when viewed from certain angles. Their stalks are relatively thick and sturdy, with their leaves being somewhat similar to those of the Ivy Flower. When the plant is cut or crushed, it exudes a faint aroma that has been described as smelling like "cold iron." Additionally, the leaves of the Purheim Flower are covered in iced-over fine "hairs," giving them a rather coarse texture.
Purheim Flowers are known for their hardy nature and ability to survive in the cold and snowy conditions of Norheim. They are able to survive the harsh winters by burrowing deep into the soil, where they can remain dormant until the warmer spring months. Once the weather begins to warm up, the flowers will emerge and begin to bloom, providing a stunning display of color and beauty. The plant itself can grow quite large, growing up to around three feet (0.91 meters) tall and four inches (10 centimeters) wide. It tends to sprout directly out of the ground, preferring to remain near the snow-covered surface, with its roots exposed and its stems rising above the snow. These flowers are notable for being able to propagate through both seeds and spores, depending on the conditions surrounding them, and are capable of producing viable seedlings even after having been frozen solid for several decades.
Usage.
Ecosystem.
Purheim Flowers play a unique and important role in the ecosystem of Norheim, as these flowers are a primary food source for several species of insects and animals that call the island home. One of the main insects that feed on Purheim Flowers are Snowbees who inhabit Norheim. These bees are specially adapted to survive in the harsh and cold climate of Norheim, and they rely heavily on the flowers for food. The bees collect the nectar from the flowers and use it to make arctic honey, which is a valuable food source for both the bees, and the inhabitants of Norheim. These insects are also important pollinators in the ecosystem of the isle, and the presence of the Purheim Flowers helps to ensure that the island's other plants and flowers are able to reproduce and thrive.
They also play an important role in the island's soil. The petals of the flowers contain natural compounds that help to enrich the soil and promote healthy growth in other plants. Additionally, the flowers are known to help retain moisture as well as attract pollinators that will aid in the growth of many different types of plant life on the island.
Alchemical Use.
Purheim Flowers are highly sought after by alchemists for their ability to preserve ingredients, as the unique compounds found in the flowers have been shown to keep other ingredients fresh for extended periods of time. Alchemists use the petals of the Purheim Flowers to create a preservation potion by crushing the petals, then mixing them with other ingredients such as water and alcohol. The mixture is then heated and allowed to simmer for several hours before being subsequently cooled and bottled. Both the petals of the Purheim Flower itself and the potions of preservation that can be made from them have an alchemical rating of 4.5, making them a fairly decent and populace ingredient.
While not the most potent preservative in the world, a preservation potion made from Purheim petals can be used to keep ingredients fresh for long periods of time and is able to prevent spoilage and decay in food and drink items, making it a valuable tool for those who travel frequently or have limited access to fresh ingredients. Alongside this, alchemists have discovered that the preservation potion can also be used as a preservative in cosmetics, such as creams, lotions, and balms. This makes it a valuable tool for those who create and sell beauty products, such as fragrance alchemists The preservation potion can also be used to preserve herbs and plants which are hard to grow, this way, alchemists can have a steady supply of the ingredients they need for their potions and remedies.
| Purheim Flower |
fandom.100th-millennium | # Pylons
For thousands of years, philosophers have argued about whether or not the Mind was a distinct entity in the universe or simply an illusion created by a purely physical brain. With time, a single answer emerged, there was a distinct "substance" that made up the mind, called Meta-Potential, which gave rise to abstract thought and imagination broadly. While these things could be emulated physically, without this Meta-Potential, there was no mind.
The mind, as it were, has a set of properties that cause it to be very important when it comes to non-physical forces, in particular Thaumaturgy. This force, a collection of related non-physical forces capable of interacting with the physical universe, is influenced directly by the mind. The Pylon is the manifestation of the mind in the Lux Aeterna, the most widely-used form of thaumaturgy. Similar concepts to the pylon appear in Thaumaturgy related to the Dark Core as well.
Aeternal Pylons.
"For every mind that exists, there exists a corresponding pylon in the Lux Aeterna," is an unbreakable law. Any being with a mind has the ability to interface with its pylon, which can be thought of as simply a part of the broader mind. The strength of the mind corresponds roughly with the "weight" of the pylon, how "real" the pylon is within the Lux Aeterna. To an observer, the gaining of weight appears as if the Pylon's area is physically growing. In other words, pylons can vary in how much they can interact with the Lux Aeterna, just like how different particle interact with forces at different strengths. A greater weight allows for the mind to more easily interact with the Lux Aeterna and vice versa.
Energy from the Lux Aeterna can be channeled through a pylon just as naturally as any mind could sustain a thought. The amount of energy that can be channeled is directly proportional to the weight of the pylon; however, the weight of the pylon will increase as energy is channeled through it. While normally harmless, rapid increases in weight can cause incurable damage to the pylon. Much like growing pains, the pylon becomes aggravated with too much weight, causing it to "stretch" or otherwise receive damage. This is a common cause of death among new Magi, users of Thaumaturgy.
The death of a Magi from this overexertion manifests in the physical universe as what is known as "shattering," or the explosive release of radiation from the brain, the house of the mind. A dangerous phenomenon, shattering usually results in great damage to the pylon, sometimes to the point of removing most if not all thaumic abilities that rely on the pylon. The weight of the pylon is greatly reduced and this is what causes the radiation.
In the event of shattering, there is a chance that a portion of the pylon gains an independent consciousness, the creation of a new mind. This parasitic mind, existing directly within the Lux Aeterna, is thus usually capable of more effectively using Thaumaturgy. This parasite, called a Corrupted Pylon, can only interact with the physical universe through its host and has only minimal influence unless its weight is larger than that of its host's pylon. Most corrupted pylons are locked away in the Lux Aeterna as their host dies from the shattering, but can escape in rare circumstances.
Invocative Pylons.
