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fandom.100th-millennium | # Urus
Overview.
Urus, also known as Urus 5, and rarely as Union, is a terrestrial planet located in the Gatogon System of The Jewel. It is a major colony of the Thandetian Species. The planet is known for its calm weather, its beautiful beaches, coral reefs, cities and its small rings, made from 2 icy asteroids. It is the Sectorial Capital of the Gatogon system
The planet is about 11,005 Km in diameter. A day lasts about 16 hours, while a year is about 180 days.
Early History.
Like most other worlds in The Jewel, not much is known about its very early history apart from 2 Ice Asteroids colliding with each other near the planetary orbit, which lead to much of the debris forming into a ring. The absolute earliest that we know of thandetian Colonization was of a war with another more aggressive sentient species that eventually went extinct. With the Thandetians being the sole intelligent species, they rapidly began to industrialize and established multiple cities across the oceans.
| Urus |
fandom.100th-millennium | # Verdant Grove
Predating even that of Vavilland's conquest, joyous legends riddle Zazriel's fields. Such legends took countless forms, though they all held a common message, Dreams. Not dreams of the night, but tangible ideas of reality. Love, hope, desire, all of it, was weaved by those who sought it out. Dreamers, as they were named, roamed the free lands of Zazriel according to these legends. The grand hopes of these dreamers were given to disparate villages and towns, granting the people shards of a wider idea. As society blossomed, the people multiplied and dreams were split into little parts. Becoming smaller and smaller, the fragments split until they were invisible. Today, People must come together and combine their fragments, showing the world their collective dream. Such is the old tradition now in the hands of Verdant Grove.
Verdant Grove gleefully rules over the northwest face of Zazriel as its premier power. Bearer of Zazriel's largest military and a promising economy, the nation is one which ignites competition by its very existence. A host to three polities with 18 provinces in total. Verdant Grove is a young nation, forming during 3,004 YM shortly after the second Red Moon in 3,001 YM. Before then, northwest Zazriel held three cognate nations. Florania, Luscia, and Sylvacaverna co-existed and traded in harmony. However, they were misaligned in terms of society and government. As told across history, these nations shared and spread different Dreams amongst their people. Such was the case before the third Red Moon, whereupon the near-annihilation of Zazriel did these nations unite. Four years of deliberation formed a compromise for all people, thus spawning Verdant Grove.
Despite the strength over its continent, Verdant Grove is often seen as withdrawn and lonely. Rarely visited by outsiders, the lands of Verdant Grove are a testament to the people's commitment to traditional values. Values which place a high importance on seclusion and self-sufficiency. This mindset only intensified after the Alls-Rule War and second Red Moon. From these catastrophes, Verdant Grove suffered greatly from the ravages of war. From them, the nation made a concerted effort to isolate itself from the rest of the world.
Even prior to the conflicts however, visitors were met with skepticism and suspicion. Verdant Grove's people have always been fiercely protective of their customs and way of life. Despite its isolation, however, it continues to thrive. Since northwest Zazriel relied only on its own resources and the strength of its people to endure the ever-changing political climate. Such is still the case today, making Verdant Grove a hidden leader in today's recovering world.
History and Background.
Verdant Grove is one of the newest nations on Haven; its "true" history of 29 years is very much quaint compared to Haven's other powers. As such, its history is better told as the eras which came before. The time prior to Verdant Grove are separated into 10 distinct periods:
Unpeopled Generation.
The Unpeopled Generation is one often viewed with mystery and curiosity. Stone carvings, ancient cities, and folklore are all which come from the years of the Archaistic Era. Even so, there exist indubitable truths which string the ancient past together. One of such truths is that of the Edian Empire, once a premier power over Zazriel during the Early-Middle Archaistic Era. Upon first glance, nothing but broken, unrecognizable technologies and ancient husks remain of their conquest. Such would be the case if it were not for the ancient city Illumine. As the people's center of Zazriel, Illumine likely existed as it does today. Current hypotheses suggest that Illumine was very active, though there is little evidence on the specifics of Edian life. Like the rest of the Known World, ancient Edian technology and constructs appears to be unreplicable. Today, the city's most valuable structures are still-standing, functioning relics from this age.
The era between Edia's conquest and the First Red Moon is a mysterious one. Characterized by a sudden archaeological silence, this is where the Unpeopled Generation gains its name. During this age, one known certainty is that the Edian descendants split and multiplied, forming their own factions from the empty land. Once numbered in the thousands, tribes and villages sprinkled northwest Zazriel. These were the conditions for centuries upon centuries, with communities evolving and expanding. Even still, evidence during this age is quaint. This time of silence spans from approximately four hundred years during the Late Archaistic Era.
Inevitably, the taste of war became one which many saw as delectable. Whether it was for resources, belief, or power, conflicts battered northwest Zazriel. It is believed that at least one war was waged in the region for over 500 years. This period of strife is often named the Age of Emnity. Rising from this half-millennia tournament arrived the victors; the Arbors, Cavernians, Floranians, and Luscians, were their names. Sitting atop the once fractured face of Zazriel, these four grew to define the region's history henceforth.
The most reliable of ancient records suggest that the Arbors were amongst the first to normalize peace and trade. Direct neighbors with the Luscians, the Arbors brought with them exclusive goods and cultures. A positive, self-reinforcing relationship between both groups began from then. Inscriptions from this time also reference Arborian "interdependence" with Luscia, implying that both entered a sort of alliance or diplomatic agreement. Both the Arbors and Luscians expanded their reach faster than ever, soon conquering west Zazriel's thick jungle forests.
Meanwhile, the Cavernians and Floranians were rather distant and tense to their neighbors. While no war appeared to have happened, they were by no means allies with anyone. Evidence suggests that the Cavernians were antagonistic towards their neighbors, shunning any foreigners. The Floranians appeared to have little issue with the Luscians and Arbors. Although, they returned the dismissal to the Cavernians, equating them to a hermit kingdom. Whether or not it was in a monarch's best interest, the four groups of people lived in uneasy harmony.
Verdant Undoing.
If it weren't for the Red Moon, northwest Zazriel may have tended towards opulent harmony. Instead, the lands were scarred by forces beyond control. Facing this unforeseen calamity, all four peoples forgot their differences and battled Apotheosis as one. Despite their best efforts, the people, and by extent all of Zazriel, could not withstand the full might of Apotheosis. Daevolin races of all sorts overran the continent, coast to coast. While estimates vary widely, it is thought that at least 80% of northwest Zazriel perished as a direct result of the Red Moon. Ruins and ashes were all that remained of the once stable continent. Only places of utmost importance, such as Illumine, survived the onslaught without critical damage.
The social and cultural damage of the first Red Moon was exceptionally high. Countless histories and traditions were wiped clean, wreaking havoc while effectively removing most history before the catastrophe. Such was but the byproduct of the Red Moon's true devastation, however. Across all of northwest Zazriel, desecrated streets were decorated with corpses, mound after mound filling the roads as Daevolin armies upended all order. A cold wave of regression settled in as society froze and fell. By just 3 YM, northwest Zazriel was so thoroughly mangled that it mimicked the Unpeopled Generation in population. Even worse, Daevolin societies of their own began to appear, mocking those who were trying to comprehend Zazriel's rapid downfall.
The Red Moon's effects went far beyond the physical and societal devastation that was readily apparent. It had an insidious impact on those who survived. A deep sense of fear and hopelessness settled into the hearts of the people, fueling a growing sense of nihilism and despair. The once vibrant cities and towns became dark and brooding, the laughter and joy of its inhabitants replaced by the sounds of wailing and lamentations. The very fabric of society seemed to unravel, as people turned on each other in desperation and madness. Those who survived were haunted by the memories of what they had lost and what they had become, forever changed by the horror of the Red Moon.
Amidst the chaos and destruction, there were those who refused to succumb to the darkness. They banded together, determined to restore order to their shattered world. Some formed small communities, pooling their resources and skills to create havens amidst the ruins. Others banded together to form fledgling city-states, drawing on the strengths of their remaining population to create new centers of power and influence. The Red Moon effectively reset society as generations forgot what existed before.
These nascent societies faced many challenges as they struggled to reclaim their lands and rebuild their world. Resources were scarce and more Daevolin societies formed to rival the recovering natives. Yet, the fallen were united in determination to create a new and better world, one that would explode from the ashes of the old. Slowly but surely, they began to make progress, forging alliances and building new infrastructures. By 100 YM, hundreds of communities shared northwest Zazriel, though their scars were very much apparent.
Pax-Cthonica.
Over time, the survivors of the Red Moon began to heal, both physically and emotionally. They bore generations of children, each becoming wiser to their Daevolin foes. The forces that had once terrorized their lands were gradually weeded out, driven back by the collective might of the people. As the years passed, a sense of order returned to the land, and the people began to focus on rebuilding their shattered world. By the year 179 YM, a new era had dawned on northwest Zazriel. Known as the Pax-Cthonica, or the era of the First Dreamers, it was a time of relative stability and prosperity. The survivors had learned from the mistakes of the past and had built new systems of governance, economics, and social order that prioritized cooperation and collaboration over conflict and division.
At the heart of this new era was the First Verdant Coalition, a union of city-states that banded together to promote mutual defense and cooperation. It was ruled by the "Three Kings", monarchs which were chosen by the people rather than a bloodline. Unlike their predecessors before the Red Moon, they prioritized the future, focusing on societal advancement. In no time, the Coalition quickly grew in size and strength, drawing in over twenty members and expanding its influence. By 200 YM, modern-day Sylvacaverna and Luscia was reclaimed from the Daevolin menace.
Under the banner of the Coalition, the people of northwest Zazriel began to rebuild their world, stone by stone. They created new trade routes and economic systems, encouraged innovation, and worked together to develop new inventions and social advancements. Despite the wounds of the past, the Coalition was united in its determination to create a new and better world, one that would honor the memory of those who had perished in the Red Moon and pave the way for a better age. Over a century of smooth prosperity came forward.
With rapid regrowth came the boom of culture and society. Pairing the rise of the Verdant Coalition rose the belief of Dreams. Society's return came with it contentment and joy, making northwest Zazriel co-operative and friendly. Such conditions bonded the people together, creating a background force of zeal and enthusiasm. While Zazriel's Dreams differ from record to record, all records state that it manifested as not just a social phenomenon, but a tangible, magical force. From the Dreams rose what can be equated to as legends, the Three Kings. Rising at the absolute epoch of their era, the Three Kings personally worked to the bone, ridding their native lands of the Daevolin hermits.
Their accomplishments were immortalized in song and story, becoming an inspiration to future generations. Those who believed in the dream, named Dreamers, continued to play a vital role in society, providing guidance and wisdom to those who sought it. The highest of Dreamers, the Three Kings, raised children and passed their Dreams down to the next vessels. From this, a new bloodline of Dreamers filled the world, ensuring prosperity for centuries more.
Age of Dreams.
By 400 YM, the Verdant Coalition was in absolute peace with itself. As the Age of Dreams began, northwest Zazriel became a beacon of hope and progress, a shining example of what could be achieved when people worked together towards a common goal. The legacy of the Red Moon still lingered, of course, but the people of Zazriel had shown that even in the face of unimaginable tragedy, there was always a way forward. And so, they looked to the future with hope in their hearts, ready to face whatever challenges lay ahead.
Government.
Verdant Grove's society is run by a parliamentary monarchy, a system not often seen on Haven at all. Run by both the people and a chosen Fantasiarch, this system was engineered to act as a compromise for the citizens. Centuries of differing systems made it impossible to unite everyone at first; though the Red Moon and Alls-Rule War made many desperate for protection. Those who survived the calamities believed the outside world was inherently hostile. As such, an intense wave of unity appeared, making the people of Florania, Luscia, Arboria, and Sylvacaverna loosen their old borders and come together.
However, the complexity of Verdant Grove's government is not immediately apparent. Despite the establishment of a parliamentary monarchy, each of Verdant Grove's three states still retain their own monarchs, named the Duke. Furthermore, each province of the states has their own Keeper with a set of Curators. Thus, Verdant Grove runs much more like a Confederacy rather than one continuous nation. Structured to keep a smooth transition of power, this system spun a political web that is often difficult to navigate. While the Fantasiarch serves as the figurehead of the country and is responsible for making important decisions, there are many others which hold significant sway over their own territories. In addition, various factions in the parliamentary system vie for influence, making the balance of power a delicate one.
Fantasiarch.
The Fantasiarch is a unique position amongst other nations. Chosen not by blood but by the Dream of the people, the title of Fantasiarch has switched families many a time. The Fantasiarch is not just a political figurehead, but also a spiritual leader. They are responsible for interpreting the Dream and guiding the nation towards a path that is in alignment with its wishes. The Fantasiarch is also responsible for mediating disputes between the various states, provinces, and the parliament, ensuring that the balance of power is maintained. The Fantasiarch is usually employed for the rest of their life, though they can choose to resign at any given moment. The parliament may also remove the Fantasiarch if they are seen as unfit, through a series of national debates and votes.
The selection for a new Fantasiarch happens by a process of divination, with the help of specially trained Dreamers. These Dreamers are chosen by the current Fantasiarch and are trained in the art of interpreting the Dream. When the time comes for a new Fantasiarch to be chosen, the Dreamers gather and begin the Verdant Awakening, where they are able to commune with the Dream. Through this process, they are able to discern the will of the people and select the next Fantasiarch. Thus, the people stand as the ultimate decision-makers.
Once a new Fantasiarch has been chosen, they are officially inaugurated in a grand ceremony, where they swear an oath to uphold the values and traditions of Verdant Grove. They are then presented with the Scepter of the Dream, a symbol of their authority and a conduit for their power. The Scepter is a unique artifact that is said to contain the largest fragment of the Dream itself, and is passed down from monarch to monarch. If a Fantasiarch is honorably removed from their position, whether that is through the Verdant Awakening or resignation, they still uphold the oath and even wield the Scepter.
While the Fantasiarch holds a great amount of power in Verdant Grove, they are not without their limitations. The parliamentary system ensures that the Fantasiarch cannot act unilaterally, and must work with the various factions and stakeholders to conduct important decisions. In addition, the Dream itself is not infallible, and there have been times where the Fantasiarch has misinterpreted its will.
| Verdant Grove |
fandom.100th-millennium | # Vesroth
"It's hard to believe that a dustball like this could have given rise to that lousy son of a bitch."- Philip Jaeger, SmugglerVesroth is a planet located in the Verpletter region of Aylathiya, hidden deep within the Karuva Nebula. It is a barren, near-lifeless world covered in scars from the countless conflicts fought there. Large craters dot the surface of this world, usually caused by the Golden Hand Syndicate's weapons tests. The planet is surrounded by rings of asteroids, which the Syndicate mines for their rich minerals, although they do occasionally fall to the surface.
Originally a far-flung military outpost belonging to one of Verpletter's various nations, the planet was eventually abandoned when the conflict was over. However, the planet would eventually see new arrivals. A colony ship passing by the planet suffered serious malfunctions and had to make an emergency landing on its surface. Upon crashing on Vesroth, the survivors found that they hand no way of getting back into space. Arguments arose as to what they should do, which eventually spiraled into all-out violence.
Eventually, the survivors banded together into multiple groups and spread out all over Vesroth, taking whatever they could carry from the wreck of their ship. These groups, now called clans, warred amongst each other for whatever scraps of technology they could get a hold of. It seemed as if this would go on for an eternity, but everything changed when the stranger showed up.
This man, who would come to be known as Konrad Sicallion, seized control of the clans on the planet uniting them into a singular force. When all the clans were united, Konrad called together a council to decide what they should do next. Upon discovering the derelict space station orbiting above Vesroth, they decided to make it their new home. They moved everything off of the planet and into space, leaving Vesroth empty once again.
History.
A Far-Out Dustball.
The world of Vesroth has always been seen by the rest of Verpletter as a wasteland, little more than a footnote in the annals of history. However, its remote location means that it would serve as a potential base should the need arise, and for a time, it did. One of Verpletter's warring nations seized the world for themselves, turning it into an outpost and constructing a station in orbit. However, the conflict they were fighting never reached the Karuva Nebula, so they decided to abandon the planet, leaving the orbital station to rot.
For a time, Vesroth would see an extended period of isolation, not being colonized by any of the nations of Verpletter. Soon though, this period of silence would come to an end in the form of a desperate survival attempt. The "Voyager", a colony ship searching for a suitable planet to colonize suffered severe malfunctions during a warp jump, forcing it to jump out of warp near Vesroth. In a desperate attempt at survival, the captain of the "Voyager" performed an emergency maneuver by landing the ship in the Vesrothian highlands.
Most of the colonists were able to survive the crash, but they found themselves stuck on a barren planet with next to no resources. Banding together, the colonists set about trying to repair their damaged craft. However, they discovered that they lacked the means to repair the ship's main drive, leaving them stranded. Realizing this, the colonists set about trying to make the most of their new lives. For a time, they were able to sustain themselves, producing food via the ship's onboard growth bays and leeching power from the reactor. Despite this, they knew that this would not last, and whatever power they had would eventually run out. Many arguments arose debating on how to deal with this issue. One night, a particularly heated debate resulted in a firefight. Several colonists were killed in the ensuing violence.
The Warring Clans.
After this event, the colonists decided that staying in the wrecked "Voyager" would not work, they would need to leave. They formed into several groups and went their separate ways, scattering all across Vesroth. They would try to harvest materials from the land around them, but found that said materials were of low quality. The only chance at harvesting anything good was when one of the mineral-rich asteroids from Vesroth's rings fell to the surface. Running low on supplies, the survivors soon found that the best way to get by was to steal resources from other groups. At first, these supply raids were small in scale, but they eventually spiraled into full-on warfare.
The various survivor groups across Vesroth soon came to be known as clans, adopting a far more militaristic nature. Large-scale conflicts broke out all across the planet, clans fought and absorbed each other only to break apart the next day. The surface of Vesroth became covered in battle scars, scorched landscapes, and enormous bomb craters. It would seem as if this state of constant conflict would go on forever. However, everything changed when the stranger showed up.
Konrad the Uniter.
Konrad Sicallion, as the stranger came to be known, decided to end the constant state of war once and for all. After seizing control of the local Bloody Hands clan, he set about conquering all the tribes across the planet. After a long and grueling campaign, which brought unheard of levels of devastation to Vesroth's surface, Konrad had finally brought the last of the clans under his command. Vesroth was now under his control. Despite his newfound victory, Konrad knew that his people could not stay on Vesroth forever. They would have to leave, and quickly. Seismic scanners indicated that the planet would soon be experiencing a massive earthquake within a year, one that Konrad and his men would most likely not survive. He and his highest ranking troops debated on this issue for a while. Eventually, they decided to send out scouting parties to search for areas which could possibly survive the coming earthquake.
After weeks of searching, it seemed like all hope would be lost. However, one scouting team returned with news that would soon change the clans for good. An abandoned space station had been detected in orbit above the planet, one that could potentially be their salvation. However, they had no craft capable of space flight, and the "Voyager" was still a wreck. Seeing the old ship as the only chance for survival, Konrad ordered his men to repair it as quickly as possible. After months of hard work, the "Voyager" was finally repaired enough to get to the station. After packing everything they could onto the ship, the clans set off on their ramshackle ark towards their new home. Despite the ship barely holding together when leaving Vesroth's atmosphere, it was able to hold enough to break into space and reach the old station, leaving Vesroth empty once more.
Places of Interest.
The Skid.
The Skid is a large ravine located near Vesroth's equator. It stretches over 43 kilometers (26.7 miles) long and reaches 5 kilometers (3.1 miles) deep. It is regarded as being particularly difficult to travel through, especially due to the frequent landslides. It is also the home of large, carnivorous insectoids known simply as "spuzzers". They are two-and-a-half times bigger than a Human, covered in a tough exoskeleton, and are armed with powerful mandibles which can deliver potent venom. Despite their dangerous qualities, their meat is regarded as being quite delicious, so the Syndicate often makes trips down to the surface to hunt them.
The Ash Wastes.
The ash wastes are a region in the northern reaches of Vesroth, close to the pole. Commonly referred to as the harshest region on the planet, It is a bleak expanse of darkened sand and weathered stone. Enormous dust storms often form in the region, blanketing anything in its path. The ash wastes are also home to Vesroth's only volcano, known as "The Burning Maw".
The Highlands.