Another form of pylon is that which is used in Invocative Thaumaturgy by individuals known as Paladins. Invocative Pylons are portions of the mind that can be sectioned off from the rest via intense mental restructuring. This can be done multiple times, creating more than one Pylon. Invocative Pylons function by "coaxing" or attracting the energy around it, utilizing all of its area to harmlessly and efficiently pull what it can.
The devotion to certain ideas can create this severed portion that is, in theory, similar to a corrupted pylon. This section, however, exists solely for the good of one particular ideal, the ideal that the Paladin seeks to embody. As such, Invocative Pylons occasionally rebel against their masters if they are abused or remain neglected. Becoming a paladin can weaken an unwanted corrupted pylon as the Invocative Pylon and the Corrupted Pylon compete for space. It goes without saying that this method is unreasonably dangerous and suppression of corrupted pylons through the diligent increase in one's own strength is often the preferred route for dealing with this problem.
The most useful of differences between an Invocative and Aeternal Pylon is their "limit", or ceiling to which energy can flow. Like a dam to a river, Aeternal Pylons are limited by their strength and water flow. However, Invocative Pylons are more like a sinkhole or whirlpool, and are most effective at using all energy around it. With how refined and efficient Invocative Pylons are, the energy which comes through is "cleaned". In other words, Invocative energy rarely interacts with its Pylon, preventing it from gaining weight as fast as an Aeternal Pylon. While this seems to be a weakness, this ability is a blessing in disguise, as Invocative Magi may go far beyond their pylon's expected "carrying capacity". Against an equally-sized Aeternal counterpart, an Invocative Pylon can safely flow over five times the amount of energy. Paired with the ability to section off more than one Pylon, and a wielder of Invocative can achieve heights rarely seen in Classical Thaumaturgy.
Pylon-free Thaumaturgy.
Esoteric Thaumaturgy is most commonly described as Thaumaturgy that utilizes energy not derived from the Lux Aeterna. This is an incomplete description. While use of the innumerable planes beyond the physical universe is an almost universal practice among Esoteric Magi, the actual separation from the other clades comes from the distinct non-use of Pylons. Esoteric Magi prove through their very existence that Pylons are not the absolute arbiter of power, and can be bypassed.
Rather than connecting to the extended mental form of a Pylon, Magi may choose to directly connect their consciousness with any plane of their choosing. This allows circumvention of the typical Pylon "limit" entirely, though such freedom comes with multiple costs. The planar energy intersecting the Magi's mind directly causes gradual influence from the plane's base concept on the individual. This slowly but surely whittles away at the individuality of any Esoteric Magi who utilizes one of the planes. The other difficulty presented is the lack of a starting position. Pylons act as a grounding for any person's sense of Aeternal energy, but feeling out "where" the other planes are is an entire journey is a daunting task for any Magi looking to get around the limitations of a Pylon.
The main solution to this, which has been increasingly popular among Magi posing as Classical experts and Esoteric Magi too lazy to actually find a plane that suits their needs, is to use the Pylon's natural sense of where the Aeterna lies to directly connect themselves directly to it in the most unholy fusion of Classical and Esoteric Thaumaturgies ever seen.
| Pylons |
fandom.100th-millennium | # Pyre
The innermost planet of Maea in the Cnara System, Pyre is among the most hostile worlds in the universe. Everywhere on the surface is either dead rock often hot enough to glow or open gashes in the crustal material filled with upwelled lava with the consistency of hot taffy. In the early days of Florathelian civilization, ancient Erlas mined the planet to assemble many orbital structures, due to its high concentrations of very rare elements.
Differentiating it from most such airless hellworlds, bizarre silicon-based life exists in Pyre's lava oceans, slowly squeezing through its viscous fluid. This alien form of life is unique in the region, and it is unknown how it initially evolved. As such, many scientists have settled in research sites on the planet.
Pyre's volcanoes spew out vast plumes of hot gases hundreds of kilometers over the planetary surface, producing a beautiful sight from orbiting stations by refracting light from the scarily large disk of Maea into a rainbow of colors and forming complicated hazards that infrastructure has to avoid or shield against.
History.
Pyre formed, along with the rest of the Cnara System, roughly 3.2 billion years ago. At that time, it was sterile, and the planet's unique silicon-based life only formed later. Pyre, just after formation, was covered fully by lava, with absolutely no solid surface. However, over the years, Pyre slowly cooled down to its present temperature, with more and more of the surface solidifying into plates as its silicon based life began to evolve.
The Glanadi Archives mention that one of the Lareas Alliance's client states came from a planet referred to as Ke'varri, located in a system with the exact same layout as the Cnara System. Most modern-day scientists are fairly sure that Ke'varri is in fact Pyre. However, there is no evidence of the existence of this intelligent civilization, with no buildings or megastructures or anything of the sort dating to this time period. Pyre was a key mining site of Ectabana and the Alshunaman Empire, as well as various successor states. The planet was also a point of contention between regional powers during the Years of Fire, and as such was mostly left alone for fear of one power provoking everyone else.
By the time of Yanaris and the Providence Union, the initial iteration of the modern Pyre Spacedock was assembled, making it one of the oldest pieces of remaining infrastructure in the system. The collapsing galactic order between Yanaris's dissolution and the end of the Peony Wars led to Pyre's small population briefly achieving independence from other states, taking advantage of the enormous power output of the nearby star to accomplish marvels of engineering. The hostile conditions that structures must surive in the area led to advances in material science that proliferated across Florathel after the Providence Union annexed the planet. Pyre would be a stronghold of the military government during the War of the Last Alliance until the climactic battle and Siege of Pyre. After this event, Pyre mostly retreated from the galactic stage as a member of a pacifistic nation, and it is today a fairly minor planet in Cnara-Frealee.
Properties.
Pyre's orbit takes it dangerously close to Maea's roche limit, which is the primary cause of the plentiful lava-filled rifts across the planetary surface. Alongside these tidal forces, the heat of Maea itself raises most of the crust to a temperature just a hair below its melting point, making it almost malleable assuming your hands weren't burned off on contact. Its enormous size for a rocky planet also gives it a very hot core and active tectonic systems, causing its cracked crust to shift around over periods of less than ten million years.
Life.
Pyre, unlike most supercritical planetary objects, is a host to numerous multicellular organisms around its magma reservoirs. As planets like this are so rare in Cosmoria, this phenomenon draws a heavy amount of scientists from all over the galaxy. One of the most diverse regions for this life is Moresil Canyon, though there may be many more species hidden in the mantle or in crevices along the surface. A list of these lifeforms have been compiled below:
Bumblers.
Bumblers are large creatures, roughly ten meters wide, which hold an appearance like that of a rock or boulder. They usually stumble around the slated surface of Pyre, searching for nutrients and smaller creatures. Bumblers have a pinpointed orifice which has the ability to consume and digest creatures as big as itself. Bumblers are considered the apex predator of Pyre's hostile surface.
Magma Rays.
Magma rays hold the appearance of an aquatic life form. However, they reside primarily in the magma oceans of Pyre. Having a hard shell of silica, magma rays can cruise near the surface of lava pools, with some of them spotted near the mantle. Their survivability has allowed them to travel around under the crust very frequently as well.
Magma rays' main diet is smaller mantlefish, which they often dive deep into the mantle to get. they always swallow their prey whole, lacking any teeth or any mechanism to chew them.
Lava Skippers.
Lava Skippers are bizarre life-forms that travel about by "skipping" across the surface of the lava like a very well-thrown flat rock. They aren't that large, but they usually form in groups and are often seen deterring colonists in numerous occasions. They have also been found nesting in the geothermal energy plants of some of the scientific bases.
Lava Skippers skip around the cliffs of Pyre, looking for energy-rich rocks to eat. Since the colonization of Pyre, they have found out about the colonies and are routinely found feeding on the energy coming off the powerplants.
Mantlefish.
Mantlefish are basically large fish that swim in magma/lava. The term "mantlefish" is actually a blanket term for many different types of silicon-based fish, from tiny minnows to huge lava sharks. These aren't particularly well studied, due to the fact that their main habitat is miles beneath the crust and is only just being reached with drilling expeditions.
Magmatic Filtorb.
Magmatic Filtorbs are species exclusively living in the great rifts of Pyre. They are most commonly described as orbs who filter chemicals from the lava, and convert these chemicals into Carbon Dioxide which it releases into the rarified atmosphere. They are considered one of the most common species on Pyre.
Landmarks.
Freokna Flats.
The Freokna Flats are the result of a huge outflow of lava cooling and solidifying into a vast expanse of almost perfectly flat terrain. This floodplain is being heavily mined, and some cities are being built on it for those insane people who want to live here. Occasionally, fossils of various kinds are found in the areas underground, signifying the ages of life across the planet.
Moresil Canyon.
Moresil Canyon is a huge rift in the planet that reaches almost down to the planet's mantle. It is mostly filled with lava, but near the top of the canyon, there are many scientific bases bolted to the rift walls studying the planet's interior. Moresil Canyon is one of the most biodiverse regions for the strange silicon-based life on Pyre, which draws more scientists to this location than to anywhere else in the solar system.
Moon System.
Pyre lacks a natural moon system, leaving it alone in its section of planetary space. Its hill sphere is barely 200 kilometers above the surface, and its central population hub, Pyre Spacedock, could only be stationed at the L2 point in the Pyre-Maea gravitational system.
| Pyre |
fandom.100th-millennium | # QSD
| QSD |
fandom.100th-millennium | # Quantum Shift Drive
Quantum Shift Drives are a high-speed Faster-than-light propulsion system primarily used in Florathel in which a spacecraft appears to "jump" instantly from one point to another. After the jump, the ship arrives at a precise destination up to 7,500 light-years away, beyond which accuracy rapidly decays. Utilizing very powerful computers fitted to a ship to calibrate the drive for each jump, the drive is among the fastest in the universe and can be fitted on individual civilian ships with recent improvements in energy storage.
Initially used by the Providence Union and other concurrent civilizations, the Shift Drive remains in use to this day. It is essential for interstellar trade, and many nations spend decent fractions of their budget on improving it further.
History.
The first known examples of use of the Quantum Shift Drive was by the Providence Union, over 6 million years ago, although presumably other civilizations developed similar drives in the Elder Days. Over the intervening years, fairly rudimentary alternate forms were developed independently by other civilizations.
After Glanadi was discovered amongst the maze of stars in the Providence Cluster and the people of Florathel gained access to its archives, a very efficient prototype of the Quantum Shift Drive under development by the Union at its fall was uncovered. This form, which doubled the maximum effective jump range to 6,000 light-years, was quickly adopted by most nations across Florathel and its satellites. It was used to great effect in the War of Saiheran Succession, with great fleets abruptly materializing near targets before anything could be done to stop them.
The formation of the United Nations of the Florathel made it very easy for scientists to communicate across borders. This sped up the development of many technologies, but particularly the Quantum Shift Drive, which was refined to its present state, halving its energy use and improving external energy storage enough to allow placement on small civilian craft. Today, the Quantum Shift Drive can jump up to 7,500 light-years with virtually no positional errors. In intergalactic space, where exact positioning matters little, this range increases to 80,000 light-years before the craft starts going in completely the wrong direction.
Operation.
The Quantum Shift Drive relies on a key facet of quantum mechanics, the fact that every possible event has a nonzero probability of occurring. The drive essentially takes the event of the ship changing position to the target and magnifies its probability through exceedingly complicated mechanisms that require 20 textbooks to explain.
This concept has been applied to other events such as the creation of new substances, but that requires far more computing power and energy to cause atoms to teleport across large distances from disparate locations into a new arrangement than to cause a group of atoms to teleport to the same location and remain in the same configuration.
Dangers.