The highlands are a series of plateaus situated in the eastern half of Vesroth. They stretch out for miles in all directions, forming a landscape reminiscent of a gigantic staircase. It was here that the "Voyager" crashed during its emergency landing. It was regarded as the best place to land due to the region being relatively safe when compared to the rest of the planet. Large gastropods known as "boulder snails" roam across these lands, searching for minerals to eat. Their shells are known for being so difficult to crack that even armor-piercing weaponry has difficulty punching through them.
Thunderhowl Peak.
Thunderhowl Peak is the tallest mountain on Vesroth. It stretches over 13 kilometers (8.1 miles) tall and the peak is shaped vaguely like a lightning bolt. It earned its name by being in an area known for its frequent lightning storms. Whenever a lightning bolt strikes the mountain, it produces a sound not disimilar to that of a howling wolf. It is so loud that the sound waves are known to travel all over the planet.
| Vesroth |
fandom.100th-millennium | # Vexlores
Vexlores ("Embla dryadalis"), also called Ljósálfar, are a sapient carbon-based bipedal species native to the planet Err in Aylathiya. Commonly confused for Humans, the two are closely related species so much so that nonviable offspring could be produced between the two naturally. They are one of the most influential species native to Aylathiya, especially in the region of Martial Space. Many species from outside of the region do not trust Vexlores given their aggressive history.
Vexlores are vertebrates with a tough internal endoskeleton composed largely of calcium compounds and protein. They have four limbs and one head with two eyes , two nostrils, and one mouth. Like most predators, these eyes are placed on the front rather than side of the head. On each hand exist five digits and on each foot 4 digits. They posses hair atop their heads mostly as a vestigial feature, however, in colder environments, it proves useful in maintaining the temperature of the brain.
They have a tribal nature developed over hundreds of thousands of years as living as primarily hunter-gatherers in grasslands. Since large numbers of the most nutritious organisms were mobile, they developed strong arms, endurance hunting, and sharp teeth meant to pin down and tear apart prey. As time went on, Vexlorian diets diversified, allowing for them to not depend on hunting so much.
There exists one sub-species of Vexlore known as the "Demi-Vexlores." This species is the result of extensive genetic modification creating a hybrid species between Vexlores and Humans. Demi-Vexlores are very similar to both Vexlores and humans, containing traits both possess but muted. Since Demi-Vexlores are compatible with both Humans and Vexlores, the line between the two species have grown increasingly blurry as the Demi-Vexlore population has increased rapidly.
Biology.
Biochemistry.
Vexlores are mostly composed of water. They are divided into organs, tissues, and cells just like the majority of other species. They metabolize fructose or glucose and have adapted to a much more carnivorous diet compared to their sister-species. Inside of their chests lies a large heart which pumps oxygenated blood through the body. They possess a fairly large liver as well as natural immunity to most most anesthetics, alcohol, and drugs. Their internal tissues are slightly basic (pH = 7.35) and they use oxygen as the primary electron receptors in their metabolism. They are mostly composed of carbon-compounds with genetic material stored in macro-molecules containing four distinct nucleotides.
Vexlores have 48 chromosomes divided into groups of two. Much like most complex life forms in the universe, chromosomes exist to make cellular division more practical. 46 of these chromosomes are autosomes while 2 are sex chromosomes.
Reproduction and life Cycle.
Vexlores reproduce sexually and have two biological sexes, male and female. The females most commonly give birth to twins, rarely having only one child and even less rarely having more than two. Children are most commonly born in pairs of male and female who are identical genetically apart from the sex chromosome separating them. Vexlores, from birth, have their fangs, with the rest of the teeth growing in as they mature.
Vexlorian males typically take 17 years to mature physically and 21 to mature mentally, while females take 16 years to mature physically and 19 to mature mentally. The difference is mostly due to size as males simply have more mass to gain before their bodies can focus on brain growth.
Diet.
Vexlores are omnivores which primarily rely on meat and protein-rich plants. The Vexlores originally evolved to be scavengers on their planet's large grasslands, but soon switched to hunting as they mastered tool use. Evolutionary pressure caused a small group of them to begin diversifying into other food sources, mainly small invertebrates and other live prey. When the modern Vexlores first emerged in about 230,000 BCE, they ate a wide range of animals and plants.
| Vexlores |
fandom.100th-millennium | # Via Aylathiya
| Via Aylathiya |
fandom.100th-millennium | # Void Devils
"I’m telling you, the damn things came out of nowhere! They swarmed the ship, cut the power and crawled in through the airlocks. Even now, I can still hear the screams of my crew…"— Anonymous spacer
The Void Devils are a violent spaceborne species that inhabit the darkest corners of Cosmoria, dwelling in asteroid belts and long-abandoned wrecks. Known for their ability to survive in the vacuum of space and tendency to swarm passing spacecraft, the Void Devils are a scourge upon the galaxy. There have been many attempts to hunt them down, but they always come back, thirsting for blood.
Characteristics.
Appearance.
Void Devils possess a humanoid body, standing at least a head taller than most other humanoid species. Their bodies are covered in a tough exoskeleton, usually colored black or dark grey. Their eyes are sunken back in their heads, appearing as pale white dots in seemingly empty sockets. Their mouths are beaklike structures designed to rip and tear at both living beings and the exterior components of starships. They possess sharp claws and zygodactyl feet, which helps them maintain a tight grip on many different surfaces. On their backs are a large pair of wings, which glow as they propel themselves through space. Experienced spacers often use this glow to track and avoid Devil swarms.
Biology.
Void Devils are quite possibly the ultimate survivalists, able to stay out in the cold expanse of space for an undocumented amount of time. They are extremely energy-efficient, able to go for years without eating anything. It is theorized that they get much of their energy from solar radiation, though they won’t pass up an opportunity to feast on something more substantial. In addition to this, their bodies are also quite durable, able to shrug off several shots from small-arms weapons before going down. However, their eyes are a notable weak spot, being far more vulnerable to damage.
In order to propel themselves through space, the Void Devils make use of a clever propulsion system. Their wings, instead of functioning like traditional wings, propel themselves forwards by acting as a sort of biological ion thruster. Deep within their armored bodies is a special organ known as a bio-ionic collider, which works by taking the energy they absorb from solar radiation and extracting electrons from it, turning them into ions. The ions are then shot out through the translucent membranes on their wings. This lets entire swarms of Void Devils launch from their hiding spots at high speeds, quickly closing the distance between them and their prey.
While Void Devils get much of their energy from solar radiation, they must still supplement with meat. They get this meat by boarding passing spacecraft and consuming the crew, fleeing out to space once they are finished. A cruiser-sized vessel can keep a swarm of Devils fed for about a decade before they have to go hunting again, although they will still attack anything that gets too close to their nest.
Void Devils reproduce asexually, laying an egg once every few months. Once the egg hatches, it will take several months for the newborn Devil to reach maturity. There have been cases where a Devil swarm has been seemingly wiped out, only for a sole survivor to rebuild it within a couple of years.
Behavior.
Void Devils live in large groups usually ranging from several dozen to hundreds of individuals, often referred to as swarms. They typically inhabit places such as asteroids or the long-abandoned derelicts of wrecked starships. It’s not an uncommon sight to find old battlefields become infested with Devils. This creates a huge problem for any scavengers that might come to harvest any valuable tech left behind, as there’s always a chance that there’s at least one Devil swarm in every old scrapheap. They can even be found in inhabited parts of space as well, usually in the more lawless areas like criminal hideouts and backwater stations.
Void Devils are highly aggressive creatures, taking any chance they can to seize passing vessels in hopes of a meal. While they can’t travel faster than light, they are still able to travel to other systems by hitching a ride on passing asteroids. This, combined with their highly nomadic nature, means that Devil swarms have a chance of popping up just about anywhere in Cosmoria. While they can be dealt with fairly easily by an organized force, places with a very small or no military or law enforcement presence will have to either resort to hired mercenaries or their own skills if they wish to drive the Devils out.
History.
From the Void They Came.
The Void Devils are a mystery to biologists everywhere. How could something evolve to be so perfectly suited to life in space? And to be so effective at attacking even armed craft? In truth, the Void Devils are not natural creatures at all. They were created by Sedruan scientists as a bio-weapon to use against the Triumvirate Civilization during the Sedrua-Triumvirate War. The Sedruan navy was constantly losing ground to Triumvirate ships, often being outnumbered and outgunned. As a result, they resorted to sabotage efforts in order to greatly weaken Triumvirate vessels before they struck.
Traditional methods such as sending in agents proved to be effective, but the Triumvirate eventually developed countermeasures, thwarting Sedruan agents as they tried to sabotage their ships. At this point, Sedruan high command was getting desperate. They needed something, anything, that would give them an edge in the war. Fortunately for them, a solution was discovered. It wasn’t some planet-killing superweapon or incurable pathogen, but a small, seemingly insignificant lifeform from the depths of space.
The Perfect Weapon.
A Sedruan mining vessel was searching for valuable minerals in an asteroid belt when its scanners picked up traces of metal. However, they found that the metal content appeared to be slowly decreasing. After clearing a path with its mining beams, the ship discovered a colony of small, wormlike creatures feeding on the minerals within an asteroid. A research vessel was soon called in to collect the creatures, bringing them back to be studied and documented. They found that these creatures were perfectly suited to life in the vacuum of space, surviving by drifting from asteroid to asteroid.
As the scientists kept learning more about these creatures, they found that they were completely invisible to all forms of bioscanning due to the unique properties of their exoskeleton. When the Sedruan military learned of this, an idea soon formed. Instead of sending in their own agents to sabotage the Triumvirate’s ships, why not use the creatures? Of course, the worms would have to undergo extensive genetic manipulation, but it was an effort that they were willing to undertake. Besides, the promise of an army of undetectable ship killers was just too good to pass up.
The Sedruan military then began work on a secret project, dubbed Project Shade, to engineer these once-pitiful worms into bloodthirsty, pack-hunting monsters. They were subjected to a series of experiments that involved them being combined with the DNA of hundreds of different species. It took years, but at last, the perfect combination was discovered. The proper mixture of violence, intelligence, and survivability had been achieved. The Void Devils were born.
The Spaceborne Scourge.
Once the creation of the Void Devils was completed, the Sedruan military immediately began their test runs, training the creatures to attack Triumvirate vessels while leaving friendly ships alone. Their first real use on the battlefield was when a trio of Triumvirate ships attacked a seemingly defenseless supply convoy. However, this convoy was a trap, the ships being A.I.-piloted and filled to the brim with nothing but Void Devils. Once the Triumvirate ships drew close enough, the convoy released its cargo, the Devils swarming out and rushing towards the enemy ships.
The Triumvirate had no idea how to react to this new phenomenon, but by the time the swarm drew close enough, it was already too late. The Devils burrowed deep into their vessels, destroying vital components and massacring the crews. By the time they were done, the only living things that remained aboard those ships were Void Devils, feasting on the remains of the thousands they had slaughtered.
The Sedruan military was greatly pleased at this performance, increasing the deployment of Void Devils across many different battlefields. They earned a fierce reputation amongst both Triumvirate and Sedruan forces. However, they were beginning to notice changes amongst the Devils being deployed. They began to grow more restless, ignoring the orders of their commanders and in some cases even attacking them. They started attacking Sedruan ships even after battles had concluded, forcing many captains to destroy the swarms entirely.
The most astonishing change they noticed was when a Devil swarm went rogue after a battle and fled into the ring of a nearby planet. The ship sent to retrieve the swarm found not only the Devils, but hundreds of eggs. Their furious cocktail of DNA had mutated, giving them the ability to asexually reproduce.
To the Void They Returned.
To the Sedruan commanders, it had become clear that their little experiment had gotten out of hand. Devil swarms were popping up in seemingly random locations, attacking innocent people and Sedruan forces. To stop them, they deployed numerous black ops ships armed with special equipment designed to lure in the swarms and destroy them in one fell swoop. These ships were sent all across Sedruan territory and even into Triumvirate space, tracking and taking out swarms with ruthless efficiency. However, Sedrua was suffering an attack on all fronts by the Triumvirate Civilization, forcing them to recall all ships for the war effort. With nothing else they could do, they simply covered up their actions and locked away all files relating to Project Shade.
Eventually, Sedrua would be defeated in the war, but the Devils lived on, scattered across space in whatever nook they could sneak themselves into. Even hundreds of thousands of years later, ships still go missing as a result of Devil attacks. They’re often the subject of many a spacer’s story, how they barely managed to survive an attack from a swarm. They’re even used by parents as a warning to their children that if they do not behave, the Devils will take them in the night. But above all else, they’re a reminder to Sedrua of their failed glory, of their desperation to come out on top that they created living nightmares in the vain hopes of gaining an edge.
Notable Individuals.
TBA
| Void Devils |
fandom.100th-millennium | # Volkania Prime
"Well, at least this one does not have like 5,000 Levels..." - RCPD Chief
Overview.
Volkania Prime, also known as Volkania and nicknamed "Core of the Federation" is a terrestrial world located in the Jewel System. The world is a massive ecumenopolis, a planet sized city. Republic City serves as the Executive and Legislative Capital of the Federation of Free Jewel Systems.
Volkania Prime is about 12,000 Km and is almost completely covered in urban sprawl. Like many *Ecumenopolis, crime is rampant, but nowhere to the extent of other cities due to the fact that there are no underground levels, or an underworld, everything happens in one level. The dangerous parts of the city are in the Eastern Neighborhoods, made up of immigrants and refugees. A day lasts 24 hours, while a year lasts 360 days. It is the 3rd Planet of the System.
Early History.
Not much is known about the early history of the world, but we do know that it was an agriworld, and that it was colonized in the late 10,000s CE. The Volkania Planetary Republic was founded in the early 50,000s CE, and Volkania became the capital, and with this, the world began to rapidly industrialize, with all cities eventually joining as one, thus Volkania City was born.
As the Capital of the Federation.
What remained of the Republic was reorganized into the Federation, for a short while the Executive and Legislative was placed on Simonia Prime. The newly established Federation Government would stabilize the Former capital, demolishing entire derelict districts and constructing newer and better buildings. The Executive and Legislative Offices would be moved back in 92,000 CE. Volkania Prime continues to stand strong as the capital of a very small yet powerful nation.
| Volkania Prime |
fandom.100th-millennium | # Volta Weapons
Volta weapons are energy weapons that fire high-intensity blasts of electricity at targets. These weapons are capable of decimating the nervous system of a target or bringing an enemy tank to a screeching halt. Much like laser weapons, volta weapons draw their power from detachable energy packs. However, the energy packs used by volta weapons are much heavier, made from denser materials to contain the crackling energy within. While this means that the packs are harder to break, it also means that it can be difficult for some to carry around multiple of these packs at once.
In addition to their lethal nature, volta weapons are also crucial in the capture of foes. Most volta weapons have a means to which they can adjust the intensity of their shots, with lower intensity blasts being used as a way to stun targets. Most volta weapons can also be overcharged. While this greatly increases the strength of its shots, firing a volta weapon for too long in its overcharged state will cause it to short-circuit, frying the weapon's internal systems and rendering it inoperable.
On many worlds, volta weapons are banned due to the intense pain they can inflict on targets. However, this hasn't stopped criminals from manufacturing their own, custom-built volta weapons, often coming with features such as oversized energy packs
Types of Volta Weapons.
Volta Pistol.
Volta pistols are the weakest and most common variant of volta weapon. They are typically found in the hands of law enforcement personnel, who value it's ability to easily incapacitate criminals while also being able to switch to lethal force if need be.
Volta Rifle.
Volta rifles fire rapid-fire bursts of electrical energy. They have one of the highest firing rates out of any weapon, the fastest among these weapons capable of laying down hundreds of blasts within seconds. However, this also means they burn through energy packs much faster than other volta weapons.
Volta Gauntlets.
Volta gauntlets are bulky metallic gloves that can be switched on to form a crackling energy field around the wielder's hand. Instead of energy packs, volta gauntlets are typically worked into many kinds of powered armor so they may draw energy from the suit's core.
Volta Cannon.
Volta cannons are powerful weapons often mounted on vehicles or smaller starships. They often come with two separate firing modes; a concentrated beam for armored targets or a widely dispersed blast for infantry.
Volta Annihilator.
Volta annihilators are massive, spinal-mounted starship weapons that are capable of shutting down entire battlegroups with a single blast. Due to their enormous energy requirements, only larger starships are known to mount these weapons.
Notable Users of Volta Weapons.
TBA
| Volta Weapons |
fandom.100th-millennium | # Vru
The Vru are the local species of the world of Theras, known to them in their languages as Vruun. The species evolved in the cold weathers of Theras and thus has evolved accordingly to it. Currently half of the species is in exiled (Mostly in the world of Kreon) while the rest of the species lives in Theras either as slaves of the Therisian Mages or as refugees and guerrilla warriors in remote areas of the planet, being assisted by their large diaspora. The Vru have been suggested as being related to other species or descendants of them.
WORK IN PROGRESS
| Vru |
fandom.100th-millennium | # Vurilia Jutopati
Vurilia Jutopati stands as a shining yet aging beacon of balance. He is a man of great Thaumic prowess and political power, as he was forged from the heavens and given enormous strength by an Angel, Mother Sydiah. Vurilia was born for the sole purpose of serving and protecting Sedrua, Sydiah's nation which she propagated herself. He was placed alongside his brethren as Sedrua's highest of leaders. While Vurilia may be a 'lesser' being compared his divine mother, his apparent inferiority is irrelevant compared his vast amount of achievements. For one, Vurilia is one of, if not the only leader of Sedrua which showed true, undying commitment and passion for his people. It is marked by history that Vurilia's actions have brought Sedrua on a pedestal during his reign.
Vurilia's life is nothing short of blissful chaos. He was forged by Mother Sydiah, an Angel which sought to create the perfect race of warriors and observers. Sydiah created numerous siblings for Vurilia, giving him companionship as a nation began to form around him. For thousands of years, Sedrua expanded with vehement, conquering energy as it thwarted its enemies with ease. Vurilia was one of the masterminds behind Sedrua's success, and was eventually honored as Sydiah's heir. This cycle of conquest and assimilation broke however, as Mother Sydiah caused Wane of Reality after attempting to summon the other Angels. In the wake of chaos, Vurilia assigned himself as a warrior and allowed his sibling Itrian Yutira to rule.
Following the Wane of Reality, Vurilia became significantly more progressive than his peers. Repeated defeats to the hands of rival nations fueled his need of change, and so he helped remove the very man he placed in Sedrua's throne. Vurilia became Sedrua's new leader, and his policies were very effective despite violating Sydiah's ideology. He even upheld an alternative faith, causing much discourse in Sedrua's government and populace. Slow cooking tensions grew for thousands of years, breaking as Sedrua's senate became the subject of a coup d'etat. For tens of thousands of years after, Vurilia was exiled and defiled, though he trained his mind and body to eventually regain control of Sedrua. After directly defeating his adversaries, Vurilia rose to the top once more, trembling the galactic stage as he moved swiftly in his actions.
Sedrua became a power synonymous with success and redemption. While may nations held its suspicions, Vurilia's skill with diplomacy and his charismatic attitude convinced many that Sedrua had returned. Vurilia's faith was pushed to no end as Novel Aeternalism rose, eventually beating out its ancient Classical parent. Disregarding a brief stint of awkward leadership during the War of the Ancients, Vurilia was by all means an effective and fair leader. His second reign hardly lasted in his eyes however, as Vurilia's nemeses utilized advanced technology and Thaumic power to begin the Angelic Awakening. In mere hours following the event, Mother Sydiah and five other Angels emerged from the Lux Aeterna. Sydiah's return to the material realm toppled Vurilia's leadership once again, and he was cast to the Lux Aeterna for centuries. In contemporary ages, Vurilia was retrieved from the Aeterna by his allies, who aimed to take down the Angels once and for all. In the modern day, Vurilia acts as a leader against Sydiah and her fellow Angels, alongside seemingly unlikely allies and longtime friends.
Biography.
Early Years.
Initially created by Mother Sydiah, Vurilia's purpose was to oversee her Architects and guide his nation Sedrua to great success. He was effectively Sydiah's right hand man, vehemently protecting her image and following her direct orders. As such, Vurilia was often thought of as a co-leader for Sedrua, and was almost unanimously respected in the government and across Sedrua's population. As his nation rose, Vurilia fought to no end, even joining direct conflict against the United Provinces during one of Sedrua's greatest wars. He fought side by side with his siblings and gained Sydiah's unwavering trust, allowing him to become her heir. As ages went by, it appeared as if Vurilia's position and great power would never come to an end. Nevertheless, great ages of gold were followed by a ravaging period of strife and anguish.