One potential danger in a hasty jump is that of rematerializing within a solid object. This causes the atoms of the craft to be bonded with those of the object, rendering the parts of the craft thus merged to be rendered immobile. This primarily occurs during hasty jumps or jumps to unknown regions of space, as the computer's calculations account for known objects and ensure that a ship does not impact anything as it rematerializes. This is still very unlikely, even neglecting calculations to avoid it, as space is famously very empty.
| Quantum Shift Drive |
fandom.100th-millennium | # Queendom of Tancred
| Queendom of Tancred |
fandom.100th-millennium | # Quimaqum VI
Overview.
Quimaqum VI, also known simply as Aqum, is a relatively cool and mountainous swamp world located in the Charred border of the Jewel Cluster of the Eulciar Galaxy. This world, along with Quimacor, act the First line of Defense against the Alliance Navy
Quimaqum is a moderately size world, sitting at 11,941 Km in Diameter. Its primary terrain consists of large swamplands and mountains, with the occasional lake. A standard day lasts 18 hours, while a year lasts 280 Days. It is the 6th planet of the system.
Quimaqum's cities are moderately sized and usually built on giant platforms a few feet of the swamp waters. Most people still prefer to live out in the fishing and Mountain Villages. The planet's atmosphere is moderately polluted. the Air defense zone is filled with the wreckage of thousands of warships from the Grand Battle of Quimaqum.
Early History.
Its history starts with a group of colony ships landing in Lake Aqumis in 68,000 CE, and remaining free of any conflict until 72,000 CE, when an Alliance fleet invaded the world, with little resistance, as the inhabitant were merely trying to survive themselves, as the raised cities were not built at this point. The Alliance began to industrialize and nationalized what very few factories the planet has.
The Alliance presence concerned a few members of the old democratic government and subsequently went into exile into the mountains, and communicating with the Volkanian Republic, who did send supplies via Illicit trade. The Quimaqum Resistance was officially established in 73,002 CE, with support from the Republic.
Quimaqum's War against the NJSA.
Quimaqumian Resistance forces would chip away at the NJSA garrison by committing Arson, Sabotage, killing of high-ranking officers, and when their success spread, capturing villages from the Alliance Army. Alliance counterattacks would do heavy casualties and commit genocide against the inhabitants. Despite this, Quimaqum Resistance Forces did eventually drive the Alliance Army out of the planet, and with the help of the Volkanian Fleet, out of the entire system by the time the Volkanian Republic collapsed in the mid 50,000s CE
Modern Day.
Quimaqum is classified as an important border world by the Federation, and many starfighter bases were established in the cool mountain regions. The planet is strategically important and is constantly protected by a small task force the Federation Starfleet's 9th Fleet.
Constant skrimishes between the Federation and Alliance Fleets plague the air defense zone of Quimaqum.
| Quimaqum VI |
fandom.100th-millennium | # Raider
""The dammed things tore apart my platoon like scythes cutting through wheat. I guess I'm lucky that I only lost an arm"."- Anonymous Commune Federation soldierThe Mark III Light Scouting Platform, more commonly referred to as the Raider, is the Golden Hand Syndicate's standard reconnaissance and rapid-attack vehicle. It is a swift, agile hovercraft designed to rush through infantry formations and tear them apart with its blaster cannons and saw blades. It is also used as a reconnaissance vehicle, scouting ahead of the main Syndicate force to gather intel on their foes.
History.
When the "Voyager" first crashed onto the world of Vesroth, it brought with it vehicles intended to be used by the colonists in helping them adapt to their new surroundings. Among these vehicles were small hovercraft called "RD-3Rs". These vehicles were designed to perform quick surveys of the surrounding area. When the colonists scattered across Vesroth and divided into clans, those who took the RD-3Rs found that they had nigh-unparalleled mobility compared to their foes. Despite the RD-3Rs being unarmed, they were quickly modified by their new owners for combat purposes.
When Konrad Sicallion took over the Bloody Hands clan, he quickly realized the potential of these vehicles in future battles, but found their capabilities to be lacking. As such, Konrad ordered his top minds to redesign the RD-3R into a true force to be reckoned with. The RD-3Rs in the Bloody Hands' possesion were equipped with stronger armor, more powerful weaponry, and enhanced engines that allowed them to outmatch the RD-3Rs used by opposing clans.
After the Bloody Hands took over Vesroth and reorganized themselves into the Golden Hand Syndicate, they quickly realized that their RD-3R's could be used against foes off-world as well. However, they quickly realized they would need a serious upgrade in order to take on the highly-trained and equipped armies of Verpletter region. After a long modernization process, the RD-3R's were eventually turned into the Raiders seen across the battlefields of Verpletter.
Characteristics.
The Raider is a small hovercraft with a sleek, rectangular body slightly reminiscient of a motorbike. It is operated by a single pilot, who sits in an open cockpit near the tail end of the vehicle. Right behind the cockpit is the thruster array, which feeds power into a pair of thrusters that propel the Raider forwards. On the bottom of the vehicle is the anti-gravitic array, which is directly connected to the frontal reactor via a series of cables. The reactor is concealled within an airtight, armored casing, which allows it to function in even the harshest of environments. The Raider's saw blades are attached to the sides of the vehicle, and can fold up when not in use. The way these blades are folded, coupled with their size and durability, allows them to be used as rudimentary shields for the pilot, blocking enemy fire until the time is right for the kill.
Armament.
The Raider comes equipped with a pair of blaster cannons mounted on the front of the vehicle. These rapid-fire weapons are highly effective at dealing with not only infantry, but are also good for dealing with lightly-armored vehicles. However, the Raider's true strength comes from its side-mounted saw blades. These large, serrated disks are crafted from high-density materials, allowing them to stay razor-sharp even after hacking their way through numerous foes. They can even be used to great effectiveness against larger targets, as the blades can pierce through heavy armor to hack away at a vehicle's vulnerable internal components. This can leave enemy vehicles disabled and allows for larger Syndicate units like Marauders and Ravagers to easily destroy them.
Role(s).
The Raider's primary role is that of a fast-attack vehicle, either spearheading assaults on its own or by attacking an enemy's vulnerable flanks to support their larger allies. Since they are lightly armored, it is best that they do not stay in the thickest of action for too long, as they are easily destroyed by anti-armor weapons. However, the sheer amount of terror a squadron of Raiders can inflict on enemy infantry is sometimes too much to ignore by many Raider pilots, so they end up charge into the thickest concentration of enemies they can find. The Raider's swiftness and low profile have also seen it been used as a reconnaissance vehicle, as they can quickly identify an enemy's capabilities before returning to friendly lines.
| Raider |
fandom.100th-millennium | # Ralteyo
""Visiting Lyncis without stepping foot on Ralteyo would be a wasted trip. " "
- The Exile's Journal, 99.949 CE
(WIP) Ralteyo is a warm terran moon orbiting the gas giant Allfadr in the Lyncisian System. The home planet of the Lyncisians, as well as the capital of the Lyncisian Empire, Ralteyo has a permanent population of 25 billion, making it one of the most populous planets in the entire Lyncisian Sphere and a hub for trade and culture. Its largest city, Kyronoupoli, serves as the political heart of the Empire.
History.
Little to no records of Lyncisian history prior to the first wave of Lyncisian migration have survived to the present day. It is generally accepted that the Lyncisians became a space-faring species around 85.000 CE and spread outside their home system shortly afterwards in what is now known as the “First wave of Lyncisian migration“. Its political relevance faded during this event, as the Lyncisian people would never again be unified into one state, but it remained a population center and economic hub throughout its history. (WIP)
Geography.
A comparatively warm moon with a rotational cycle of 35 standard hours, Ralteyo’s climate is dominated by deserts and jungles, with coastal areas having a much milder climate by comparison. Around 40% of the entire moon’s surface is covered by deserts. Sandstorms and heavy rainfall remain permanent dangers to the cities, as the Lyncisians would consider terraforming their home planet heretical. As such, all cities on the surface are domed, a practice that has influenced Lyncisian architecture everywhere.
Most life on the planet is concentrated in the outer parts of the rainforests, the few oases in the deserts themselves or in the coastal regions, which possess a considerably more temperate climate. The only exception to this rule are the Lyncisians, who have spread throughout all regions and biomes of the moon. Many of the moon’s inhabitants, including the Lyncisians, are nocturnal.
Ralteyo’s landmasses are divided into three supercontinents, Centa, Siela and Anyeva, split by the Lifan Ocean, the largest water body on the planet.
Culture and Society.
Ralteyan culture and society is in constant flux as new peoples arrive on the planet every day. Its inhabitants are largely concentrated in the various megacities on the surface such as Kyronoupoli, while the rural areas in between are settled by nomadic peoples of mostly Lyncisian ethnicity. A large number of the cities’ inhabitants are wealthy, with many of them pursuing careers in economics, politics, the humanities or arts. The city of Kyronoupoli in particular has developed a renowned music scene, with concerts of all sizes being a common occurrence in the streets, a practice that has started spread to many of the worlds of the Sphere.
Wealth inequality is a growing problem, however, as more and more people from all corners of the Lyncisian sphere move to the homeworld. Many of them end up in the growing outskirts and underground districts of the cities, commonly referred to as Khunavir, the Ralteyan word for ghettos. While the state manages to provide basic infrastructure for these districts, quality of life is poor and criminality widespread.
Commonly considered a rather liberal world, Ralteyo is one of the few major worlds outside the eastern regions where cybernetics are commonplace and even considered fashionable. Resisting the more conservative influence of other Lyncisian states, where cybernetics are considered a religious affront, many inhabitants of the city willingly choose to replace a body part with a cybernetic replacement simply for aesthetic reasons. Also a part of that liberal attitude is the widespread acceptance of non-hetero sexualities, making Ralteyo one of few major worlds where openly practicing them is not met with ostracization.
| Ralteyo |
fandom.100th-millennium | # Recurrent Nova Engine
A Recurrent Nova Engine or (RNE) is a mega-structure that utilizes repeated artificial novae as a power source. Relying on regular relatively small amounts of mass dropped onto the white dwarf, a small fusion reaction is maintained on its surface. Occasionally, the white dwarf will begin a runaway fusion event, called a micronova, that releases a large amount of energy. This energy is then collected and stored.
The idea of using novae as a power source comes to almost every species just as the idea of Dyson Swarms does. Most species, however, simply never grow to control enough energy to even seriously consider the technology. Only the oldest of civilizations are able to create them. Currently, they are used for the mass-production of elements beyond iron that a fusion reaction would absorb energy for. Most dyson swarms, incomplete as they are, fail to satisfy the large demand of civilizations for heavy elements. For most of history, heavy elements were simply harvested from moons or asteroids. Having this technology is a game-changer on the galactic stage.
Currently, there are only two of these objects functioning in the universe, both in Martial Space. They are all publicly owned with companies renting out energy and space on the device to create rare isotopes or large quantities of transuranic elements at a far cheaper rate than around a star.
Design.
The RNE is a large sphere mostly made up of power-harnessing devices. This sphere is the largest type of megastructure commonly built at over an astronomical unit across. In the center of this sphere is a white dwarf. Any white dwarf would work, although the white dwarves usually mass between 0.75 to 1.25 M☉ are ideal. The highly energetic process creates an artificial pulsing star, visible in the night skies of most places in Cosmoria at its brightest. Most of the energy is lost.
Importance.
Compared to those that live around stars, RNEs host a fairly small percentage of the population. These objects always represent the majority of a civilization's production capacity (if they choose to build these objects). Supermassive black holes make up the next largest block for production capabilities with regular stars making up the smallest average production capability cumulatively.
| Recurrent Nova Engine |
fandom.100th-millennium | # Regnum Aureiga
Before, we had quarrels and differences between humeigas but today, all humeigas are gathered together as in a big family and respect each other. Long live peace and long prosperity to humeigaity. (Sabeusna Atès, leader at the time when all nations of Aureiga are merge with Regnum Aureiga, 10/06/17,092 BCE)
Regnum Aureiga or Regnum del Aureiga is an oligarchic in Aylathiya. It has a relatively low population yet retains a high economic output. It has sovereignty over 10.782 billion stars, one third of which not being usually populated, but rather acted as outposts. Its capital is Aureiga.