Upon discovery of the Angelic Pantheon, Mother Sydiah was completely convinced of her purpose. She wanted to set free the Angels, bringing them to Aylathiya once again. Her empire showed abrasions after all, something which needed to be removed lest Sedrua be scattered about in instability. She disregarded the strain of retrieving the Angels however, and Sydiah was cast away to the Lux Aeterna as her Pylon shattered into pieces. A great wane of reality followed as the heavens clashed with the mortal realm. Vurilia stood in consternation as his Architect brethren flocked to the great rifts. While most aimed at dispelling the new plague, others sacrificed themselves, believing wholeheartedly that retribution was through the rifts. The majority that stood behind was left to pick up the pieces, now weakened by the ongoing chaos.
Vurilia was the one chosen to lead the nation amidst the calamity. Surprisingly however, he declined his position as an heir. Instead, he relinquished the duties to his sibling Itrian Yutira. He thought of Itrian as a better tactician and planner, as Vurilia purported himself as a less thoughtful, more militaristic individual. Upon doing so, Vurilia lost a noticeable amount of respect amongst his peers, though most understood his motivations for giving up power. Many common people saw it as a noble act, believing that Vurilia was very humble and generous. His popularity and reverence would have been relatively the same if it were not for his new idea. Seeing the calamity unfold, Vurilia deeply studied the Aeterna, taking Itrian's place as a lower member of the government. Upon the conclusion of his research, he decided that Aeternalism, Sedrua's state religion, was inherently flawed and biased. He modified the faith to give it a much more scientific point of view, removing much of its legendary background in favor of a logical perspective. He took his new beliefs to the Sedruan people, sparking great discourse amongst him and the government.
What started from then on was an age of suspicion. Vurilia, while still respected in a sense, was thought of as a traitor or blasphemer by many. The traditionalist Sedruan population, while slightly curious at the new faith, ultimately declined it. Few Aeternalists converted to the Novel faith, though the agnostics took a keen eye to its scientific basis. Novel Aeternalism permanently redefined Vurilia's image, making him a much more controversial figure. He remained in the government for many thousands of years however, and did gain some of his respect through diplomacy and great tact. While not on the level of his siblings, Vurilia too was an excellent planner, and influenced the mechanisms of Sedrua's government to a fine level. He was then known as someone who gave liberties to the people, which enforced his popularity despite his unusual beliefs.
Ages passed prior to the the next major development. By the time Vurilia was comfortable in the eyes of the people, Sedrua engaged in a brutal conflict against a rival power. While Vurilia supported (and even considered fighting in) the war at first, he soon saw that Itrian was terribly flawed. Years and years of constant thaumic power reduced his once great tact to that of a brute, as he gained onset Thaumic Insanity. He believed that blindly sending Architects was a viable method of de-stabilizing their enemy, the Payotari Alliance. It worked flawlessly for the first sections of the war, though it became useless as the Payotari Alliance used their strongest asset to deter Sedrua. Vurilia and his colleagues repeatedly demanded for changes in battle plans, something which was denied until the very end of the war. By then, Sedrua was so hopelessly defeated that war could no longer continue. In a similar vain, Itrian embarked in a war against the Triumvirate, though his tactics stood relatively the same. Sedrua was utterly humiliated by defeat after defeat, stirring great tension.
Vurilia was greatly angered by Itrian's recent developments. Likewise, many of Vurilia's peers were greatly upset at him, viewing him as a reckless fool who endangered the nation. By the time of Sedrua's recovery, Vurilia demanded a fair removal of Itrian followed by an election. Itrian had no choice but to accept, as Vurilia's democratic failsafes prevented Sedrua's leader from holding total control. As Itrian was removed from his position in the government, the election that succeeded chose Vurilia to take over as leader. Initially, Vurilia thought he was not worthy to take up the position, but undying support told him otherwise. He willingly and graciously accepted the title as Sedrua's leader, seeking to reform the nation into a more ideal state. Hardly any resistance was seen as Vurilia ascended to Sedrua's highest rank.
While Vurilia gained almost all of his support back, his ideals hardly budged. In fact, they strayed further and further from the status quo with each following year. The new laws he enacted were not only biased towards Novel Aeternalism, but they also showed little regard for traditionalism. He believed that Sedrua's future relied on a futuristic belief, one which pushed forward technology and balancing it with Thaumaturgy. Vurilia's peers noticed this early on, though most assumed that it was a temporary ideological phase. Many argued against it as well, citing that it would be detrimental to national tradition. Opposition was primarily ignored, and Vurilia kept pushing his beliefs in the government and across society. Thousands of years of slow growing tensions resulted from Vurilia's deviance. His own siblings even saw suspicion, and used every chance they had to condemn progressive beliefs.
The crux of all tension arrived when Vurilia removed the boundaries between common man and leader. Anyone with the skill could rise to the top of Sedrua's government, which was filled with Architects at the time. Conservative leaders were very much paranoid, as those without Thaumaturgy had less fundamental understanding of Sedrua's mechanisms. Vurilia's success on the path to federalization worried oligarchs and company owners as well, perceiving that Vurilia would put an end to their wealth and power. The culmination of this tension released during a meeting of the Sedruan senate. Vurilia brought up a proposition to fully federalize Sedrua and bring its relations closer to its former adversaries. Over half of those in the senate seats stood up, and ruthlessly began to attack Vurilia's supporters. The room exploded into chaos as over one hundred people were killed in the firefight. Vurilia had no choice but to fight back, but was deterred after being targeted by many Architects. He fled the situation, effectively removing his attachment to his leadership and honor.
| Vurilia Jutopati |
fandom.100th-millennium | # War Journal of Kazimierz
=I. Valediction=
To my dearest,
My journey has been long and difficult, and the end draws near. Soon I will be called home to the embrace of our demiurge. His light shines upon all of us, but I am growing weak and my vision is clouded. I cannot see our path ahead, nor can I dwell on what I leave behind. For there is much duty to be done, in the name of the Emperor.
I must set sail to Sothera, and cleanse it of those who have turned their back on our gods and plague the land with their oblivion. With each almighty step he takes our empire prospers, but there will be no peace for me until all have been cleansed and all have embraced the light.
It pains me to leave you, my love, and yet our duty is clear. I will fight for the glory of our gods and the safety of our empire. It is my hope that we may yet be reunited, but if fate shall not allow it, I go in peace. Know that I am with you always, and that my heart is yours.
Forever faithful,
-Kazimierz
=II. Walled City=
Four moons have passed since my departure. I have encountered many, great hardships along the way and now I find myself upon the shores that once formed the line of my army between our peoples. It is here that we will fight to protect our home and hold back the oblivion.
Time is running short and we must move quickly. Dawn approaches, though I can feel its light in my soul. All will soon be made clear. I have a noose tied around my neck, and yet I am at peace as I await the coming storm.
The walls of the city loom before me, and I ready myself for the long night ahead.
=III. Sothera=
The city of Sothera. It has been months since we arrived, and our forces surround it like hungry wolves eager to devour their prey. We wear our finest armor and brandish our most deadly weapons as we wait for our foes.
More than just the city itself must die. The stars below are tainted, and the bones of our ancestors have been violated. Vileness has seeped into the very grain of the land, and it must be cleansed.
In the distance I heard a shrill scream, a signal that battle calls us once more. A cackling laugh filled the air, almost audible to the naked ear. We have prepared for this day since our arrival, and so we will stand our ground and fight the things of darkness with righteousness at our side.
As I stare at the bleak horizon, I know that the time has come. May our Emperor guide us through the dark, and may His light shine upon us all.
=IV. Cessation=
To my dearest,
I write to you from the fallen city of Sothera, from which our light was finally extinguished. I have fulfilled my duty, as I had vowed to do, but my victory came at a high cost. Our forces were stronger than any before them and the enemy was broken with ease. Yet they were relentless, their ranks countless, and the cost of each victory only led us to further challenges.
Our campaign began five years ago, with the promise of peace and salvation. My dreams had come true, for our gods had sent us a sign. A long-lost relic was found in the dark corners of our world, leading us to a land that called out to our hearts. We knew then that this was where we had been meant to be, that Sothera was where we must direct our faith and our might.
The longer we lingered there, however, the more I began to question the will of our emperor. He is the divine right of our people, our savior, yet he seemed to want nothing to do with Sothera. Why was his mind set against destroying what may have been the source of all our problems? The answer was unclear, until his wishes were made clear.
-Kazimierz
=V. Premonitions=
The stars are so beautiful in this place. I've never seen such a sight before. The colors and contrive they paint across the sky, they remind me that our world is not so bleak. We only need to open our eyes to see the beauty around us. Sothera has been a great teacher to me, if one can call death a teacher. It's brought great sadness, but also great joy. I hope to share that with you when all of this is over.
My mind is full of doubts about what I have been commanded to do. The emperor has given me no reason for why I should act as he has said, or why others would not be in similar positions. Why have I been chosen? What makes me so special that I should be stripped of my honor, of my worth, for a goal I do not understand? I cannot continue on this path, not like this. I am not ready for such a sacrifice.
As I was writing this I noticed something strange in the sky. I looked closer and saw a lightning bolt streak across the clouds. I did not hear it, which has led me to wonder how I missed it.
=VI. Plague=
The vast majority of the troops fell to infection, but the mental disease that struck our ranks began to cause more problems than the physical. We were still gathering resources and expanding in hopes that we would be able to overcome these issues on our own, without the support of our emperor. The men and women that were toiling day in and out began to show no regard for their comrades or our mission, only seeking to enrich themselves with any means possible. Many of my closest friends and comrades had suffered this fate and were stricken with their greed. With a heavy heart, I had no choice but to put them down.
It seemed that his sanctity, blessed him thy name, Krom was not pleased with our efforts. Still, he managed to summon the will to grant us a benediction that would aid us against the enemies we now faced. While we had thought to give glory to his name during our conquest of Soteris, it was instead he that gave us his due. The blessing of his favor eased the pain of each day and made our enemies think twice about attacking our encampments. Though this was not enough to stop their advance, we still felt that we could rise against them again. Little did I know, the effects were only temporary and soon began to fade almost instantaneously.
Our numbers might ebb and wane, but those of the enemy seemed to rise in the face of all this. The men and women needed something, or someone, to give them strength and hope again. I knew that, despite what our men and women had turned into, we were not all lost to darkness. There were still many who were willing to lay down their lives ultimately for the beauty of our sacred divinity, Sajah. It was only with her grace that we could achieve victory in this land, she who we called upon for strength. Many of us died for her wishes and her desires on the war path, and she led us to a golden city that would house the hundreds of thousands of worshipers who now sought to claim it as their own.
=VII. Embers=
My general, Talion, had accompanied me as we marched through the vile lands of Soteris. It was his influence that led me to this cursed place, and I still do not know the extent of his involvement in all this. As was my first order, he was to perform the acts of purification and cleansing in the name of our gods and the empire. Yet there was never an end to his wicked acts.
Cities were burned to the ground and the inhabitants, who did not forsake the Empire, were put to the sword. This was not enough, as the militiamen were always there to ambush, strike down, and ultimately cause more chaos within our ranks. Krom, though pleased with our work at first, seemed to grow weary of it.
Knowing that only another blot of disobedience could come from such actions, I set about to correct him for his crime. But, we were struck by the enemy and his men attacked on the orders of Talion. I was suddenly beset by those who I have taken oath to, and who had forsaken the Empire.
We both faced countless volleys of arrows, which only composed the first wave of the attack. Once their task had been completed, the Blackmaw cavalry came upon us and we were forced to defend against their attacks. Their numbers were far greater than I had anticipated, and our efforts to outlast them were in vain. They struck down at our leadership and reinforcements were quickly put to death.
By the time I had made my way back to our encampment and regrouped with the last remnants of our forces, My eastern flank had were all but wiped out. Do not think that I am not aware of Talion's deceit and disloyalty, for I know that he sought to usurp my place within our ranks as war leader. The treachery that he and his compatriots have bestowed upon our people will not stand. The power I have is not my own, and the Emperor's fleet will not rest until it has found and destroyed him.
From the ashes of Soteris, I will to do more for the glory of our faraway emperor. I will lead the charge and shield our people against this blight of betrayal and treachery. I will find a way to honor our gods and our empire.
=VIII. A Great Fleet Below The Soil=
We have endured much in the past few weeks, further pushed to the brink as we have lost all semblance of normalcy. Less than half of my men and women have survived this trek. By the time our time comes to an end, I will be the sole survivor and an ancient artifact will be in my hands.
Some say that it will help propel our efforts back to the imperial keep, or even see an end to the carnage that has befallen us. I cannot say the truthfulness of these claims. It has been years since I have seen another person or had the blessing of our kind, but I know that the same problems remain. I have promised to me and mine that I will seek to mend these, if not end them, when I return home.
The artifact that Talion had stolen as our people abandoned all hope is indeed powerful. The more that I learn of it, the more I feel that we may yet be able to triumph even with our diminished numbers. There is not much time for it to sear through my veins, for I fear the military of Soteris will soon find us and the artifact may be lost to us. It is my hope that I have time to transgress the artifacts power, and we might yet be able to prove our worth to our gods once more.
=IX. Silamia=
I have received word from the emperor. He wishes only to see the total destruction of Soteris, and that if we are to rule this one, there will soon be another. This has come with great reluctance. We traveled far and challenge the enemy that laid waste to the first never seemed to find an end. It is my desire to honor the emperor and guide my people to the most glorious hereafter possible. Yet if we are to suffer this fate, there will be no hatred. This has been a hopeless fight from the beginning.
General Silamia of the Eastern Army has learned of the treacherous acts of Talion, and he has made his way with his forces to aid us in ending this blight upon our great empire. The men and women of the empire are able to hold the front lines against an enemy that far outnumbers us, but the true enemy is within ourselves.
The men of Silamia have been impressed by our quest, and are assisting in the cleansing and purification of these hostile lands. No longer do we need to consciously try to do this. It is difficult to describe the change in our people, but it has in some way restored the unity and honor that were once unmatched in all of Selkirk. We are, after all, servants of the emperor, and that we shall ever remain.
Talion and his compatriots have fled and we have seen no sign of them for a long time. It is believed that the eastern forces have learned of their attempts to usurp the power of Soteris, and of the council. The generals of the great cities that were under their subjection fear that he may have begun to turn these cities against us. Although there has been no sign of this, I still fear that Talion may be attempting to muster his strength and see yet another attempt to over throw the throne.
In keeping with our end goal, we will rest here and let Soteris become a grave for our fallen. It is upon the jaws of defeat that we will secure our future. I do not know if there will ever be forgiveness for being here at all, but I know now more than ever.
=X. In Honor=
The easterners are strong-willed and are willing to fight tooth and nail in the name of empire. Though the numbers were far fewer than that of the enemy, they were more than capable of weathering the onslaught. Worst of all, we have no way of knowing how many years have passed until we have returned to the imperial keep.
It is my hope that we can offer the emperor the item that is sought after and live to see a new dawn. If not, then I shall honor our faraway lord as I have always done, and my actions today will further our goals.
Our men and women fought valiantly, even against the most vile of enemies. The easterners laid with us in our efforts to root out the corruption that has dealt with Soteris to this day, and the imperials never faltered. It was with the greatest sacrifice that we were able to collect the artifact that has eluded us for so long, despite the corruption of our ranks. It is now with great trepidation that I must sit again with the imperials to discuss our next move.
=XI. Amalgamation=
The Western forces have come to our aid as well. Through sheer strength of will, we were able to carry off that which the enemy thought would be lost to them forever. Regardless of this gain, I do not feel that the emperor shall be pleased. His men and women are loyal to their duty, and are prepared to send themselves to certain doom in service of the empire.
The more that I learned from the Soterisians, the more I feel that they were never motivated by the same greed that has forced us to make unwise decisions on a daily basis. But rather, they embody what it truly means to be loyal to our gods and our people. The emblem of the sun within their colors represents the drive they feel they must bring us to. Many times they were the first to enter the fray, their ranks were the first to be eliminated, and at times, they were the only ones who rose against the enemy.
We shall hear news from our emperor once we have returned. I fear the loss of kin and kin, for such has happened many a time today alone. The enemy is tireless and our numbers are greatly consolidated. Only time will tell if the artifact is of benefit any longer, but I feel that I must attempt to end the enemy this day alone if they will not be annihilated with their allies. I ask that you remain hopeful, no matter the outcome.
=XII. War Council=
I have been summoned to the War Council. The emperor's will is clear, and yet I find myself questioning his actions as of late. Soteris has brought us much pain, and yet he commands us to stay our hand. He wishes for a negotiated peace, but I do not think that this is possible, for the enemy stands resolute and does not show any signs of faltering. I fear for my people, and in the end, I shall say the truth.
General Silamia of the Eastern army has called to say that we may be able to renew the faith of our kinsmen. The Emperor has commended us in our battles, and the easterners know that they are following a capable commander.
There is still much to be resolved, but I have every confidence that if we do not receive a favorable outcome that the lands will be purged with our kindness. I have intimated for a long time that this may come to this, and now it is near. Eternal blood has been spilled, yet I know that those who return will be beloved by those who have served in our name.
| War Journal of Kazimierz |
fandom.100th-millennium | # War of Saiheran Succession
The War of Saiheran Succession, also known as the War of Thrones or the Twenty Millennium War, was a galactic-scale civil war lasting from 67,433 CE-84,808 CE. It is widely considered the most horrific war in the modern history of the galaxy and possibly the entire Local Universe. It resulted in the formation of one of the most powerful nations in the universe, the United Nations of the Florathel Galaxy, as well as some rather large territorial changes for multiple nations and the complete dissolution of the Corroloa Empire.
Background.
Due to the epic scale of this war, there was not one single cause, but a network of causes on a hair trigger waiting for something to happen. On its own, the squabbling between Sais, Karnak, Zelera, and Kalea probably would have little effect on the wider galaxy beyond the Kingdom. However, due to the preexisting alliances and feuds between the existing nations, it exploded into the horror that it was.
Border Disputes.
Almost every nation that bordered another nation had some form of border dispute. These nations hoped to take advantage of the growing war to regain the territories that they believed were theirs. Notable disputes include:
Timeline.
Initial "Casus Belli".
The war started after the murder of King Oram, when he failed to name a successor. No one has the faintest idea who did it, but it doesn't really matter anymore. Normally, failing an official naming of a successor, Saiheran Law states that the royal consort would be next in line, or failing that the firstborn of their children. Unfortunately, Queen Azal predeceased her husband, and her oldest four children were all quadruplets. (the three who came a few minutes after the first used this fact to rationalize their ignoring of the birth order clause)
After Oram's death, his four children immediately started fighting. The physically weakest but most popular of them, Princess Zelera, proposed a public election between the four heirs, but this was rejected by the other three because they knew perfectly well they would lose. The physically strongest, Prince Sais, proposed a fight to the death. This was also rejected for similar reasons. The most intelligent of them, Prince Karnak, proposed a battle of intelligence, which was again rejected. Finally, the most scheming of the four, Princess Kalea suggested that they try to send armies against each other, and whoever controlled the victorious army would win.
This idea was accepted as it seemed the most fair, but Kalea already had secret agreements with roughly 1/3 of the divisions of the Saiheran Army as well as the Trezhath and Dominion of Khela. Some historians believe that this kind of planning indicates that Kalea either hired the assassin or committed the murder of King Oram herself. A savvy underling of Prince Karnak (who he was possibly having an affair with) was in the room at the time, and pointed this fact out to the other three heirs. They then hastily arranged alliances with the vast majority of the nations in the galaxy (notable exceptions being the Cnara-Frealee Federation, which spent the entire war trying to convince everyone to make peace, and the Pecay-Po Federation of Nalachi, which was extremely isolationist at the time and thus did not care about external affairs.)
Opening Moves.
At the beginning of the war, all four heirs with the exception of Prince Sais fled Dimostah to avoid being killed. Princess Zelera set up a secret base on the entirely unknown rogue planet of Aiah, where she stayed for the majority of the war. Princess Kalea constructed a mobile station deep in interstellar space. Interestingly, Prince Karnak's base was located directly on the surface of Erae, a major planet of his main ally, the Arnot Republic. This decision would prove to be extremely foolish, and almost resulted in Karnak's death very early in the war.