Government.
Regnum Aureiga is a oligarchs directed by a "Director" to which his mandate lasts 20 years period. The "Director" is voted by eligible citizen. There also a Prime Minister, ministers of military, ecologist, production, space, sciences, education, transports and diplomacy, designate by the leader. In addition, each colonies have a Governor, choice by inhabitants eligible of the colonies.
The Capitol on Zàlepar on Aureiga is the place where laws are voted by 500 deputies in proportional mode and is also the residence of the leader.
Deputies are choice by the parties where the deputies belongs a party.
<tabber>
Director.
The nation is directed by a "Director" to which his mandate lasts 20 years period. The main function is to represent the Regnum Aureiga to the other nation for made diplomatic action with some help with minister of diplomacy. The "Director" can't apply laws - except in a crisis - but can if he want ask to remade a election for deputies one time during him mandate.
The official residence of the leader is the Capitol on Zàlepar on Aureiga.
The actual leader, Quarus Aminatius, govern the kingdom since 23 years with 2 mandates.
Laws.
To become a eligible citizen, the citizen need to have a minimum of 10,000 C-Unit.
This kingdom prohibited terraformation in its controlled systems, but can have domed cities and some habitats in orbit.
Political parties.
There are five majors political parties:
The last 1% are the influence of minors political parties.
</tabber>
Area.
Here are the map of main galaxies where Regnum Aureiga is established.
Major worlds.
Regnum Aureiga has many major worlds, all of which are designated as high priority worlds. Many of them include many of the nation's industrial and economic centers with densely populated cities while trying to conserve nature.
History.
Pre-space and formation.
Regnum Aureiga was formed in multiple step by a succession of nations merge to her.
The "prequel" was in 18,298 BCE by the merge of nations on the the continent Kàleip on Aureiga planet (Regnum de Zàlepar, Regnum de Leipurn and Regnum de Kàleiro) to form the Regnum de Kàleip, to be prepare in case of a defensive war by Reignyre de Zìu on the Zìa continent. The merge was already in question before that because all this nations were a similar cultural and political system, but was not sure to choice the main nation before was decide all citizens vote to choice (the result was Zàlepar).
The war against Reignyre de Zìu happen on 18,214 BCE when Remyk de Zìa ask help to her.
The war was ended on 17,945 BCE where the number of humeiga life lost during the war is around 4,000,000 in both side, where 30% are from Regnum Aureiga. It was won with the advance of science of Regnum de Kàleip with the collaboration of Rémyk del Aurzìa and also in number because there was more population. Reignyre de Zìu was defeat and be annex by winners. Regnum de Kàleip by the occasion be proclame Regnum Aureiga.
When the nation of Remyk de Zìa join Regnum Aureiga some centuries after the war in 17,826 BCE, the Capitole on Zàlepar for the occasion was started to be build, where laws are voted and hosts the "Director".
In 10/06/17,092 BCE, Sabeusna Atès, leader at the time, impose to cities states to be a vassal of Regnum Aureiga with nuclear deterrence, and some days after, by fear, other nations ask to be merge also. The official goal was to avoid a another war by a fanatic nation.
When all the planet are control by Regnum Aureiga, the science progress start to become more faster:
After that, colonization of space begin and Regnum Aureiga start to become a nation spatial...
Post-space.
When Regnum Aureiga become a type I civilization in 16,610 BCE, them start to colonize their neighbor worlds.
In 15,958 BCE, the kingdom made a discovery of traces of ancient civilization, as well as ancient technologies like warp drive. Their first test is In 15,950 , where the max speed was 0.10c, second in 15,661 BCE with 0.25c and the firth with 0.75c in 15,397 BCE.
In 15,362 BCE, the kingdom meet Humans and also Triumvirate Civilization after cross the wormhole from their native system connected to Aegyn. Regnum Aureiga became a state of Triumvirate. Also, Humans and Humeiga to have a alternative name for their species because there are very similar. So the nation choice Sabeiga in honor to Sabeusna Atès to him species.
In 15,343 BCE, with data collected during the travel of the wormhole, the nation can travel to 4kc. This data are send also to Humans and Triumvirate. Some years after that, the nation start to explore and create some colonies outside of their home system. Zèya on Lyos System, away around 105 ly of Melyos System, is the first colony found on a world like Aureiga, created in 15,325 BCE.
In 15,099 BCE, Regnum Aureiga become independent when the Triumvirate start to regress. They made a alliance with Humanity and by consequence, Humans become the second official language. Regnum Aureiga it is also a ally to Triumvirate. When the Triumvirate collapsed in 1 CE, Regnum Aureiga intervened to the formation of Erstes Konsortium and Erstes Konsortium became a protectorate of Regnum Aureiga.
In the meantime, just before the war, the nation was developed the possibility to travel by temporary wormhole and become a type II civilization thanks to the energy exploitation of their star.
After the crisis happen, Regnum Aureiga meeting the Un'oit Collective in 456 CE, but the kingdom prefer to be neutral after the violence of the previous war.
In 9,899 CE, Un'oit Collective declare war to Erstes Konsortium, and by consequence, Regnum Aureiga too. It is the begin of the First Galactic War. The war ending in 13,105 CE with help of allies (Triumvirate and Florenta). For the brave of resistance of Ertes Konsortium, this nation became independant, but still a allies. Un'oit Collective is occupied by Regnum Aureiga and the Triumvirate. A dominion is create from a region annex of Un'oit Collective near Erstes Konsortium: Noyminod del Auyen. The part of Un'oit Collective occupied by Triumvirate is occupied by Regnum Aureiga in 23,009 CE when Triumvirate collapse. A pact, Kacto del Auyen, is create by Regnum Aureiga, on Auyen, between winners of the wars.