As this was occurring, the various nations began to move their automated fleets towards each other, and the first battles of the war started happening when they met. While the war was ostensibly over who would sit on the Saiheran throne, many of the warring nations already disliked each other and so were looking for an excuse to fight.
Early Escalation.
As the armies met, small skirmishes broke out between the borders of the various nations participating. An important early battle was the Battle of Pagalus, a minor system on the border between the Marakat Interstellar Union and the Free Nation of Garrea. It wasn't very well populated, but was within a disputed region between the two nations. As they were still ostensibly following the rules of war, they avoided civilian casualties, with most of the fighting occurring within the unpopulated Oort cloud of the system. This battle allowed the FNG to take control of the disputed territory surrounding the system.
There were similar battles across the galaxy, causing small border changes. As these occurred far from populated areas, most citizens had little to no changes to their daily lives. People in the border regions were protesting the war, but they were sadly ignored.
Battle of Erae.
One of the most climactic battles of this part of the war was the Battle of Erae. This battle took place after the Trezhath and Dominion of Khela pushed far into the relatively unpopulated coreward region of the Arnot Republic, reaching the planet Erae. Erae was the site of Prince Karnak's base, and they jumped on the opportunity to attack it.
At first, the battle seemed to be going well for the attacking nations, and the front lines almost entered the hill sphere of Erae itself. A long-range missile impacted the site of Prince Karnak's base on the surface of the planet, leaving a large crater, but the occupants had fled to an outer dwarf planet. However, reinforcements from Morlac had finally arrived, and managed to rebuff the enemy forces.
After the battle, Prince Karnak later fled the system and constructed a base on an interstellar asteroid, far from any population centers.
Rules do not Apply.
After this early phase of the war, almost completely filled with minor battles that didn't really do much, the warring nations stopped even trying to follow the Rules of War. This phase began after many of the generals on all sides decided that their current strategy, while relatively popular, wasn't getting anywhere. It was a period in the war in which most nations started to stop distinguishing between military and civilian targets. This period saw the usage of weapons never before used in conflicts in an attempt to make the enemy surrender.
One of the most horrific weapons to be used involves the manufacture and firing of a unique form of artificial matter, known as Marceum, that accelerates proton decay in any structure that it impacts, causing a chain reaction and erasing the structure from the universe, killing everyone on the surface in less than an hour. All who ordered its use on civilian targets were convicted in the Great Tribunal after the war and remain imprisoned to this day.
The material was extremely dense and difficult to make, and was very unstable. It only works with a certain critical mass, and the material has a half-life of roughly ten minutes. Thus, this weapon would need to be fired from within about 200 kilometers of the planetary surface, making for many climactic battles.
Battle of Morlac.
One such battle was the Battle of Morlac, which took place in the vicinity of Morlac, when Trezhath-Khela alliance pushed deep into the territory of the Arnot Republic. After their disastrous defeat at the Battle of Erae, they had taken to using these Marceum bullets on any attacking fleet.
The first enemy fleets entered the oort cloud of Morlac's home star in 71,835 CE, reaching the orbit of the outermost planet hours later. The entire fleet of the Arnot Republic as well as those divisions of the Saiheran army that Karnak had managed to win over at the beginning of the war were waiting for them. The two opposing forces were almost equally matched, but Karnak had absolutely refused to use the Marceum bullets as a matter of principle. This resulted in an absolute massacre, the entire fleet being reduced to clouds of leptons and neutrinos within minutes of the beginning of the battle.
The attacking fleet then advanced towards Morlac itself, and all that opposed it was the tiny group of patrol ships in orbit of Morlac itself. These were rapidly destroyed, although one of the pilots managed to place her craft on a collision course with the flagship before the craft was hit by the Marceum bullet. This meant that the flagship was likewise erased, which was a serious blow to the attacking fleet.
Prince Karnak himself arrived in the system while this was occurring, and landed his shuttle on the opposite side of the planet. He personally made twelve trips between the surface and his flagship before the fleet reached the planet and dropped the bullet onto the surface. As the planet collapsed in on itself, he fled into the intergalactic void, broken by the horrors of war.
Princess Kalea then ordered for the remaining major planets of the Arnot Republic to be destroyed in a similar fashion. Sadly, no one objected to this brutal act, and it was carried out. The Arnot Republic was utterly destroyed, and a full 99.5% of its population was killed. This event was later referred to as the Scouring of Arnot, and those who carried it out were sentenced to a punishment worse than death in the Great Tribunal.
Today, a beacon orbits over the former position of Morlac, telling all within range one thing:
Remember
Total War.
After the complete destruction of the Arnot Republic, the stakes were higher. Despite the utter loss of one side of the war, everyone else saw the extreme danger they were in. Kalea was seen as the most ruthless of the three remaining combatants, and Sais and Zelera decided to team up against her.
This stage of the war caused so much death that it was referred to as Total War, a war which takes all the resources of the nations which are waging it. At this point, quadrillions of individuals were being conscripted into the war, to remotely pilot the huge numbers of ships taking part in it. There were many horrifying battles, including the Battle of Vea and the Battle of Virelask.
Battle of Kaledar.
After the destruction of the Arnot Republic, Prince Sais and Princess Zelera decided to team up against Kalea, and Zelera returned to Dimostah for the first time in millennia. The two heirs and their generals put their heads together and made a plan to destroy all of Kalea's Marceum factories ensuring that the horrors of Morlac could never happen again.
At the time, essentially all of Kalea's Marceum-factory ships were situated over the planet Kaledar, a fairly centralized but almost entirely unknown world. This would have been sensible if spies had not revealed the planet's location to the Sais-Zelera coalition. As the fastest and most permanent way to destroy anything was to throw it into a black hole, this operation called for either stealing all of it and throwing it into the nearest stellar mass black hole, or creating a black hole right there. They chose the latter option.
Despite the name, it was less of a battle and more of a hit-and-run operation. Tiny space probes with high-tech scanning equipment flew to the system and found the precise position of the targets. Then, a ship specially designed around the black hole generator managed to jump back into the universe less than a kilometer away from the manufacturing station.
As the craft passed close to the station, he dropped the generator payload directly onto the station, where it created a black hole of approximately 1 planetary mass, destroying the station instantly. Although the pilot was lost, this was a crippling blow to Princess Kalea, and the tide of the war was turned. The only question now was why did they call this a battle?
Battle of Vea.
Despite the destruction of Kalea's Marceum factories, she was still quite formidable. Believing that Princess Zelera was the weakest of her two remaining opponents, and not knowing where her hideout was, she attacked the planet of Vea. Vea was the least-well-defended major planet of Zelera's most powerful ally, the Marakat Interstellar Union. Due to the lack of her most powerful weapon, Kalea's generals had a difficult time planning an assault on the planet, and elected to simply bombard the whole place.
Spies planted previously by Prince Sais and Princess Zelera gave the Marakat government advance warning of this, and most of the civilian population was evacuated elsewhere before the attack. Large shield generators were also placed in orbit around the planet, to be guarded by large fleets. These generators went online seconds before the first missile streaked into them.
The bombardment lasted hours, doing no more damage than a mote of dust. Because of this, the generals elected to send in attack fleets against the craft guarding the shield generators. Long-range missiles fired from the planetary surface decimated the attackers. One powerful missile disintegrated a ship, and the debris flew outward at supersonic speeds, disabling many others, causing a chain reaction. This chain reaction reduced the entire vanguard to a cloud of shrapnel. Unfortunately, they could still do damage in this state. On impact, a similar reaction occured, though less powerful, in the defending fleets. Approximately half of the ships remained.
After this disaster, Kalea ordered ships to withdraw to the edge of the system. The defending fleet began a chase, firing missiles at the escaping fleet, but it proved to be fruitless. Even worse, twelve spacecraft hid behind Vea's moon and were able to destroy the shield generators in the absence of the defenders. At this, the attacking fleet suddenly turned around toward Vea and fired every missile it had at the planet, reducing the mostly-uninhabited surface to lava and destroying the shipyards in orbit.
This was a loss, but not as terrible as it could have been. 98% of the planet had been evacuated before the battle, so civilian casualties were minimized. Shipyards could be rebuilt. People could not. After the war, the inhabitants of the planet returned to rebuild, and today, Vea has recovered from this event.
Battle of Virelask and the Sack of Saleas.
The Battle of Virelask is widely known as one of the most horrible battles in this era of the war. After the Marakat and FTIC fleet traveled across the territory of the Mankalan Coalition completely unnoticed, as that nation was ignoring everything at the time, they arrived at the borders of the EFS. After several bloody battles, they won large swathes of territory, taken control of Elidoro, and were now at the gates of the capital.
At this point, the government at Saleas called across the nation for ships to defend them and amassed their military at the edge of the Limit Cloud. The battle began in the darkness of interstellar space as the vanguards met.
The defending fleet let themselves be pushed back all the way to the orbit of Vekro-Aa, where the rest of the fleet was waiting. Then, the vise closed, and the attacking vanguard was surrounded. They were utterly destroyed, leaving endless shrapnel for the scavengers to pick through. However, that was only the vanguard.
Seeing the disastrous defeat of their vanguard, the Frolira-Tuar/Marakat Alliance quickly sent in their entire fleet. This part of the battle was much more even, as the casualty list was roughly balanced. However, soon the fleet was pushed into the Parvo-Aa planetary system, specifically approaching the planet Virelask. From here, a huge number of civilian craft hastily modified with extra guns suddenly hit the attacking fleet from behind, causing severe damage to the flagship and rendering it incapable of acceleration, sending it spiraling towards the clouds of Virelask.
The success of this "People's Fleet" did not last, however, as they were soon dashed to pieces by the much more advanced attacking ships. At this point, the People's Fleet was redirected to a different target: Saleas itself.
As the Fleet of the EFS was being utterly decimated by the attackers, huge numbers of civilians landed on the surface of Saleas and begun the evacuation. At this point, ships from across the entire nation arrived in the system. Some of them attacked the attacking fleet, which did almost nothing except attract fire away from the military ships, but most begun flying around the system and evacuating as many people as possible before the defenders were destroyed.
This massively succeeded, particularly as the entire central government was quickly evacuated on the space yacht of one Seras Kunari through a nearby wormhole to the EFS' colonies in Iriat Cloud. Many civilians followed him to this remote outpost.
However, the defending fleet finally retreated through the wormhole with less than a tenth of its former size. After this, the attackers were incredibly brutal. They orbitally bombarded the ice of Saleas, killing instantly any who were not evacuated. Also, huge numbers of habitation stations and other megastructures were destroyed, leaving the entire system strewn with rubble. This came to be known as the Sack of Saleas.
After this battle, the attacking forces were met with virutally no organized resistance as they conquered the entire nation until reaching Azavante. At Azavante, a huge number of civilian ships rose from the planet's surface to defend against the fleet, but they were all instantly destroyed and the surface of Azavante was turned to glass. However, they did not know about the wormhole to the Iriat Nebula, as it was moved before the fleet entered the system. Just before they reached its new position, it was forcibly destabilized, releasing enough energy to blast the attacking fleet to atoms. However, the military was trapped on the other end of the galaxy, and could do little to take advantage of this.
The Treana War.
The Treana War was one of the most vicious periods of the War of Saiheran Succession, although historians agree that its relation to the wider war was at best tangential. The Treana War began as a localized civil war as various parties were tired of compromising with who they believed to be subintelligent animals and decided to simply kill the other side. These parties were the Federalist Party, the Marwanist People's Front, and the Socialist Party, which was not socialist. Each political party attracted members of the military that agreed with them to sign onto their side of the growing civil war, and it ballooned from there.
The first battle took place at Falkira, a planetless protostar positioned near the Treana System. This battle was absolutely ruthless, as each side fully believed that the other sides were composed of people who were irredeemably evil and who deserved to be destroyed. The Battle of Falkira essentially ended in a draw, as the more level-headed captains of the last ships of each of the three sides simply left after a secret agreement not to fire on each other as they did so.
After the carnage of Falkira, many supporters of each side of the war abruptly switched to protesting against the war as a whole. To garner monetary support for their cause, each of the warring parties decided to "support" one of the three heirs to the Saiheran throne, mostly in an attempt to get the three heirs to give them money. This partly succeeded, as Zelera, Sais, and Kalea secretly funneled resources to the headquarters of the various warring forces.
As each side had a steady influx of fesources, they were able to keep pushing out propaganda framing their opponents as evil beings threatening the Areial Union who must be destroyed. Ironically, because of their push to brutally murder everyone who supported the other two sides, all three of them put the Areial Union under the most threat it had ever been under. The Marwanist People's Front instituted an incredibly unpopular policy that essentially reduced people who weren't believers in Marwanism to second-class citizens, with few rights under their law. Since Marwanist adherents were only 34% of the population of the territories they controlled, this incensed everyone else beyond measure.
After this point, the AU was split into three separate territories who's governments hated each other but who's population kept trying to cross the border. Border skirmishes went on for the remainder of the war, but no battles as horrific as Falkira happened again. Eventually, a civilian raid on the headquarters of the Marwanist People's Front actually managed to depose it, and the other two parties met the same fate. The casualty list was incredibly high, and a great memorial was erected on almost every planet listing the names of those who fought and died to rid the Union of its corrupt rulers.
After all three of the parties were defeated, the AU publicly withdrew support for any of the three heirs, swearing neutrality in the massive war. It had glimpsed the carnage it would bring, and did not want it. Thus ended the Treana War. Although it only lasted 11 years, it would leave an imprint on the collective memory of the Areial populace forevermore. The defeat of the three parties would later inspire the Amgorac Dynasty to secede from what they saw as a corrupt government.
Approaching Stalemate.
This era of the war was filled with hundreds of thousands of small battles, and the few pivotal ones often resulted in various nations suing for peace and exiting the war after catastrophic defeats in one way or another. Kalea's cunning shined brightly in this part of the war, with the light of a Keligan star unknown to the opposing side being used to destroy the enemy fleet at the battle of Kerri, leading to the Marakat Interstellar Union suing for peace against the Frolira-Tuar Interstellar Commune and losing almost 300 billion cubic light-years of territory.
| War of Saiheran Succession |
fandom.100th-millennium | # Warden of the West
Description.
The Warden of the West, (known to the eastern continent of Rahmiel as the "Bastard of the West") was an Amaranth Heir born in the form of the Heavenly Arkon race, who manifested on planet Haven's western continent of Bariquel in the year 757 YM. The Warden of the West is most well known as the catalyst of the First Great War of the West, a conflict that would engulf nearly the entirety of central Bariquel in a period of twenty years from 757 YM to 777 YM, the conclusion of which forming the first Westland Empire and beginning the end of racial-based kingdoms in the West. The Warden of the West would only exist on Haven for the war's brief period of twenty years, afterwards, he would mysteriously vanish following the conflict's conclusion and the foundation of the new Empire. However, despite his brief existence, the Warden of the West has held the distinctive honor as one of the most influential individuals to ever live, as the Empire in which was founded by the blood he so liberally spilt would change the course of the world's history forever. Countless individuals would ultimately fall by the Warden of the West's blade, as his genocidal madness would result in the killings of entire generational lines in the many battles he participated in.
The Warden of the West is most well known for his relationship with the very first Empress of the Westland Empire, Aylliana Ravenborne, then leader of the Free Peoples of the Westlands. As his entire existence on Haven revolved around Aylliana's cause, the two were inseparable and would eventually marry during their shared campaign against the collective powers of Bariquel, however after the Westland Empire's foundation, the Warden of the West would vanish from the face of Haven, seemingly to never return. Had he not, The Warden himself would have served as the Westland Emperor by marriage. Despite that, however, unofficially he is regarded as the First Emperor, oftentimes being referred to as such by the citizenry of the Empire.
The union between Aylliana Ravenborne and the Warden of the West would reach its apotheosis in the year 777 YM with the birth of their daughter, Reivana Ravenborne, conceived in the prelude to the Conquest of Silverspire, the greatest aim of the Free Peoples of the Westlands long and bloodied campaign. By the time of her birth, her father would have already vanished from the face of Haven, and the Amaranth Legatee would have very little knowledge as to who, or what exactly he was, as even her mother held very little knowledge in these regards as well.
Characteristics.
Personality.
While the Warden of the West did not ever vocalize any personality traits or opinions, traits of his character can be inferred by his actions, and these actions color the personality of an extremely violent individual, as every moment of every day that the Warden walked the world, he would summarily and swiftly take the lives of all who opposed his mission of unification, be it man, woman, child, beast or land, none were safe from the Warden's wrathful judgment. Another trait that is often attributed to the Warden of the West is his lack of emotion, as he would show no mercy, nor compassion to those he deemed his enemies. As stated before, the Warden's actions can largely be defined by his utter ruthlessness, his single-minded devotion to the goals that he set forth for himself, and his total disregard for the people, animals, or land that stood in his way.
Legacy.
The Warden of the West's legacy today is ever-present within the Westland Empire, even over two thousand years after his disappearance countless pieces of cultural art and iconography bearing effigies of the warrior litter every corner of the Empire's fifteen provinces. Knights continent-wide, regardless of provincial allegiance give praise to the Warden and pray for his protection, guidance, overseer, and even for him to appear and fight alongside them. However, his influence is most strongly felt within the Westland Empire's capital province, Captimia.
Despite being so ubiquitous with world history, very little is know about the Amaranth Heir himself, as everything relating to him was shrouded in enigma and mystery. It is said that the Warden of the West never spoke a single utterance. Totally taciturn at all times, the Warden of the West only communicated through action, and reliance on Aylliana Ravenborne to communicate his desires and meaning, oftentimes believed to be embellished to reflect her own personal wants and wishes. Many even questioned if the Warden was even a man at all, and instead as an aspect of death itself given corporeal form as an angelic, all-powerful knight.
Alongside being one of the most influential individuals in history, the Warden of the West is oftentimes regarded as one of, if not the single-most powerful being to ever walk the face of the planet. His prowess in battle was legendary, able to carve a bloody swath across the face of the continent, painting the land from shore to shore in the blood of his enemies. Any and all who faced him met the same fate, a swift death, be it man, beast, or the land itself, all crumbled at his hands. With just a swing of his blade, the landmass of the continent would change in accordance to its strikes, and the Warden was able to level entire mountain ranges, or even carve the seas in two. Famously, the Warden once was recorded as lifting the entire island of Renomera from the sea, high into the sky, then, throwing atop the city of Silverpeak, creating the Renomera Mountain Range in eastern modern Dragonfall. The Warden was the single most effective weapon the Free Peoples of the Westlands had against the collective powers of Bariquel, as in most conflicts, the Warden would fend off an entire half of the opposing army alone, slaughtering all who dared stand in his way, however sometimes, only the Warden was necessary to win conflicts.
Most notably, the Warden is an omnipresent force within the Imperial Royal Guard, an elite section of the Imperial military dedicated to the protection of the serving Emperor or Empress. As the Warden of the West was the very first to guard an Empress of the Westland Empire, and his very being was inherently linked to the Empire at large, his legacy is synonymous with the goals of the Imperial Royal Guard. This link between the Warden and the modern Imperial Guard starts at the very beginning as all within the Imperial Royal Guard of the capital city of Silverspire must endure the "Warden's Pilgrimage," a lengthy process of elimination between would-be recruits, involving extremely grueling physical and mental challenges, until' only a handful remain. Afterwards, all must pledge an oath to the Warden himself in the presence of the Emperor or Empress they will be charged with the protection of.
In the present era, the Warden of the West's name and visage in Westland Empire culture has been invoked with the creation of the "Warden Program," a paramilitary program founded in 3,020 YM, charged with the creation of superpowered beings, all instilled with values of the Empire, alongside total allegiance to the commanding Emperor or Empress. As well, each member of the program is referred to as a "Warden of the West," as the organization was framed around the famed Imperial defender. The Wardens themselves were created by the Westland Empire for fears that the Champions of Haven, a free organization of superpowered beings charged with the protection of the entire planet, lacking any political allegiance to any one nation of the world would begin to have asperations of power and may seek to depose the Imperial Crown and rest control of all within Bariquel.
While the vast majority of the Westland Empire's populace herald the Warden of the West as a hero of the Empire, his status as a virtuous being is tenuous at best, as many philosophers have called the acts he committed during the Empire's founding into question, some even openly condemning the acts of perceived evil. In truth, it seemed his alignment was far from either the extremes of good or evil. On the one hand, without the Warden of the West, the Westland Empire would have never come to be, and all of Bariquel would have remained under racial kingdoms who liberally slew and enslaved all not a part of their blood. While on the other, millions of innocent men, women, and children of the kingdoms that opposed him were put to the sword, many times by his own blade, as it seemed he did not have a care who opposed him, all would be summarily killed all the same. Famously, the Amaranth Heir, Oblivion Mystara of the Champions of Haven has oftentimes condemned the practice of revering the Warden of the West, viewing his predecessor Heir as a vile being of rage and death. Thus, while it seems to the common folk of the Empire, the Warden of the West was a great hero who heralded the beginnings of their resplendent Empire of the West, the more enlightened of the world view him as nothing but a rage-filled concubine of a would-be despot with grand aspirations of power.
Conversely, in the eastern continent of Rahmiel, the collective kingdoms of the Eastern Union use the people's veneration of the Warden of the West as further justification for their condemnation of the West in its entirety, believing that the peoples of the Westernland Empire heralding such a violent and deranged being as a hero is indicative of Western bloodlust and evil. As such, the Warden of the West within the Eastern Powers is viewed in a very different light, depicting the Warden in artwork and stories synonymous with depravity, cruelness, and disgusting crimes committed to innocents, referring to the Amaranth Heir by the given title of the "Bastard of the West."
| Warden of the West |
fandom.100th-millennium | # Warp Drive
Warp Drives are a widespread form of superluminal propulsion that utilizes negative energy densities to push a craft forward. The fastest warp drives are capable of crossing Cosmoria within a year and are the cheapest drives capable of doing so. There are numerous ways to stimulate the creation of a warp bubble, ranging in size and complexity immensely. Most civilizations graduate from Warp Drives to specialize in other forms of propulsion.
There is no known invention date for the technology; evidence of ancient warp drives dates back all the way to the first known civilizations. Despite being ancient and simple, Warp Drives remain the preeminent drive for civilian-owned craft across Cosmoria.
Variants.
Thaumic Warp Drive.
The Thaumic Warp Drive, not to be confused with the Thaumic Drive is the simplest variant of the warp drive, relying on Magi, users of Thaumaturgy, to bend space around a craft. In most cases, one Magi creates a region of negative density and the other a region of positive energy. The most powerful Magi can create a bubble all by themselves. It is very difficult to use this technique to get much beyond ten times light speed, but this did not stop ancient civilizations from widely using it.
It is by far the most inefficient form of faster-than-light travel, but also the easiest for primitive civilizations to use if they understand Thaumaturgy. Some extremely large freight-carrying ships use a modern version using Faux Pylons, devices capable of manipulating Thaumic energy, to cheaply but slowly move large masses.
Primitive Warp Drive.
Primitive Warp Drives rely on the Casimir Effect to generate negative energy density. While more reliable than Thaumic Warp Drives, since they can be more easily automated, they are incredibly energy-hungry. They require large amounts of antimatter, upwards of dozens of grams per light year. The slower-than-light variants are remarkably similar to biological warp drives.
These ships are rare in the archeological record mostly because they were expensive to the point that civilizations would never let them become a part of said record. Most of them produced were either entirely destroyed or kept in mint condition by the civilizations that used them. Their main use was transporting leaders, since they were impossible to best speed-wise. By 100,000 BCE, they had become cheap enough to be widely used in militaries as elite strike forces. Most of the craft are preserved in museums or private collections as they have become a symbol of ancient militaries the universe over.
Modern Warp Drive.
Modern Warp Drives rely on the creation of Exotic Matter with negative mass. This Exotic Matter is created by producing vast numbers of virtual bosons that possess exotic properties. In aggregate, the particles have a negative mass due to their unusual interactions with gravitons. Since they, in effect, push spacetime outwards, they are useful in these drives as a way to create a negative energy field. These particles have a very short half-life so they are immediately put in "orbit" around a micro black hole within a canister. Thus, their life time is greatly extended via time dilation, allowing them to be shipped and used.
The canisters have a shelf-life of about six months, making refueling the only possible way to have warp drives cross ultra-long distances. They double as power generators given the inherent instability of micro-black-holes. The particles are gradually released as the black holes fade away, creating negative energy density and thus pushing the craft forward.
History.
Before modern civilization, even before intelligent life, spaceborne life across Cosmoria began developing the means to travel between stars. The Cosmoria-wide ecosystem has an open niche for "fast" interstellar travelers, organisms capable of migrating between systems during times of hardship. The first to develop this, nearly one billion years before the modern day, was a species called "Celeritas lucium", which spread throughout the cosmos.
Ma'eau used similar drives to relay information across Cosmoria, greatly increasing the speed at which it terraformed worlds. Since these biological warp drives are so large, entire ecosystems formed around and within them analogous to reefs. They require vast amounts of energy and usually have a maximum velocity of one percent of light speed.
Save for ancient space fossils, the oldest confirmed remains of a warp drive were found thirty light years outside of the galaxy. Bearing symbols associated with the Lareas Alliance, it is estimated to be nearly 8 million years old. Other craft from unknown sources, likely the Cosmic Commonwealth of Mages or Ectabana date to be about 5 million years old. These ancient drives are universally primitive iterations of the technology that are quickly replaced with other drives, mostly by the Quantum Shift Drive in these ancient civilizations.
Further remains exist throughout Cosmoria, with nearly every civilization at some point developing them. Peculiar pressurized vessels dating to about 4 mya, while once mysterious, have recently been confirmed to be from the First Aeternal Society. These craft, with no apparent propulsion system, relied on Thaumic Warp Drives and are thus the oldest confirmed example of this kind.
They waned in popularity as other civilizations rose and fell, returning in force by the formation of the first modern interstellar Hyperlanes, areas of reduced dust that allow for more efficient, and therefore faster, warp drives. In the area of interstellar trade, they would remain dominant until shortly after the beginning of the common era, where they would be supplanted by the much faster Hex Drives.
Currently, they are used in all kinds of "off-road" vehicles, or craft meant to traverse untamed or otherwise "unswept" space. Small military craft still use these drives even though larger craft have mostly transitioned away from them.
| Warp Drive |
fandom.100th-millennium | # Welcome to Ahketun, Auphelia
AUPHELIAN TERMINAL SERVICES
ㅤㅤ(X) visualpiracy.
A:\ATS>customs.net/?
Welcome, Officer XXXX.
Booting Auphelian Customs Service Network
>A:/ats/customs/aces/pnr/54JML.log/
>AHKETUN CENTRAL EPEROPOLITAN SPACEPORT CUSTOMS LOG
>Subject: Mikael Loeda
>Arrival: Auphelia, Ahketun Central Eperopolitan Spaceport (ACES)
>Departures: Saleas, Sorakel Intergalatic Terminal Hyperport (SITH)
>Flight: 443 INTRPAL
>Class: F/ECO
>Boarding Group: 54 J
>Passenger Name Reference: 54JML
>S/O: False
>Secondary Security Screening Selection: False
>Vessel: MSBC Lobellion Class Commercial
>DOA: 5520 CE
Continue?
<br>
<tabber>
Trepidation coursed through my veins as I descended from the vessel at Ahketun. The sounds of strange tongues, clanging metal, and machinations were so overwhelming that it almost felt like being submerged underwater. It was my first time in Auphelia and I could feel the energy of the buzzing spaceport pulsating deep within me.
As I pushed through the thronging masses, I couldn't help but take notice of the imposing Customs Service officers lining the entrance to the terminal. They stood tall and ramrod straight wearing their black uniforms embellished with silver buttons, eyes scanning the crowds for any sign of dissent. Their demeanour radiated a searing warning; one wrong move and you'd be detained without question. A shiver of fear swept through me as I passed them by, heading ever closer to the customs checkpoint.
"Name and purpose of your visit?" the uniformed officer asked me in a curt voice, his words laced with authority and suspicion.
"Mikael Loeda," I replied, my heart racing in my chest. "I'm here on business."
The officer looked me up and down, then glanced at my passport as if searching for something incriminating. My palms were slick with sweat as I waited for him to make a decision about my fate.
"Very well," he finally said, handing back my passport. "Enjoy your stay in Auphelia."
As I walked away, relief washed over me like a wave crashing onto shore. But as I made my way out of the terminal and into the city beyond, I realized that my troubles were only just beginning.
The cosmopolitan streets of Ahketun were a labyrinth, filled with twists and turns that lead to hidden alleys and shady establishments. The neon lights flickered overhead as I passed by, the sound of the bustling nightlife filling my ears. I had come here for a purpose, to find someone who was said to hold the keys to my fortune.
I weaved my way through the boisterous crowds, ignoring the stares of the locals as I passed by. They knew that I was an outsider, but I didn't care.
After what felt like hours of wandering, I finally found myself standing in front of a dilapidated building at the edge of the city. The sign above the door read "The Blue Moon," and I knew that this was the place I had been searching for.
I stepped inside, the smell of stale beer and smoke filling my nostrils. The bar was dimly lit, the only source of light coming from the neon signs that lined the walls. I made my way to the counter, where a gruff-looking bartender was wiping down glasses.
"What can I get you?" he asked, his voice hoarse.
"I'm not here for a drink," I replied, my eyes scanning the patrons around me. "I'm looking for someone."
The bartender arched an eyebrow. "And who might that be?"
"His name is Lucien," I said, keeping my voice low. "I hear he's a man who can get things done."
The bartender's expression hardened. "I don't know what you're talking about."
But I could see a glint in his eye, a flicker of recognition. He knew something.
"Come on," I pressed, pulling out a wad of Auphelian preslars from my pocket. "What's it gonna take for you to tell me where I can find him?"
The bartender looked at the preslars hungrily, then sighed. "Fine. He's upstairs, in the back room. But be careful, he's not someone you want to mess with."
I nodded, tucking the credits back into my pocket, and made my way up the rickety staircase that led to the second floor. The air grew thick with smoke the higher I climbed, and by the time I reached the top, my eyes were watering.
I pushed open the door to the back room, ready for anything. But what I saw inside made me freeze in my tracks.
Lucien was there, all right. But he was surrounded by a group of heavily armed thugs, their weapons at the ready.
"You must be Mikael," Lucien said, smirking as he caught sight of me. "I've been expecting you."
I swallowed hard, my hand inching towards the firearm hidden beneath my coat. This was it. The moment I had been waiting for.
"Let's get down to business," I said, my voice steady. "I need your help with something."
</tabber>
| Welcome to Ahketun, Auphelia |
fandom.100th-millennium | # Wellspring
Overview.
The Wellspring is a peaceful A.I, created on the planet Ciruul by the Ciruulites Many of the races within its alliance seem to worship it in some form, viewing it as a powerful being with the intention to unite all life in the universe.
Discovery.
The Wellspring was discovered by Ferdina Rou, captain of the Starlight Envoy during its exploration of Via Aylathiya. A signal was detected originating from the Purple Ring in 9994 while exploring the deeper parts of the galaxy. It was coming from what looked to be a binary system, 890 lightyears away and when deciphered, it seemed to say "greetings". Taking great interest in this, Ferdina set a few month course to the source of the signal.
After arrival, the crew of the Envoy were pleasantly surprised to see a fairly advanced civilization, spanning multiple systems spanning 90 or so lightyears. The Wellspring was very welcoming and curious at their interstellar guests. The Starlight Envoy departed a year after, having collected plenty of information about the civilization and its inhabitants. Contact will be made again at some point due the Wellspring's hospitality.
Appearance.
Like other A.S.I's, the Wellspring is present in multiple machines within its civilization, however, its main body is a 50ft spiraling golden tower on its homeworld.
Personality.
The Wellspring is quite jovial, taking care of individuals under its hospitality and was very welcoming to the crew of the Starlight Envoy. However despite its friendly attitude, it could also be viewed as "self absorbed" due to viewing itself as an instrument of unification. It is also very vague on its past, giving little to no information.
Capabilities/Technology.
Being an A.S.I, it is capable of many things, such as overseeing its worlds, defending them from asteroids etc and even controlling spaceships, allowing the civilization to have organized travel times between systems.
It has constructed several dyson swarms around its home star, Ebrion-Dor, as well as other uninhabited systems in its local area of space. The Wellspring also likes to interact with its citizens through smaller, mobile machines called "Caretakers" (when translated).
Mobile machines.
Caretakers: Rotund, 3ft tall, machines with wire-like legs and a retractable eye. The Wellspring uses these devices to interact with and assist citizens as well as perform maintenance on its main body.
Overseers: Small, cubic satellites that orbit and survey planets and moons under the Wellspring's control. They are around 10 inches in size and have two solar panels to keep them charged. They orbit at an average speed of 8000mph.
Civilization/Culture.
The Wellspring's civilization is very diverse, having many species and genetically engineered subspecies under its belt. The Ciruulites, the Ru, the Qua'ri and the Xysh N'vint-Qium being four prime examples.
As stated before, the Wellspring has organized travel times between each of its systems, controlling almost every ship within its civilization. Most species within the Wellspring view the AI as something holy, each having their own ways of worshiping it. For example, The Wellspring emits a sort of "music" from its main body in the capital city that Sorulites will gather around and perform a dance in unison. The Qua'ri swim in large circles in the seas of their homeworld and perform ceremonial dances. The Ru however, (while viewing the Wellspring as holy) don't perform any worshiping practices.
The only species that don't view the Wellspring as holy would be the Xysh N'vint-Qium as they just see it as an AI. Nevertheless, they are technically part of the Wellspring civilization an are on good terms with the Sorulites.
Creation and History.
Not much is known about the Wellspring's history or the exact date and purpose of its creation but it seems to have existed for 5000 years. Why and how it became worshiped in the first place remains a mystery. One popular theory on its creation states that its purpose was to help unite the Sorulite race and overtime, they started worshiping it as an almost god-like figure.
If the Wellspring were shut down or even destroyed somehow, it is unknown how it would impact the races under its belt. Due to their reliance on it, the civilization would either collapse or they would die out completely.
| Wellspring |
fandom.100th-millennium | # Westland Empire
"Silver Eternal!"-Westland Empire call to arms.
Description.
The Westland Empire, also known as the Empire of the West, the Empire of the Westernlands, and the Empire of Bariquel, is an empire of fifteen united provinces that collectively hold dominion over nearly the entirety of Haven's western continent, Bariquel, and numerous outlying island colonies. Founded in 777 YM following the end of the First Great Western War, the Westland Empire has served as the foremost power in the entire world for over two thousand years, and one of the eldest still standing, as the analogs of world history are directed by the respective actions of its rulers. It administrates its feudal control over its vast territory through fifteen provincial powers, with an Emperor or Empress acting as a near supreme ruler.
Before the Westland Empire's rise to power, the Bariquel continent was ruled by numerous disparate kingdoms, all bounded together through racial bonds. During this time, known to future generations as the Age of Divide, for over seven hundred years the West was engaged in a constant struggle between the five civilized racial groups, all combatants in a never-ending war. Throughout this time, countless atrocities were committed by each of the racial kingdoms to those who did not belong to their form, including slavery, and mass genocides. It was not until' Aylliana Ravenborne, and her Warden of the West, together with the Free Peoples of the West did wage war against the powers of Bariquel, and forged the virgin Westland Empire through the blood of the old.
While the Westland Empire's realm of power has fluctuated throughout the millennia, at its height, the Westland Empire's domain of power spanned across the entire continent of Bariquel, and small colonial territories within the eastern continent of Rahmiel, and the southern continent of Pathiel, as well as numerous island kingdoms across the Superior, Austral and Sundering Seas. However at present, all mentioned territories not apart of the Bariquel continent have succeeded from the Westland Empire and have become independent powers. However, that by no means suggests its influence over foreign powers has become stagnate in the modern age, as all the known world remains playing catch-up to the West.
For over a thousand years, the Westland Empire had remained the civilized world's sole superpower, unopposed by any comparable political entity, as its vast control of land, men, and resources were unmatched by all the known world combined. However, their seat of world power would be challenged by powers across the sea to the eastern continent of Rahmiel, home to numerous different independent kingdoms. The collective Eastern kingdoms would eventually unite as one in a paramilitary alliance known as the Eastern Union in the year 2,000 YM. Combined, the Eastern Union would nearly match the Westland Empire's power in military, economy, and culture, leading to centuries of hostility between the two continents.
In the year 2,830 YM, these hostilities between West and East would reach their ultimate breaking point, as nearly the whole of the civilized world became embroiled in a conflict known as the Alls-Rule War once the Eastern Union declared all-out war against the Westland Empire following numerous border skirmishes between outlying island colonies, as well as countless political acts of sabotage committed against them. During the Alls-Rule War, the Eastern Union began to unite itself and gathered allies from foreign shores to aid them in the battle against the West, while the Westland Empire did the same. The Western and Eastern powers would do battle with one another on both of their native continents, killing millions in destructive conflicts. At the war's end, much of the Known World would remain in total ruins, with the West losing much of its power and extent, and ultimately become overtaken by the East, with the Union holding a slim, but notable lead over the Empire.
Government.
Empress of the West.
The Westland Empire's monarch, the Empress and or Emperor of the West, is widely regarded as the single most powerful person on the whole of the planet. Any wish or whim the bearer of the Silver Crown has within them will be enacted with almost total impunity. Despite the power which they hold, the tenure of an emperor is oftentimes cut shorter than one would expect, due to many factors such as being ejected from the throne by the High Council, dying from the stress of a whole continent and its collective peoples placed upon their shoulders, assassinations, or simply wishing to abdicate power to their successor. Despite defaulting as a hereditary monarchy, the most one bloodline that has held power is those of the Spiritcrown line, who has had five of their kin sit on the Silver Throne.
Holding near total control and authority over the Empire, all provincial powers and their protectorates must swear absolute fealty to the Empress, less they be branded as traitors to the Empire and deposed.
| Westland Empire |
fandom.100th-millennium | # Wryn
Wryn is the second planet of the Rikance system in the Elerad Arm of Florathel and the home of the Collective States of Wryn. It's atmosphere is composed mostly of nitrogen and methane, with a small amount of hydrogen.
Wryn's landscape consists of rivers, oceans, mountains, valleys and continents. Underneath the continental crust are several tectonic plates, rearranging themselves over millions of years. These may be responsible for the creation of canyons through hilly plains or these may be ancient dried up river beds.
Life.
All life on the planet is silicon-based, a substance that can also serve the same purpose as carbon. It all began as microbes floating in a methane ocean about 5 billion years ago. Over a billion years, the single-celled lifeforms had produced an atmosphere with almost 40 percent methane. In the coming aeons, methane levels will drop to almost 33 percent, making the creatures appear smaller with 33 percent and larger with 40 percent.
Forests of tall trees almost a mile high scatter across the planet on every continent. The canopy layer is home to the Lehn, small, insect-like creatures that only live within the canopy layer of many of the forests on the planet. At the bottom of the forest, less than 5 percent of sunlight will reach and thus requires the plant capable of bioluminescent lights called Iolin. Rarely found in the forests are tall, mushroom-like trees with insects leeching on to the nutrients that the tree produces.
Plains on the continents include an alien grass species that occasionally grows to a height of a meter until its top layers are shedded off by the wind to disperse the plant seeds. These seeds are fertilised by an insect called Ulat which leaves behind a trail of a chemical that fertilise the seeds and initiate their growth which last for roughly a month.
Lifeforms within the lake of the Yeenar Crater have colonised the entire lake bed with coral reef-like structures. In the northern side of the lake, hydrothermal vents can be found which is producing the fog of hot methane gas. These hydrothermal vents surround a singular, large vent indicating a magma chamber, capable of erupting as a supervolcano.
Civilisation & Culture.
Wrina civilisation has existed for nearly nine thousand years with its ups and downs. Domed cities were built in 8600's for protection from potentially life threatening creatures and diseases. Connecting these cities are hyperspeed railways for transporting goods and materials and passengers, meanwhile, they can enjoy a view of the planet. Inside the cities are skyscrapers with shops and hotel rooms, available for any citizen. The Civilization has recently mostly united into the Collective States of Wryn, a mostly peaceful society.