In 29,913 CE, the kingdom start to colonize outside their home sector, Eulciar is the first, where the first is Sabeusna on Atès System. It is a system Humeiga first found by a wormhole in Aylathiya and made a test of travel temporary wormhole from Aureiga to this system with success.
In 30,801 CE, Regnum Aureiga accept to be a associated nation of Confederacy of Borealis instead of directly a member ship to keep independence, but Boreal Basic become the third official language in the nation.
Regnum Aureiga become a type III civilization in 31,018 CE.
In 34,071 CE, Regnum Aureiga ended the occupation to Un'oit Collective.
United Nations of Tiafe became a protectorate of Regnum Aureiga in 89,375 CE.
Noyminod del Auyen.
Noyminod del Auyen is a dominion of Regnum Aureiga created in 13,105 CE after the First Galactic War. It was an area of Un'oit Collective that Regnum Aureiga annexed near Erstes Konsortium to keep a influence in this galactic area.
| Regnum Aureiga |
fandom.100th-millennium | # Rezacrad
Rezacrad is a powerful member nation of the UNF located in the Ravres System in the Paleas Sector of Florathel. It borders Marakat, Mankala, Kaurim, and Corelnas. Rezacrad is partially run by a monarchy, though this is mostly a figurehead with most governing done by Parliament.
Area.
The territory of Rezacrad is fully within the Ravres System in Florathel. It is split into seven territories, each of which containing a regional capital station of some kind Places like Zakha and and the Jatras Belt are administrated separately from the seven territories, and the capital of Tancred is considered to be in a separate territory.
Capital.
Tancred is the capital of Rezacrad. Civilization on this world is over 1,000 millennia old, and there are endless centuries worth of ancient ruins to study, even on this thriving modern planet. Tancred orbits within the inner parts of the P-type binary Ravres System, at the core of Rezacrad's territory.
After the conclusion of Kalera's War, Tancred was in ruins, and a massive influx of money from the Galactic Bank of Florathel (an institution created by the UNF) was needed to rebuild. Even today, the rebuilding is not complete after the destruction caused by the conflict.
Government.
The government of Rezacrad can generally be split into three parts, described below. The nation's system of governance, founded under the latter days of the Providence Union, is so old that a lot of its original government structure exists for completely unknown reasons, only maintaining themselves on tradition alone.
The Monarchy.
The Monarchy of Rezacrad is a hereditary office that has passed through a single family since the founding of the nation. Whenever the current queen dies or resigns her post, the crown is passed to the closest female relative for Tradition reasons. The queen is generally a figurehead representing the nation, although she does have some powers including vetoing laws passed by Parliament. She never really exercises these powers, though for fear of revolution.
Houses of Parliament.
The Houses of Parliament make up the legislative branch of Rezacrad. Parliament is divided into three houses, for each general wealth class. In general, either the House of Workers or House of Commons makes a law and sends it off to the other one, who can veto it if they don't like it. If it gets vetoed, they can suggest changes, which may or may not be implemented for the next pass. This can happen over and over again until both houses like it.
After this, it gets sent to the house of lords who can veto it "again" and send it back to the two other houses. Once "they" like it, the queen signs it and then its law. This is mostly a formality. Many people really hate this part and are wishing to abolish it. Unfortunately, any measure to do so would have to pass through the house of lords before it could get rid of the house of lords, making it impossible.
Judicial System.
For some reason, there is no "highest court" in Rezacrad. Rather, if a crime is committed, the list of courts one can appeal to stops at the high court of whatever state the crime took place in. In each state, members of the high court serve seven year terms and are elected in a rotating cycle such that there is an election every year, with the exception of the Tancred Sector where the Queen appoints them in a similar cycle.
| Rezacrad |
fandom.100th-millennium | # Ricinus
On the fungus planet of Ricinus, the race of Cynadus thrived as they scored a large trade deal with Sinister’s trade capital, Limehold. The physical resilience of the Cynadus lead to the high value of Cynadus blood. Their blood is known to neutralize many poisons and venoms. Notably, Cynadus individuals are highly resistant to arsenic poisoning, often using it as a hallucinogenic drug. An effect often seen before the almost impossible overdose on arsenic is the loss of sight and sense of hunger.
History.
The Origin.
A sickly drug addict by the name of “Oh” was on the most pivotal trip of his life. Multiple hallucinogens combined with psychedelics fiddled with his brain, orchestrating an oddly successful plan. A shadowy clone of himself appeared before him and spoke in a somewhat whimsical voice. The hallucination before him commanded that he used the now freely available interplanetary travel, provided by Limehold. Using this vehicle, he must travel to the High-Warlock and consume the “Most Powerful Hallucinogen in the universe”. Still higher than a satellite, Oh gathered bags of fungus and pills before rushing into a rented spacecraft. His brain felt like it was boiling as he absentmindedly set the ship on a course to the High-Warlock.
Spending 1,000 years of his drunken life, Oh consumed a fragment of the Warlock, giving him the ironic ability to control arsenic.
He sobered slightly as his ship finally returned to his now developed home. Highrises littered the surface as countless trade ships dashed between ports and the blackness of space. Though Oh had just lost his family and friends, all he could think about was drugs. Through the countless thoughts of brain altering pills, a message came into his shriveling mind. It was like a call or an order. It was as if a god-like voice, similar in tone to his own had spoken to him. This voice that may or may not have been an auditory hallucination commanded him to seize control of Ricinus. Oh squinted in confusion as he took more pills. With each drug he ingested, the divine voice in his head grew louder. It told him that he would become the most powerful on Ricinus, working as the prophet of this world.
That could all be possible with his power of arsenic. A semi-nauseated smile crept across Oh’s powdered stained face as the villainous voice residing in his skull provided him with intricate instructions as to how to take over the planet.
The detailed nature of the plans that were spat at Oh could only make you wonder if the voice talking to him was an actual separate entity. Or maybe the voice is just Oh’s wicked suppressed desires. Intelligence is by nature immoral after all.
Oh’s so called god continued to feed him information and plans. He began to craft masks of clay, plaster and crudely scrapped paper. Costumes of glued fabric and textiles were hurriedly put together by Oh’s shaky hands. Through this process of admittedly unskilled work, Oh used his ability to consume arsenic in mass amounts. His brain swiftly became dependent on the metalloid.
Countless days past as Oh’s health deteriorated. His body craved for water and food but his want for arsenic overcame his survival instinct. The voice was but a whisper when he ate normally anyways. It was nothing but a waste of time to step away from the arsenic or his god’s plans.
The Arrival of the Warlock.
Oh put on his poorly built mask with a similar look to a skull. A haphazardly stitched cloak rested on his shoulders as he stepped outside. Arsenic leaked out of the ground, vaporizing and moving through the surface atmosphere as Oh raised his arms.
Arsenic began to enter every living being’s bloodstream, diluting their thoughts and rational thinking skills. Just as Oh’s inner voice told him, he attacked news and journalism outlets as his new persona, Lockly, the Son of the High-Warlock.
Rational thoughts being trapped by arsenic laced air, the civilians allowed Lockly to do this. They saw not a man in a costume but a prophet in prestigious robes and a crown composed of unimaginable materials.
For a small moment, people panicked before quickly becoming addicted to the arsenic that hugged the planet’s surface. People who initially ran for help or safety came back almost immediately for that sweet taste of 33 protons. Oh laughed at the once esteemed public figures or scientists on the verge of creating something magnificent; all of them served him now. They almost mindlessly completed tasks, not even realizing their actions.
Religious Figures.
Lockly, the Son of the High-Warlock.
The first prophet to arrive on Ricinus. Lockly, though one of the more famous prophets to the High-Warlock, possessed no powers or abilities. This lack of power did not speak weakness however. At the mere sight of Lockly, citizens of Ricinus bowed and praised without even an ounce of hesitation. It was as if Lockly leaked his respect for the Warlock onto those around him. Lockly is the head figure and ambassador for announcements and orders from the High-Warlock.
Oh, the God of Sight.
A seemingly omniscient individual with a mass of eyes for its head. Oh is known to be the main protector of Ricinus, being able to control the Cynadus' ability to see as well as full control over an unknown metal that he could utilize as fast moving weapons. Below is Oh's most famous speech that spanned the course of six hours."CITIZENS OF RICINUS! My name is Oh, the God of Sight. I am the one that lets you see the prophets, gods, goddesses and divine children. I am what opened your eyes. The purple mist that blocks out the light every week was caused by me. That euphoric fog is what allows you to see. It is what opens your mind. It is the delectable ichor, the divine blood, the forbidden nectar, the most delicious fruit. And I gave it to you. Remember that! You are all below me and all of the beings that I so graciously let you see. Your eyes are caused by me, yes, but that is not all. In addition to your amazing gifts of visual prowess, I am the one that is protecting all of you from outside influence. Those fools from Limehold that were supposedly giving us 'innovation'. Yeah, those idiots are gone now because I am protecting you with MY power; with MY abilities. And no, no, no, I am not just stopping them from attacking us. I shoe off so many threats every week by just flicking my wrist in their direction. That's right! Interplanetary civilizations run from ME when I tell them to. Actually no, they run from me and I don't even have to say a FUCKING WORD. They all turn tail and run away like bugs and I don't even have to get up from my throne. Do you all understand? Scream it at me! Let me know that you care! YEAH! That's what I'm talking about. This crowd of people, all of your families, they are here and protected. All of your children, every time you got up to eat your four course meals, every time you felt any happiness is because I got out of bed and decided that I was feeling a tiny bit generous that day. When you awake at the purple sky of MY new Ricinus in the morning and you feel your feet touch the floor, speak my name. Scream at the top of your awakened lungs, 'All hail Oh, the God of Sight'. Be my voice, bystanders! Echo my name throughout my red kingdom. Sinister will be renamed after me. The great God of Sight is your savior. Oh! Oh! Not only are the women of this planet moaning my name without me even being there, but they are moaning my name WITH me being there. You know what? That is probably why you are all here. There is such a phenomenally high chance that most of you are all my children. Cause I am just THAT guy. At noon when you all kneel to pray to me, I want you all to know that I am not listening. I don't grant any of your wishes. I don't listen to any of your problems. You sit down and pray because you all love me. You get on your knees and shake your hands at the sky to thank me for what I've given you. And I want to add a couple lines to your prayer. At the end of each call and at the end of each session of worship, I want you to screech to the clouds that I AM BETTER THAN YOU. At the beginning and end of every meal you eat, say grace by expressing how worthless you are compared to me. Remember that I am faster, stronger, smarter, prettier, stealthier, more skilled and better than ALL of you. Every single one of you are barely atoms when compared to the dust left on my boot when I walk through my palace's red carpet. Fuck. I'm out of breath. Just give me a second. Everyone stay here. Don't move a muscle. I am just gonna shut my eyes for a second."
"Ugh. Fuck. Okay. Back to where I was. Actually, guys, what are you doing? I'm awake. Fucking cheer for me. YEAH. OH! THAT'S ME! OH HAS AWOKEN! You know what? I want you all to fall to sleep to a recording of me snoring. Someone print out a tape of me snoring and throw it out into the crowd. It'll be like a prize or something. I don't fucking know. Though you guys don't have my attention during prayers, you at least have audio recordings of me snoring. YEAH. You guys like that eh? We need to produce more of that. I mean anything about me is bound to garner attention. I bet if I sneezed people would cry for me. No, no, no. If there was a recording of me sneezing or actually even coughing, everyone would burst into tears upon hearing it on the spot."
Puro, Symbol of Lust.
Not many things are known about Puro. Not a single soul on Ricinus have ever heard him speak a word. However, Oh, the God of Sight often speaks about him on the news. Oh makes it a point to say that all women on Ricinus should have sexual relations with Puro at least once in their lifetime because "he is just that attractive". Puro is often seen in clubs or pool houses after Oh's usual speeches. His face is covered in leather straps and buckles while he wears absolutely nothing other than that.
| Ricinus |
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