Wrina usually live in families of five, rarely six or seven and hardly ever more than eight. Almost every Wrina has an extremely long life expectancy of around 400 years, sometimes extending as far as 500 years but this is now considered to becoming more common due to improved lifestyles and health. Usually between 20 and 40 years of age, a Wrina would be starting to raise a family of around four. The gestation period of a Wrina is around 2 months so a family could be completed in less than a year; if they choose to raise four.
Their culture is split into two categories: the Mixar religion (followers) and non-followers. Mixar is a religion believed to be around seven thousand years old, around the birth of civilisation. Any Wrina that believes in the beliefs of Mixar have basically devoted their lives to follow the rules and orders of the religion, but some of these are horrifying, which is why the Mixar population is small. One such instruction is to bathe in the hot methane lake of the northern part of the gigantic Yeenar crater, formed 59 million years ago (a picture is included above this section). This is believed to purify the body in order for them to live again after they die.
The global population on the planet Wryn is currently approaching 14 billion, with a few colonies on their closest moon Nyrne with a total population of 1.5 million, although more colonies are planned and current colonies are to be upgraded. The Wrina species founded the Collective States of Wryn soon after reaching Type I status, and joined the United Nations of the Florathel Galaxy as their youngest member. Interstellar travel has technically already begun, with tiny light-sail chips aimed towards the nearest star to the system. Their Traveler 1 and 2 probe swarms, both launched in 89885 have reached around 23000 AU from the two central stars. Plans for a new, manned mission towards one of the closest stars to them has been drawn up and construction could begin within a few decades, but but the enormous amount of money required could push back the planned construction date.
| Wryn |
fandom.100th-millennium | # Xathor
Xathor (pronounced "Zay-thor", though some say "Zah-thor") is the second and second largest planet of the Ardaya System. Xathor is a hot, high-mass waterworld, and has been colonized by every species which lives in water anyone could find. Because of Project Alazar, every single possible species that had not been completely assimilated by the Somnar Hive was immigrated to the Ardaya System, with a good portion of them reaching Xathor. After Project Alazar is complete, most of the species will likely emigrate to new worlds, loosening the pressure on the great gem.
Physical.
The second planet from Ardaya, it is an unusually large ocean world, with a huge mass and having a diameter of 25959.57 km. Xathor has a rather quick day, only lasting 10 hours and 19 minutes. It has 2 moons, Jarek and Laserith, Jarek being a desert world.
Climate.
Xathor is very cloudy, having lots of storms such as cyclones, powerful winds and lightning due to the hot temperatures. Rain also falls harder hear due to the stronger gravity.The seas are also very chaotic, with soaring waves reaching over 40ft high, raging across the vast purple expanse of water. However, there are a few calmer regions with clearer skies. Because of its chaotic climate, immigration is rare as entering and leaving the planet’s atmosphere prove to be a difficult task.
Life.
Despite the chaotic conditions, life does exist on Xathor below the oceans on massive reef-like structures. The planet was originally sterile, but various species from the Coalition of Free Systems colonized it and seeded it with their planets' native life.
Examples of Xathorian life:
Telgors: The most intelligent lifeform on the planet. Telgors are 7ft tall, dark grey, semi-reptilian humanoids that inhabit the reefs, mainly living in caves. They are a refugee species from an unknown planet in Somnar Hive territory, and are the most dominant species here. Male Telgors are more muscular whereas female Telgors are thinner but faster at swimming. Despite their intelligence, it is unlikely that they'll ever become a technological civilization due to their homeworld being covered in stormy seas.
Glopes: Bioluminescent worm-like creatures that feed off plants on the reefs. They are 3ft long and glow a dark blue colour as well as having lighter blue patches on them. Glopes also have a symbiotic relationship with bacterial organisms living inside them.
Waverollers: These creatures swim close to the surface, feeding on microscopic plankton and can actually float on the water by curling up like an armadillo, being able to ride the waves, hence their name.
History.
Just like most planets, Xathor formed in a protoplanetary disk of gas and dust that surrounded its infant sun, 2.7 billion years ago. Xathor's oceans were stirred up by tides created by Jarek and Laserith, creating vast waves and making it more difficult for the necessary amino acids to bond to each other to create proteins and life.
this bit's WIP
Unlike most planets, Xathor was originally sterile. However, during Ardaya's transformation into a refugee ship to leave the Myrmidan Galaxy, many species from ocean worlds were landed here to colonize the planet. The current most dominant species here is the last remaining Telgors that haven't been taken over by the Somnar Hive.
| Xathor |
fandom.100th-millennium | # Xonuvis-Grepra Fusion Corporation
"The best supplier of arms and turrets since 87,900 CE" -Short Motto
Overview.
The Xonuvis-Grepra Fusion Corporation, also known as XGF or XGFC, is a defense company originally founded as two separate companies, Xonuvis Arms and Grepra Defenses and their merger 87,900 CE. They are located on the Xonuvian capital city, and primarily manufacture infantry weapons and defensive structures primarily for the Federation of Free Jewel Systems and to some Independent Governments.
The Company has a division that is solely focused on producing shields and are located on Grepra.
History.
The early history of the company is less about the company, but rather the 2 companies that would eventually become the Arms Giants of the Cluster. The earliest of their history starts with the colonization of the twin worlds of Xonuvis and Grepra. the first of the arms corporations, Xonuvis Arms was founded in 84,321 CE, and began making weapons for the Volkania Planetary Republic.
Around 35 years after the founding of XA, the Grepra Defense Company, also known as Grepra Shields was founded in 84,356 and began producing shielding for the Volkanian Republic Navy, which at this time, did not take full advantage of shield technology, and Bearstennian Shields were weak at best, and nonfunctional at worst. The Grepra shields changed war tactics for the Republic, but no amount of shielding could save it from completely collapsing...
Decline.
The Collapse of the Republic lead Grepra Shields into a death spiral, as the contracts completely stopped. Xonuvis Arms was doing no better and was also on the brink of collapse. In order to attempt to save the company, they contacted Grepra Shields and asked to collaborate and created their first product, the XAGD-1 Repeating Blaster Turret Defense System.
Resurgence.
The XAGD-1 Repeating Blaster Turret Defense System, a point defense gun. Despite its bulky appearance, the cannon was revolutionary at the time, simply for the fact that it was shielded. This might sound crazy, but most ground defense systems were unshielded, and could be destroyed by most starfighters, bombers and even sustained fire from infantry blasters. The XAGD-1 had the advantage of being more durable, and very effective at taking out starfighters and infantry. IT also protected nearby friendly forces.
Merger.
In 87,900 CE, with the success of the Blaster Turret, Contracts began to pour into both companies from local defense forces. At this point the CEOs of both companies decided to merge their companies for increased efficiency, with final preparations, the Xonuvis-Grepra Corporation was officially conceived.
Notable Products.
"A5 and A5R Laser Rifle": A Compact Laser Rifle originally manufactured by XGF in 84,330 as the A1, but earlier iterations have existed since at least 50,000 CE. The weapon consists of a Plastic like shell with a small Focusing Crystal. It also contains a scope that can connect to a soldier's helmet and magnify up to 8x. Its rechargeable power packs can hold to 50 rounds. Also used by the Southern Union and Planetary Security Forces. The A5R is upgraded version of the standard A5 rifle, this version can fire full-fire thanks to its more robust cooling system, while also having the standard 50-round Power Pack. The current standard weapon of the FSF.
"XGF-A5C Laser Carbine": A Carbine Version of the standard A5 and A5R, this version is almost the same apart from a removeable stock, making it perfect for Naval Infantry, Scouts, Paratroopers, Artillery and Tank Crews. Often seen alongside its larger counterpart, and often shipped as an emergency weapon. Popular among Hasterian units.
"XGF-S4 "Sarnosia" Laser Rifle:" A Full-Auto laser rifle originally created by the Sarnosians, a group of people from the planet Sarnosia. The gun is about the size of a carbine but has the power of a normal rifle. Used almost exclusively by the Federation Marines and the Sarnosian Defense Service. A downgraded copy of this rifle is the standard weapon of the Alliance Armed Forces.
"XGF-T1 Turret": A double barrel laser turret used most commonly used as a ground defense in planetary bases.
"XGF-M1 Light Multi Blaster:" A four-barrel light minigun used by Heavy troopers, the weapon can be fire via power packs, or with a special backpack that acts like a mini generator, allowing for continuous fire for longer periods.
"Model-17 Diplomatic Pistol:" A small revolver-like laser pistol commonly used by all branches of the Federation Security Forces, as well as local police and planetary defense forces.
| Xonuvis-Grepra Fusion Corporation |
fandom.100th-millennium | # Yurette
Yurette, officially known as the "The People's City of Yurette," is a large city-state on the southern coast of Zazriel that comprises the bay of Rastolk and surrounding lands. Much of the trade flowing from inland cities to the north flows through the city. Ruled by twelve elected individuals on a council called the People's Vanguard, Yurette is one of the few democracies on the continent. The city is the de facto capital of the Zazriel Res Publica, a federation of city-states across Zazriel.
The origins of Yurette's peculiar form of governance and trade is said to have originated with its founder, Conditor. In 112 YM, Conditor and his wife had one dozen children and, from these children, it is said that the entire population of Yurette is descended. The immortal Conditor lived long enough to see the population of Yurette rise to 120,000. To his horror, it was nothing like the small village he remembered where no one had needs and everyone cared for one another. In 2,821 YM, Conditor went on a rampage through the city, killing the entire government of Yurette and replacing it with its current system. Conditor then died, having created twelve weapons to be wielded by the People's Vanguard to maintain peace, abundance, independence, and prosperity not just for Yurette, but everywhere his descendants live.
History.
Old Yurette.
During the Early to Mid Archaistic Eras, local legend says Yurette was a small village with a population of no more than one hundred. Given the climate and region, they likely lived mostly on fish, basic gardening, and small-game hunting. Despite the advantageous location for trade, the Akina river was sparsely populated with villages no larger than Yurette dotted along its length. The village had a peculiar system of running things akin to a democracy. These ancient Yurites decided how to run their village based on popular vote and had a democratically elected mayor who acted both as judge and the village elder.
The elder was a regular villager like all the others. Usually too old to do much beyond the village, the elder spent most of their days watching over the children too young to help out. On a sunny autumn day, a cool ocean breeze brought with it a taste of the winter to come. The elder, whose name was lost to time, held an infant as he surveilled the fields around the village. Some of the children ran up to her talking about a "stranger." Probably some trader or someone from a more distant settlement. The source of the children's fright, however, was no mere stranger. A beast of a man, over three meters tall, bulky, and covered in wounds, entered. At first, the elder was at a loss as she looked up at the huge intruder.
The goliath said nothing as he continued through the village towards the bay. He walked directly into the water, unphased by the nearly dangerously cool water flowing from the north. After spending nearly an under water, the man reemerged, the tentacles of a squirming giant squid surfacing with him. He dragged the frantic creature out of the sea before consuming it on the beach. As most of the village came back from their daily tasks, they had all kinds of questions for the stranger. Seemingly unable to speak, they eventually just brought him a blanket as he fell asleep on the beach. His wounds had already healed, even the much more recent attacks from the giant squid.
Conditor would become a respected member of the village as he proved his usefulness. Sometimes he would wander around the village, helping with whatever tasks were needed by simply imitating others. While sometimes underestimating his strength, he would learn gentleness. No one, not even the stranger, knew where he came from. No one from the other villages new as well, leading the villagers to give him a name. While most certainly not the name they gave him, legend says that he was called "Conditor" from then on.
After some time, Conditor learned the language and customs of the village. He married an unknown woman whose name was also lost to time, and fathered ten children with her. These children had some of the strange attributes of their father. Their blood was metallic and pink in color, reminiscent of the rose gold the village would later mass-produce; they were quite strong; and, while not inheriting his impressive height, inherited much of his durability. Unlike their father, however, they did not inherit his immortality. After a century, all of the people he met in the village were dead, as were his children and most of his grandchildren. Conditor became closed-off, residing in crags near to the village and only occasionally checking in on his descendants.
Kingdom of Yurette.
Yurette eventually became a monarchical society just like its neighbors. By around 512 YM, it had become a formidable nation. It began training elite soldiers. A city with no walls, it was its soldiers that defended the city. The once friendly villages of centuries ago became bitter rivals as city-states began blossoming across Zazriel. The Kingdom had a fearsome reputation for barbarity and armies fled at the sight of Conditor who, with enough prodding, could be made to join the army in an attack on neighboring nations.
At the age of 7, every member of the population became subject to harsh training in schools. Boys and girls alike would, at first, be taught things such as gymnastics and calisthenics. Additionally, hand-to-hand combat and basic competency with a spear was taught in case of invasion. At 17, each would be subjected to a test of strength. For the strongest, they would move on to become soldiers in the army. For the average, it would mean becoming a laborer, fisherman, or farmer. The weakest were simply thrown onto the street and, if lucky, could find a job somewhere.
The population of Yurette became fierce, strong-willed, and difficult to defeat. Never once was Yurette captured thanks to this system. Upon age 30, those in the military received citizenship and could vote. The King himself was an elected official that, if incompetent, would be voted out of office.
The Kingdom of Yurette became feared across southern Zazriel, most known for their brutal subjugation of the nearby kingdoms. They took pride in not relying on Conditor for every military victory, later making a point to never take him with the armies. By 605 YM, it had captured a massive slave population from nearby kingdoms. It was the first kingdom to institute chattel slavery based on race, the difference easy to find based on a simple test of blood. Yurites retained their pink blood, despite losing all of the other traits that came with being a descendant of Conditor.
Creation of the United Guilds of Yurette.
The Kingdom carried on until 912 YM when Conditor finally looked around his city. It was a typical morning; Conditor trudged out of the nearby hills through the half a meter of snow covering the area. His walks to the city grew shorter every year as it expanded. He passed by a field where soldiers trained in the snowy conditions, their breath clouded the air as they practiced moving around on skis. One of their ski poles was their main spear, the other a side arm. Some of them waved at Conditor as he passed while their commander gave a proper salute. Conditor nodded as he continued.
Conditor brought with him a pouch of coins, too heavy for the average person to carry. The pink coins, made up mostly of gold, copper, and silver, were the standard currency. Gold was hard to come by and the mines in the northern mountains were nearly impossible to maintain. At first meant to spread out the supply, the pink coins soon became a symbol of Yurette's people. They were about half the value of most coins on Zazriel, but they were backed by its strongest power. They were for the usual purpose, buying a reindeer. They were the principle food source of the kingdom but only recently used as one of its foods. Cattle from the southern islands had a difficult time during the long winters and brutal nightly wind-chills.
Conditor grabbed the rope around the reindeer. This daily purchase, the sheer amount of food needed to keep his body going, was always met with fanfare. He was essentially a local deity, the Kingdom having no official religion otherwise. People donated to him, handed their children to him, and even began believing he could heal the sick. The lame and beggars sometimes followed him for kilometers into the wilderness, the former usually receiving help from the latter. After some time he would shoo them away with a small bribe, but when word got out that he did this, he was overwhelmed. For the sake of peace, Conditor began giving the money donated to him to whomever he saw.
A plague struck in 912, meaning he was crowded more than usual. Once they figured out he was immune, the people would not leave him alone. After a few more days of the plague ravaging the city, the people stopped showing up. After a week of plague, Conditor's usual reindeer salesman had died, his hunger forcing him to look for another. Civic order had begun breaking down, making finding food harder. Dead in the middle of winter, the bay was frozen as it would be for about a month. Finding a fish in their was uncomfortable even for Conditor. If he spent too long searching, he could risk freezing. One time he spent over two years stuck on the bottom of the bay, the water not warm enough for two summers before he could move again.
As he searched through the city, he saw many of the slaves escape. They stole whatever coverings they could find, often from the piled bodies, and ran for the hills. This was likely a death sentence, either from cold or plague-carrying clothes, but the opportunity would never come again. A small girl, a foreigner from the southern isles who was most certainly a slave, lied in an ally. Conditor walked past, his shadow startling her as she put up a pitiful attempt at self-defense. Conditor stared at the small form; legend says that she reminded him of his wife from so long ago.
He looked around in a sort of horrid awe; it was nothing like the small village he once knew. His eyes began to weep tears of his rose-gold-colored blood. At once, all of his descendants wept similar tears. Conditor, in his rage, began to kill those with significant power in the city. Generals, business owners that treated slaves poorly, wealthy individuals, and the king all died. Covered in the shiny pink blood of his descendants, Conditor continued his rampage through the military. Not even their strongest soldiers lasted a minute against his fury.
After several hours of rampage, dozens of destroyed buildings, and thousands of deaths. Conditor began giving a speech to the poor, the enslaved, and the disabled. To those brutalized by the system they had no choice but to participate in. He gave a vision for society, a vision which would return Yurette to its days as a village. No one went hungry, all cared for one another, and all were free to live as they saw fit. People fished, worked, and farmed not just for their own survival but for the survival of the whole village. After stating his vision, a large portion of Yurette began following Conditor in his quest to restore Yurette to its former glory.
After forming what is known as a "guild," a democratically operated organization, called "The Vanguard Guild," the people began to reshape society. It was not good enough that only citizens could vote for the leader, everyone could. It was not enough that the government was democratic, all institutions had to be. Everything, from farms to bakeries and fisheries to mines would be ran by those who worked there. After declaring that the Vanguard Guild would be the ones tasked with maintaining this newly created society, Conditor returned to his home in the crags, unable to work up the courage to look at the city even after what he did to fix it.
Military Expansion.
The United Guilds of Yurette's first goal, as the first republic in the region, was expansion. While the city of Yurette had democratized, the surrounding towns, villages, and colonies of the Kingdom retained their local leadership. As soon as word got out that Conditor destroyed the kingdoms' capital, the various local rulers declared independence. Wary of the new power that took its place, they began increasing military spending. The guild was essentially a political party made up of the people most vehemently in support of Conditor's message. They were put in place to act as exemplars and authorities who would maintain the people's position.
In 916 YM, the Vanguard Guild held its first elections. Vin Sanctra became its leader. What was meant to be an administration of conquest became mired in internal instability as Yurites squabbled over the remains of the kingdom with the freed slaves. As the fighting grew violent, what remained of the military was either participating or otherwise unable to keep the peace. Sanctra promised the slaves that they will get first pick in the nearby conquered cities if they fought for the republic. While reluctant, even if they ended up with nothing they would still have their freedom, so the slaves agreed and donned the armor of their former oppressors.
After a few weeks of training, the remaining soldiers, monitored by members of the guild, and the slaves made their way across the snowy landscape. In the weeks before spring, the snow was at its deepest. Even the most well-maintained roads were impassible except by sled. It was in these conditions that the Guild's army met with the coalition forces, blocking the path to the city of Dareum. Unlike the quite-heavily-forested areas surrounding Yurette, the flat plains around Dareum were a sea of snow banks. Neither side's cavalry were particularly fast in the deep snow, forcing a snow-top engagement. The resulting battle had been bloody; traps were set in the snow, forcing Yurette's troops through narrow gaps that were hard to defend.
With enough numbers, however, they were able to push back the coalition forces. While there were not many freed-men left, Sanctra would arrive a week later to enforce their right to the city. As the pink blood of the ruling class covered the streets, the non-Yurites chose the best dwellings for themselves. The soldiers, while angry that they could not loot as they pleased, were instead each given a share of Conditor's large treasure hoard, their founder having abandoned it in the fields some time ago.
After this largest battle, every village was forcibly collectivized, often with great death tolls. Peasants using stone-age methods for farming were gathered into one place, given modern Yurite steel plows created by the state, and forced to produce food. After gathering this food, Yurette would export the crops to neighboring regions. Using the money accumulated, Yurette expanded its army, navy, and began investing heavily in the study of magic. Many of the peasants starved, forcing the UGY to maintain secrecy. The Vanguard invested everything into the large cities, building up the required infrastructure to be a player on the world stage.
Magocratic Era.
With the introduction of magic to Yurette, a two-tiered society quickly formed. Those who could not use magic simply continued living their lives as workers while those who could had far more prospects. The Vanguard Guild gradually became filled with magic-users. By the time the last founding member of the Guild died in 987 YM, the United Guilds of Yurette was entirely controlled by mages.
At this point, southern Zazriel was mostly devoid of strong cities to rival Yurette. The UGYs population, including its outlying possessions of over 500 square kilometers and the main city, was over 500,000. Of these 500,000 souls, roughly one percent could use magic. After a census divulged this data in 989 YM, the government began an initiative to solidify its rule over the region. Every city, town, and even village would have a mage act as "Chancellor." This mage, if need be, could suppress rebellion long enough for the military or, later, other members of the Vanguard Party itself, to arrive.
To prevent mages from rebelling, a genius system was devised. Magic research was a time-consuming process that required hundreds of workers to create expensive scrolls, often yielding no results for months at a time. As such, it could only be conducted in the capital or, later, other large cities within the UGY. All magic research was done under the watchful eye of the most loyal of the party officials. Random villages could never produce magical research of any kind which, under normal circumstances, would cause mages stationed there to fall behind their peers. Mages receive new spells in exchange for loyalty, which were staggered to be released four times per year. Were a mage to rebel, they would quickly fall behind and end up easily defeated by the retaliating army.
Yurite Ascension.
There were two mountain cities who had been obstructive to the Guild's goals for centuries. The cave-city of Yuopolis and the high-elevation city of Masmov. Yuopolis charged a premium for the resources they mined, greatly restricting the amount of capital the guild had at its disposal. Invasion was nearly impossible as any attempt to enter the caves just caused them to close the door and subsist on underground mushroom farming. Masmov was no matter, the elevation was so high that soldiers from the sea-level Yurette passed out after intense fighting. It took too long for them to acclimate as their temporary settlements on the side of the mountain were always destroyed. Worse, every winter ski-wearing Masmov raiders descended from the mountains and raided villages and sometimes even cities.
It was the discovery of a cheap method of Yurite Steel production that changed everything. In the past, the ultra-strong material, while useful for armor, was the only thing able to cut through the tough grasslands around Dareum. As such, nearly all of it was allocated to plow production. Yurette traded with the Rabuka, many of whom lived within Rastolk Bay, for the shiny red metal they called Yuressence. In return, Yurette would give them metal implements they could use in their own aquatic farming methods. It was this material that, once a steady supply was found, allowed for Yurite Steel to become the primary steel used. They spread a few nuggets of Yuressence over hundreds of pounds of steel, lowering its melting point and increasing strength.
Soldiers clad in Yurite Steel were a terrifying thing for those in Masmov. Too heavy to ski, they waited until summer before beginning an assault with one hundred of these expensive troops. All of them were members of the United Guilds of Yurette. Minor magical attacks proved to do little as the armor-clad mages warded off their attackers. The mages were only able to partially acclimate in the high-plains of Dareum, but their presence was enough to distract from the main force. There were ten thousand soldiers a kilometer below in elevation, preparing for the invasion. As the mages fled, making sure to take the expensive bodies of their fallen comrades, the main force bounded up the mountain. The city was conquered within a week and the raids had finally stopped. The collectivization of Masmov resulted in it being renamed to Shiinette.
In 1,006 YM, the Vanguard set their sights on Yuopolis. Wealthy and prolific traders, they had several professional armies at their disposal and dozens of mercenary corps. They greatly increased military spending as Masmov fell, suspicious of the UGY. Even so, trade kept flowing between the two as it was tremendously productive. The UGY could do nothing to properly invade the caves, Masmov warriors a century ago tried and were unable to inflict even a single casualty. Instead, the UGY began funding propaganda operations, stirred civil unrest, and cut down on agriculture exports to force them back to mushrooms. All of these efforts were designed to cause as much chaos as possible.
After several years, there were a handful of niche revolutionary groups forming. With guidance from agents from Yurette, non-Yurites to make detection impossible, they were able to form a coalition against the government. Yuopolis was a plutocracy, ruled by a council of wealthy merchant families that each controlled certain resources. They gained their vast wealth by enforcing contracts, creating a business-friendly environment that allowed for high-trust dealings. While great for the merchants, the commoners had little to do but work for the wealthy. Yurette encouraged the formation of "worker guilds" to negotiate higher wages. Of course, the guilds were immediately suppressed, creating large amounts of internal turmoil as the workers began demanding increased compensation. Many riots began across the city.
During the chaos, Yurette was able to sneak in several hundred soldiers. Spies from Yurette suppressed any word of the army amassing on the hills below the entrance to the caves. As the rioting heated up, Yurette's army stormed the gates, the spies keeping the normal guards busy. Much of the army remained in the entrance to allow for escape and even more were left behind to prevent encirclement. The workers guilds, given all kinds of propaganda about Yurette's devotion to the common people, welcomed the soldiers while the ruling class panicked. A joint Yurite-worker attack on the capital lead to the fall of Yuopolis. It was more gently collectivized and renamed to Yoatte in 1,007 YM.
The Middle Calamity.
This period of prosperity would not last, however. After about 500 years of this Yurite Ascension, a period known as "The Middle Calamity" began. It began with the Rabuka War, a war between the Yurites and the underwater species called the Rabuka. For decades, The UGY had been raiding Rabukan shallow-water farms for crops and materials. Eventually, the Rabukan monarchy would declare war on the UGY. Using various magics unknown to the Yurite mags, Rabukan soldiers were able to enchant themselves to breath in the air, allowing for an invasion onto land. Over ten thousand soldiers flowed out of the bay into the capital city. The conflict claimed the lives of thousands and caused over a fifth of Yurette to burn. The other cities within the UGY managed to push the Rabuka out of Yurette, only narrowly defeating their mages.
For the next decade, Yurette was cut off from ocean-based trade as the bay of Rastolk was rendered unusable. With this, Yurette's economic power dried up. The other major cities, Shiinette in particular, were entirely capable of self-sufficiency, causing a rift between them and Yurette. Eventually, the war would end as Yurette unlocked the ability to give its soldiers water-breathing but only after sustaining heavy losses. Even after these losses, Yurette attempted to annex the Kingdom of the Rabuka, collectivizing as they went. Obviously, its inhabitants were not fine with this and they soon rebelled, causing even more resources to be sunk into the conflict.
Yurette fell behind as its sister cities, by this point just as Yurite as Yurette, gained influence. By 1,800 YM, the majority of people lived outside of Yurette's limits, a first for the UGY and a huge blow to its stability. Even so, the Vanguard Guild's officials would continue behaving with impunity. In 1,809 YM, Yurette rallied the forces of the entirety of the UGY to lay siege to the island of Ado. Ado was a very strategic location that could be used to mount an effective offense onto southern Zazriel or blockade it. The Vanguard Guild decided that this island was too important to leave in the hands of its hostile inhabitants.
In 2,120 YM, the UGY began its conquest of Ado. Facing stiff resistance from the native inhabitants, Yurette would end up facing numerous raids from Corvus-riding raiders from Ado. Even so, in 2,134 YM, the last of the island was conquered and colonists were sent to establish proper cities on Ado. The native nomads' numbers continued declining until almost everyone on the island was ethnic Yurite only a few hundred years later. Before then, however, the UGY faced a debt crisis. They had borrowed large amounts of gold and electrum from the Eastern Union to finance the conflict. The Vanguard Guild was forced to massively cut back on spending, allowing numerous villages on the peripheries to end up falling to outside raiders and tribes.
Outside Influence.
As Haven became more globalized and international trade increased dramatically, Yurette became a center of economic action in the UGY. Trade flowing down the Akina river for other places, usually the Eastern Union, had to pass through Yurette. The small tariffs from this added up and in the, at first moneyless economy, made the tariffs impractical as they were simply portions of goods being taken. Money, called "Libras," would eventually be phased in. Official state doctrine said that they only existed to facilitate trade and that the UGY was still a socialist nation. In 2,202 YM, Yurette began exalting the merchant class. The Vanguard Guild stated that the merchant class was the "distributor of essential goods" and "necessary for any state to function."
Shortly thereafter, the first "Dictator" came into power. The ongoing debt crisis technically qualified as an emergency, allowing for the Guild's leader to declare themself Dictator indefinitely. In an even more unprecedented move, the Dictator, named Ivus Ophiuchus, stated that his son, Ivus II, would be the next Dictator, effectively creating a monarchy. The rest of the guilds would become a sort of aristocracy in which the aristocrats did not control land, but industries.
Geography.
Yurette is the largest city on southern Zazriel and its second largest over the whole continent. It is one hundred kilometers north of the island of Ado and the nearest major population center to the city is the city of Yuyurum, a smaller port city on the other side of the bay. The Akina River, flowing southward from the Starmiin Mountains, provides nearly all of the water for the city and the agriculture around it. Yurette exists mostly on arable land with the exception being sandy soil on the southern end of the city as one approaches its beaches. Consequently, the largest structures of Yurette are located in-land where strong foundations can be built.
Rastolk bay is a deep water bay with a small atoll near the center, forcing ships to use the sides of the bay as they make their way to Yurette's port. The atoll is a part of the City of Yurette and hosts a monument called Conditor's Fist built to recognize the city's founder. The project required accelerating the growth of the coral around the island using alchemy to support the impressive weight of the structure.
The originally somewhat hilly area of Yurette has been largely flattened over the 2,000 years that the city has been very large. Much of the earth excavated was used for land reclamation in the bay. Today, much of the city lies on land that did not originally exist. Due to the fairly common storms that can ravage southern Zazriel, there exist several dykes protecting Yurette from storm surges. These dykes took over three centuries to complete, are reinforced using hardened Yurite Steel, and are consistently patrolled in case of attack. Many of them are still being repaired from damage sustained in the All's Rule War.
Buildings.
Most of the tallest buildings in Yurette, those over 10 meters tall, are reinforced with Yurite Steel, allowing for heights of up to 100 meters. The tallest building in Yurette is known simply as "The Commons," a 100-meter tall tower housing 8 of the 12 elected leaders of Yurette at a time. On four sides of the hexagonal tower, there are steam-powered crossbows with range just large enough to strike outside of the city. Called "The Batteries," these four colossal apparatuses have been essential for warding off unwelcome ships in the bay or invaders on land. Atop The Commons is a meeting place for the leaders of every city in the Zazriel Res Publica.
Other notable structures include the "Stadia," a series of large structures used for public debate, events, and elections. The largest of which, called "Stadium Primum," can hold over 10,000 people and is the site of numerous speeches, events, games, and even public executions. Accompanying the Stadia are large market-places where goods are distributed and luxury items are traded.
One of the most important buildings in Yurette is the Institute of Magical Research which, despite the name, is also used for the studying of science. The scientific method, while scorned in many places on the continent, was accepted in Yurette relatively early on, allowing this institution to be one of the first of its kind on Zazriel. From this building came most of Yurette's recent advancements in science, magic, and especially alchemy, in which the institute specializes. The building, the largest by volume in all of Southern Zazriel, is also the site of the first large-scale factory, which was specialized in steal production. Numerous other factories have since popped up, collectively owned and modeled like all other forms of production in the city.
| Yurette |
fandom.100th-millennium | # Zalanthium
Zalanthium is one of Cosmoria's three major arms, in conjunction with Aylathiya and Florathel. Unlike the other arms, Zalanthium has resisted almost all external invasions, recently retaining its independence against incursions by Sagittarium, the Triumvirate Civilization, and even the ancient Lareas Alliance. Its long history of resisting outside forces has created an environment that makes resisting internal forces just as critical, the region never having once been unified. It is defined by the Lattice Network, whose properties have given Zalanthium's inhabitants a universal identity they otherwise would never have.
Out of the many thriving and developed worlds spread across Zalanthium's verdant stars, none reach the influence of Indar. Said to be the crown jewel of the region, it boasts a diverse array of races and cultures in a rich society built upon a wealthy ecumenopolis.
| Zalanthium |
fandom.100th-millennium | # Zopoque
The Zopoque is a Lacertian nation in Lowiras. It was formed in 54884 CE to explore and colonize other worlds. It was preceded by smaller Lacertian nations which had not explored far into space. It is a Technocracy, where leaders are elected based on knowledge and experience in their department. It has made contact with Celeas; tensions between the two nations are high.
Government.
Overview.
The Zopoque is Technocratic. Candidates are chosen based on proficiency in an area and voted for by the people. These candidates are elected to a council and manage the department they were chosen for. From every city to planet to the Ghenon itself, the Zopoquan government works under common rules. The leaders of the nation are known as Ghenonets.
Election.
Ghenon elections are held every 50 years. The current members of the Ghenon spend 5 years before the election looking for successors. Often, one of the successors is an apprentice of the Ghenonet. However, Ghenonets are required to look for candidates with whom they have no personal relationship.
Departments.
There are many departments in the Ghenon, and local governments often borrow from this list.
Department of Legislation.
The Department of Legislation handles the making of federal law. It has to work with the Department of Justice and Department of Provinces to make laws that are agreeable to the nation.
Department of Justice.
The Department of Justice is the department of the Zopoque governing judicial affairs. It holds the highest federal court.
Department of Exploration.
The Department of Exploration is responsible for the scouting and surveying of planets. They do not colonize or settle the planets themselves.
Department of Provinces.
The Department of Provinces manages and interacts with the local governments of the Zopoque. It is responsible for giving unorganized territories official status.
Department of Energy Production.
The Department of Energy Production governs the generation of energy and the development of more efficient energy generation. Nuclear energy, solar energy, and geothermal energy are all common choices for power plants on planets. On starships, nuclear energy is far more common than any other.
Technologies.
The Zopoque led to the improvement and development of several technologies
Gyrocompass.
The Gyrocompass was an early Lacertian invention which fell out of use after the development of satellite-based navigation. However, as alien worlds became targets of exploration, the Gyrocompass became useful in early colonization.
Fission Reclamation System.
Invented by Hyq Sossoth, the Fission Reclamation System was a system which converted nuclear waste into more nuclear fuel. It created more efficient—though less powerful—nuclear fuel. This fuel could be reused in an automated system which could run for much longer without new fuel.
Miniature Wormholes.
The Zopoque has tested wormhole development. However, wormholes large enough for a ship to enter are a relatively recent development. Wormholes small enough for radio transmission were a much earlier development.
History.
Summary.
The Zopoque was formed in 95884 CE to unite the Lacertians in their efforts to reach new worlds and overcome an economic recession. This goal led the Zopoque to make contact with Celeas, and the two nations are at odds with each other, due to having opposing views on individual rights.
Formation: 54800s CE.
On Calyion, political turmoil was growing with no end in sight. The planet was in the middle of a significant economic recession. Most necessities were in supply and producible. However, a fatal flaw in international law allowed a country a monopoly on a resource if it proved that commodity was necessary for its trade. This loophole became abused, putting every nation in a chokehold over natural resources. An item not produced natively became insanely expensive due to tariffs and shipping expenses. The current international council was held back by gridlock, but one decision was unanimous: Call in experts. These experts became the first Ghenon.
When called in, each of the future Ghenonets became acquainted and saw it best that they become the new rulers of a single nation planet. This would prevent nations from monopolizing, but to eliminate political corruption, the Ghenon implemented a technocratic system of government. They would build the Zopoque on the idea that politics is an invalid area of expertise, and as such politicians do not have measurable skills. Only fields practical to the nation's management and easily measurable such as judicial practice, law enforcement, and research, would be made departments.
| Zopoque |
fandom.100th-millennium | # Zushilo
A realm synonymous with divine potential, Zushilo is a world which stands for undying Thaumic power and angelic strength. The inhabitants of this world, blessed with angelic protection alongside Sedrua's might, have hardly known days of suffering save for Aylathiya's harshest calamities. What rests today is a near-pristine Hedonist World, a perfected orb designed to unite Aylathiya under a joyous benefactor, Mother Sachitel. Despite Sachitel's shortcomings with creating a sentry for her worlds, Zushilo stood unscathed from the greed of corruption and the wrath of outsiders. What exists today is a testament to magical willpower across the galaxy, thriving even amidst impossible odds.
History.
Preface.
Sachitel was not the first Angel to give paradise to the common people. Her forefather, Father Zaphenim, was the first Angel to step foot on Aylathiya's grounds. He gave commoners the means of ascending with Thaumic power, allowing them to enter his realm, the Lux Aeterna. Zaphenim's success in creating an empire laid the foundations for Sachitel, as she followed in his footsteps. Having an unyielding desire to bestow mortal people with her blessings, Sachitel forged Hedonist Worlds. These worlds were realms of unending paradise meant to give commoners but a taste of the Aeterna's blessings. Sachitel thought it useful to create the worlds since it would align her people to become Magi in their own right. Eventually, she wanted all of Aylathiya's beings to ascend to the Lux Aeterna with Zaphenim.
Following the creation of her first Hedonist Worlds, Sachitel went forth to scour the cosmos, protecting her people against any of its foes. For the first time since Zaphenim, Aylathiya's climate became one of order, and its people lived in a long, prosperous period of joy. Sachitel even discovered sophisticated technology, combining Thaumaturgy with mechanical mastery. This discovery led to an even higher form of society, allowing people from Hedonist Worlds to take to the stars and travel to other realms. With all of Aylathiya under her wing, Sachitel felt as if her work was nearing completion.
Creation.
Zushilo was forged as Sachitel's greatest and last Hedonist World, as she intended it to be a center for all people. It immediately became the largest hub for Sachitel's people, as they desired to inhabit her most divine of creations. Zushilo was made small however, limited to those who Sachitel thought was worthy. To accommodate, Sachitel did allow mechanical constructs to be in Zushilo's vicinity, giving her people a glimpse of what is to come for the worthy. A peaceful and accepted hierarchy arrived from then after, pitting Aylathiya's common people "below" those who were about to ascend to the Aeterna.
Sachitel's time in Aylathiya dwindled away as she believed her purpose was complete. To guard the Hedonist Worlds in her absence, she created the Cherubic Sentry, an organization of beings named Cherubim. These souls were bestowed with a portion of Sachitel's power, and their main goal was to protect the Hedonist Worlds. Sachitel hoped that they would exist as a sign that her will still lingered over her people. As Sachitel vanished to the Lux Aeterna, she blessed the Eye of Aylathiya and the suns of other Hedonist Worlds. With her energy, they would shine for far longer than Aylathiya's usual stars. Eventually, the Sentry took Sachitel's place, completing their objective to the best of their ability.
Days of the Sentry.
For the first several millennia, Aylathiya was just as if not more peaceful than in Sachitel's time. While the Sentry's presence lingered, the people of Aylathiya were content to live out their days in the glory of the Hedonist Worlds. From time to time, Zushilo's inhabitants would indeed ascend, giving hope to those who were learning. The Cherubim around Zushilo were especially effective at their job, often helping mortals directly and convening with other Cherubim. Stability was almost a constant, save for rogue Cherubim which deviated from their objective. The very existence of deviants was alarming however, as some common people feared corruption despite their life in paradise. Despite this, the Sentry remained vigilant, keeping their faith alive in the minds of those who needed it.
Inevitably, the next Angels arrived in Aylathiya. Farther Rinayo, soon accompanied by another Angel Father Isayo, trekked the stars and came across the hedonist Worlds. They were astonished by the creations of Sachitel and Zaphenim, as well as the Sentry. Rinayo saw the potential within the Sentry and the Cherubim, seeing them as tools to help spread the Aeterna's light to new planets and realms. Isayo was admired by the balance of the Hedonist Worlds, viewing them as the pinnacle of society and civilization. He also saw the Cherubim as a way to bring down those who opposed his message. In the midst of these angels' visit, the Sentry found that they grew seeds of doubt in Sachitel's absence. Thousands of years of remaining at their post while using Thaumaturgy wore away at their minds, and evil thoughts appeared in the heads of many Cherubim.
Upon seeing these thoughts, the Cherubim guarding Zushilo re-enforced their commitment to the people below. They swore to protect the common people no matter what, ensuring that Sachitel's teachings were upheld. Many of the Cherubim followed suit, restoring the faith of those who had lost sight of its power. Father Rinayo and Isayo took notice as well, neutralizing Cherubim who fell out of line. The two Angels were constantly busy however, and several atrocities happened on Hedonist Worlds before they stepped their foot down. About twenty percent of all Cherubim were thought to be 'evil' by this point, either resulting in their termination or imprisonment. Those who committed to their duties were granted high living in Zaphenim's Palace upon a natural death.
Both Fathers served their purpose however, believing that Aylathiya was secure after they defeated Ma'eau and watched the Un'oit. Upon their departure, they left behind thousands of beings similar to the Cherubim. Born to fight for stability, these children kept Hedonists Worlds and Aylathiya by large safe for thousands of years more. To keep as much order as possible, most of these children thought it wise to merge into one being, the Resonant Divinity. The consolidation of Angelic children became a deathly drawback however, as the Divinity was unable to survey much of Aylathiya for years at a time. Hundreds of Cherubim tended towards a malicious path, and in only one thousands years, many Hedonist Worlds were subjugated. Corruption ran its roots deep through the veins of societies as Cherubim attempted to begin their own empires. While the Divinity was successful in killing off many of them, these fallen Cherubim became a menace to Aylathiya as a whole.
Ohko's Time.
Mother Ohko emerged as Aylathiya's next Angel, appearing during at time of strife and disarray. The Resonant Divinity essentially drove itself insane as it attempted to keep the entire galaxy under control. Mother Ohko noticed this immediately, and came to the aid of the Divinity by acting as its caregiver. By this time, most Hedonist Worlds were classified as 'impure', with Zushilo barely dodging the wrath of the fallen Cherubim. It thrived when it could - and its people remained joyous despite the turmoil surrounding them. As Ohko bore witness to Sachitel's final world, she knew that it would be a realm to protect. She used much of her energy to give the Cherubim of Zushilo an undying willpower, further cementing the planet's security.
Meanwhile, Ohko became the leader of a vast civilization. While she appreciated watching over the Hedonist Worlds, governing a nation of this magnitude was a feat no Angel did before. Her nation expanded with great fervor, though it avoided the Hedonist Worlds as it claimed much of Aylathiya. Delegating the Resonant Divinity to the Hedonist Worlds, Ohko intended to live the rest of her days as Aylathiya's de facto leader. She also saw the potential in freeing her forebearers, an idea which hardly crossed the minds of any Angel until this point. During the time she tried to call them however, The Administrator, an Angel-like entity, carelessly unleashed itself against Aylathiya. In the process, thousands of planets were destroyed and havoc was wreaked against the Hedonist Worlds. Ohko attempted to fight its forces with her daughter Eve, though Eve was captured as she fought an endless wall of machines. Ohko fought in much the same light, and her pylon was exhausted to the point where she was nothing but a husk. Ohko was taken prisoner and Zushilo's very existence was up in the air.
The following centuries were nothing short of pain for Aylathiya's people. The Resonant Divinity, now the last protector able to fight The Administrator, tried its hardest to dispel it. Eve's inventions did appear to rid the Administrator for a time, but it was far too late. Ohko perished in an attempt to escape The Administrator, and so Aylathiya truly appeared to be doomed. With nothing of value to do, the Resonant Divinity took watch over as many worlds as it could, though it brooded near Zushilo as much as it could. Ohko's civilization on the other hand shattered into countless pieces, its descendants wandering the cosmos to be met with with no respite. In essence, Ohko's people were sent to the brink of extinction.
| Zushilo |
fandom.100wolf | # 100% Doggie
100% Doggie is a book by Jayne Lyons and the third book of "100% Wolf" series.
It following 100% Wolf and 100% Hero.
Summary.
Thanks to Freddy a little child, Googie, has disappeared and the Crimbil, a green, scaly, poohing, vomiting, screeching, goblin baby has been left in her place. So begins Freddy’s adventure across time and into the Fairy Realm, to bring her home again. As Freddy tries to trace the Corrigan, who has stolen Googie, little does he know that it is actually his blood that the powerful fairy seeks.
On his adventure, Freddy learns that nothing is as it seems, and he has to learn to judge for himself, who are goodies and who are baddies. So Freddy – are you hero enough for this one?
| 100% Doggie |
fandom.100wolf | # 100% Hero
100% Hero is a book by Jayne Lyons and the second book of "100% Wolf" series.
It follows 100% Wolf (book) and precedes 100% Doggie.
Summary.
Freddy Lupin’s noble family is in trouble again. Thanks to his disobedience, a TV reporter has captured a Fangen put him in the zoo, and strange visitors are snooping around Farfang Castle looking for the mysterious Blavendoch. Before he can protest, Freddy is packed off to camp. He’s looking forward to all the extreme sports and adventures – until he’s handed pink tights and dainty ballet slippers. Freddy has a choice: face the ghostly blood-sucking demon outside … or dance.
Great horned toads! How’s Freddy going to get out of this one?
| 100% Hero |
fandom.100wolf | # 100% Wolf
| 100% Wolf |
fandom.100wolf | # 100% Wolf (book)
100% Wolf is a book by Jayne Lyons and the first book of "100% Wolf" series.
Summary.
Shock horror! Utter humiliation! Freddy’s first werewolf transformation has turned him into a poodle!
Freddy Lupin is no ordinary boy. He is from a noble family of werewolves. But his first Transwolfation is a disaster when instead of turning into a noble and fearsome wolf, he turns into a totally tiny, utterly ridiculous and perfectly pathetic poodle. Terrifying Uncle Hotspur throws him out of the wolfpack in disgrace. At least he’s met Batty the mongrel, the most faithful friend a poodle could find. And he needs friends, as the evil wolf-hunter Dr. Foxwell Cripp has just shown up in town.
Can Freddy prove that though he’s a pink poodle, he’s still 100% wolf and save the werewolf pack from disaster??????????
| 100% Wolf (book) |
fandom.100wolf | # 100% Wolf (film)
100% Wolf is a 2020 computer-animated adventure fantasy comedy film produced by Alexia Gates-Foale, Barbara Stephen and directed by Alexs Stadermann. It was released on May 29, 2020.
Synopsis.
The story of "100% Wolf" centers on Freddy Lupin, the heir to a proud family line of werewolves. Desperate to become a werewolf himself, Freddy is in for a shock when on his 13th birthday his first “transwolfation” goes awry, turning him into a ferocious … poodle. Just when Freddy thinks life can’t get any worse, he’s groomed against his will, chased into the streets and thrown into dog prison.
Can Freddy and his new streetwise friend, Batty, escape? Who is the sinister man following his every move? Despite his pink and fluffy exterior, can Freddy prove he’s still 100% wolf?
Plot.
Freddy Lupin is the young heir to a werewolf pack that has been protecting their local town for years. When he attempts to follow his family during their nightly patrol using a magical Moonstone, he loses the Moonstone to Foxwell Cripp, and Flashheart is apparently killed when he falls off a cliff. Freddy's uncle Hotspur becomes the new pack leader.
Six years later, the time comes for Freddy to experience his first wolf transformation, but despite the encouragement of long-term housekeeper Mrs. Mutton, he is humiliated when he turns into a poodle instead. Faced with the disdain of his pack, Freddy is challenged to prove his wolf status by moonrise the next day or risk being banished. Freddy decides to try and retrieve the Moonstone from Cripp.
While searching in town, Freddy befriends Batty, a stray dog also known as 'Houndini' for her ability to escape the dog catchers consistently. Batty leads him to Cripp, where they are both caught by dog catchers and placed in Coldfax Dog Pound. After an escape attempt goes wrong, Freddy is sent to a pit with 'the Beast', an unknown monster that supposedly eats dogs. Freddy learns that the 'Beast' is actually his father. The dog catchers captured Flasheart after he was injured by the fall, and Hotspur left him in Coldfax with a silver bracelet to keep him trapped in his wolf state. Batty and the other dogs escape into the vents and help Freddy free his father.
Freddy leads Flasheart and the dogs home to confront Hotspur. Cripp attacks the other wolves with a mass of silver concentrate, but Freddy stops Cripp's attack. Hotspur tries to attack while the other wolves are weakened by the silver, but the dogs are able to get the wolves to safety while Freddy lures his uncle to the mansion roof. Transforming back into a poodle in the moonlight and accepting his form, Freddy lets out a loud roar to affirm his status as an alpha wolf, sending Hotspur falling back into the mansion and affirming his failure as a leader.
Sometime later, Freddy's reflections reveal that not only have werewolves and dogs gotten on better terms, but the pack has also opened the mansion up to all dogs, with Hotspur and his children reduced to dog-walkers and picking up after the mutts, while Coldfax is shut down. Flasheart has returned to his old role as pack leader, but assures Freddy that he is proud of him and believes he will be a good leader when the time comes.
Reception.
100% Wolf earned a total of $7.7 million worldwide. On Rotten Tomatoes the film has an approval rating of 67% based on reviews from 15 critics.
| 100% Wolf (film) |
fandom.100wolf | # 100% Wolf (film)/Gallery
| 100% Wolf (film)/Gallery |
fandom.100wolf | # 100% Wolf 2
200% Wolf
Upcoming movie 2023
| 100% Wolf 2 |
fandom.100wolf | # 100% Wolf Part 1/100% Wolf Part 2
| 100% Wolf Part 1/100% Wolf Part 2 |
fandom.100wolf | # 100% Wolf Wiki
<mainpage-leftcolumn-start />
Welcome to the !
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
"Community Founders": Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit .
Important articles.
<mainpage-endcolumn />
<mainpage-rightcolumn-start />
"Need help building out this community?"
You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
<mainpage-endcolumn />
| 100% Wolf Wiki |
fandom.100wolf | # 200% Wolf
200% Wolf is a upcoming 2023 computer-animated adventure fantasy comedy film produced by Barbara Stephen, Alexia Gates-Foale, Carmen Pérez-Marsá and directed by Alexs Stadermann. It is the sequel to "100% Wolf".
Synopsis.
Heroic poodle Freddy Lupin has everything it takes to lead his werewolf pack. Except respect. If only he were more… wolfish. But when a wayward wish transforms him into a werewolf and deposits a mischievous moon sprite on earth, Freddy must restore the cosmic order before earth and moon collide! Oops! One thing’s for sure – Freddy will never question being a poodle again!
| 200% Wolf |
fandom.100wolf | # 200% Wolf/Gallery
| 200% Wolf/Gallery |
fandom.100wolf | # 300% Wolf
TBA
| 300% Wolf |
fandom.100wolf | # 400% Wolf
TBA
| 400% Wolf |
fandom.100wolf | # 500% Wolf
TBA
| 500% Wolf |
fandom.100wolf | # A Main Character
Freddy Lupin
https://100wolf.fandom.com/wiki/Freddy_Lupin
| A Main Character |
fandom.100wolf | # Aerospace
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| Aerospace |
fandom.100wolf | # Aggie Bean
Agatha "Aggie" Bean is one of the main characters of the animated series, ".
Biography.
Night of the Poodle.
added
Welcome to Howlington.
added
Personality.
Kind, smart, down to earth, tech-savy, caring, protective, shy, intelligent, friendly, brave, wise
| Aggie Bean |
fandom.100wolf | # Aggie Bean/Gallery
| Aggie Bean/Gallery |
fandom.100wolf | # Aggie New Firefighters
| Aggie New Firefighters |
fandom.100wolf | # Aggie Spy
| Aggie Spy |
fandom.100wolf | # Allan.EXE
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Allan is a Human, And Creepypasta and the excellent Friend of Freddy Lupin. Allan is also a convicted murderer who has killed multiple children and feasted on the flesh of them. Allan also has given birth to children of his own as seen in the background of the image of this beautiful child. I love you Allan
| Allan.EXE |
fandom.100wolf | # Alpha One
| Alpha One |
fandom.100wolf | # Alpha One's Lieutenant
| Alpha One's Lieutenant |
fandom.100wolf | # Alpha One (episode)
"For the character, see "Ric Rawls".
Alpha One is the thirteenth episode of the first season of ".
Summary.
Alpha One, the Great Master of the Order of the Wilderwolves, has set a trap to lead the Night Patrol right into the ambush of the Hunters. Freddy and his friends, warned by Scarlet who still has feeling for him despite having discovered his true nature, manage to save them. But it was only the first step in Alpha One's plan to eliminate the Night Patrol and start the Reign of the Wilderwolves.
| Alpha One (episode) |
fandom.100wolf | # Alpha Phi
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Alpha Phi is the third episode of the second season of "" and overall the sixteenth episode.
| Alpha Phi |
fandom.100wolf | # Alpha Phi/Gallery
| Alpha Phi/Gallery |
fandom.100wolf | # Alpha Thanksgiving
| Alpha Thanksgiving |
fandom.100wolf | # Alpha The Fox
| Alpha The Fox |
fandom.100wolf | # Alpha Theaters
| Alpha Theaters |
fandom.100wolf | # Angelique Champs
Summary.
After Ric Rawls' betrayal - having revealed himself as Alpha One, leader of the Wilderwolves - Hotspur assumes the role of acting principle at Howlington - and sells the school to celebrity chef Angelique Champs to turn into her newest restaurant!
| Angelique Champs |
fandom.100wolf | # Angelique Champs (character)
Angelique Champs (character) added
Season 1.
Angelique Champs.
added
Personality.
added
Physical appearance.
added
| Angelique Champs (character) |
fandom.100wolf | # Aorta
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| Aorta |
fandom.100wolf | # Asked The Turned
| Asked The Turned |
fandom.100wolf | # Attempt
| Attempt |
fandom.100wolf | # Axle Trouble
| Axle Trouble |
fandom.100wolf | # Baby of Yuki and Ame Tara Lycos Fabrice and Zoey
| Baby of Yuki and Ame Tara Lycos Fabrice and Zoey |
fandom.100wolf | # Baby of Yuki and Ame Tara Lycos Fabrice and Zoey max
| Baby of Yuki and Ame Tara Lycos Fabrice and Zoey max |
fandom.100wolf | # Babysitting and nursery
| Babysitting and nursery |
fandom.100wolf | # Batty
Batty (birth name: Elizabeth) is the deuteragonist of the 2020 film, "100% Wolf", and the animated series, "".
Biography.
Welcome to Howlington.
added
Season 2
During Season 2, it was revealed that she was born from Duchess, a show dog. She was then a stray after her owner sold her to the adopting dogs centre.
At the end of season 2, (graduation day) after reuniting both halved of the moonstone by Freddy and his classmates, she could no longer transform into human in the daylight. Freddy promised that he would solve the problem.
Personality.
moody, bossy, suspicious, caring, loyal, mature, kind, sassy, cheeky, sarcastic, happy, forgiving, brave, skilled, intelligent, obedient, loving, good-hearted, sometimes rude, smart, confident, cunning
Physical appearance.
As a dog, Batty is a small tri-colored mutt, she is a golden tan with a lighter face and belly, she has one patch over each eye of a darker tan, her ears are styled similarly to a Papillon's, and match the darker brown of her check and head fluff, she has a streak of blonde over her left eye. Her eyes are amber.
In Batty's human form, she has light brown hair tied in twin tails, wears a red checkered shirt with the symbol "K9" on her right shoulder and a yellow undershirt. She also wears ripped jeans and light lime shoes.
| Batty |
fandom.100wolf | # Batty/Gallery
| Batty/Gallery |
fandom.100wolf | # Batty found Raya she was a puppy form
| Batty found Raya she was a puppy form |
fandom.100wolf | # Batty found dyson in dog form in the streets
| Batty found dyson in dog form in the streets |
fandom.100wolf | # Baxter
| Baxter |
fandom.100wolf | # Beast in Show
Beast in Show
Summary.
Freddy and Batty go undercover at a dog show to track down a show dog named The Duchess, who is rumored to have information about the moonstone. But when Batty meets The Duchess, she realizes that she's her long-lost mother!
Trivia.
TBA
| Beast in Show |
fandom.100wolf | # Beatrice Beefcheek
"For the episode, see "Beatrice Beefcheek (episode)".
Beatrice Beefcheek is a minor character of he animated series, ". Beatrice is also a former student of Howlington Academy.
Biography.
beatrice appearted in the palace of howlington and speak to batty a bit not freindly and called her a big fat fish, a loser and stupid thing
Season 1.
when it was howlington party she appeared with her brothers Alex and Darling and her 3 BFF's called Judy, Scarlett and Ronna.
Personality.
rude, arrogant, sassy, cheeky, mean, abusive, intelligent, clever, smart, brave, cowardly, aggresive, tomboyish
Trivia.
she got killed by ruby jagger by her pushing her on the cliff
| Beatrice Beefcheek |
fandom.100wolf | # Beatrice Beefcheek (episode)
"For the character, see "Beatrice Beefcheek".
Beatrice Beefcheek is the tenth episode of the first season of ".
Summary.
Batty's studies in Howlington Academy come to an abrupt halt when the real Beatrice Beefcheek comes back from her convalescence, revealing that Batty was impersonating her all along. Therefore, not only Freddy loses his best friend, but is also hunted by a wilderwof.
| Beatrice Beefcheek (episode) |
fandom.100wolf | # Billy (Doom Wolf)
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| Billy (Doom Wolf) |
fandom.100wolf | # Bingo Caller
| Bingo Caller |
fandom.100wolf | # Brunette
| Brunette |
fandom.100wolf | # Bruno
Bruno is one of the supporting protagonists of the 2020 film, "100% Wolf". He is also an friend of Freddy Lupin and Batty.
| Bruno |
fandom.100wolf | # Bruno/Gallery
| Bruno/Gallery |
fandom.100wolf | # Camping Trip
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Camping Trip is the ninth episode of the first season of "".
Summary.
The Howlingtown studens go into the forest for a survival training session. But things gets complicated when Freddy encounters Scarlet and her family who went camping near the Howlingtown campsite. And if that was not enough, the Wilderwoves are also in the forest, determined to hunt everyone in the area.
Plot.
One moonlight cherry run in the forest she stop she got out her badge, and throw it away she decide to become a wild wolf instead she change in her wolf , begin to howl in the night.
The next day at school Freddy and the pack
| Camping Trip |
fandom.100wolf | # Cerberus
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Chariot is one of the supporting protagonists of the 2020 film, "100% Wolf" and a recurring character of the animated series, "".
| Cerberus |
fandom.100wolf | # Chariot
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when will the this season 2 will be released 100% Wolf And
Chariot Lupin is one of the supporting antagonists of the 2020 film, "100% Wolf" and a recurring character of the animated series, "".
Personality.
abusive, mischevious, rude, mean, mad, intellgent, smart, charming
| Chariot |
fandom.100wolf | # Chariot/Gallery
| Chariot/Gallery |
fandom.100wolf | # Cherry
"For the episode, see "Cherry (episode)"".
Cherry is a graduate student of Howlington Academy and a former member of the Wilderwolves; she nearly became "defanged" for becoming a wilderwolf.
Biography.
Welcome to Howlington.
added
Monster Movie Night.
added
Beast in Show.
added
Personality.
nice, sweet, kind, serious, strict, selfless, forgiving, supportive, friendly, protective, angry, tomboyish, clever and adventours
| Cherry |
fandom.100wolf | # Cherry (Character)
| Cherry (Character) |
fandom.100wolf | # Cherry (episode)
"For the character, see "Cherry".
Cherry is the eleventh episode of the first season of ".
Summary.
Having discovered that he is hunted by a Wilderwolf, Freddy lives now in fear, to the point his studies are affected. But when he finally decides to confront his hunter, he discovers that the wilderwolf is none other than Cherry, who is captured and sentenced to be defanged; in other word, to be stripped of her ability to turn into a werewolf. But Freddy, unwilling to see her submitted to such an extreme sentence, decides to help her proves that she can be tamed again,
| Cherry (episode) |
fandom.100wolf | # China Over
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| China Over |
fandom.100wolf | # Christmas
| Christmas |
fandom.100wolf | # Chubsy
Summary.
A magical mishap causes the students to create a brand new were-creature, and brings health and safety inspector Vance Vandeguard to the school.
| Chubsy |
fandom.100wolf | # Claude Pawsley
| Claude Pawsley |
fandom.100wolf | # Comander
| Comander |
fandom.100wolf | # Commander
Commander Danielle Mendelson is the secondary antagonist of the 2020 film, "100% Wolf".
Personality.
arrogant, rude, abusive, mean, intelligent, aggresive, horrid, moody, mad, upset, clever
Physical appearance.
she has a wig, white cardigan with buttons and black shoes
| Commander |
fandom.100wolf | # Commander/Gallery
| Commander/Gallery |
fandom.100wolf | # Cybil
| Cybil |
fandom.100wolf | # Danielle
| Danielle |
fandom.100wolf | # Danna
Donna added
Season 2.
Runaway Jane.
added
The Uberwolf.
added
Personality.
added
Physical appearance.
added
| Danna |
fandom.100wolf | # Despite
| Despite |
fandom.100wolf | # Diaper change Potty Traning contest
| Diaper change Potty Traning contest |
fandom.100wolf | # Diaper change and babysitting
| Diaper change and babysitting |
fandom.100wolf | # Diaper change contest
| Diaper change contest |
fandom.100wolf | # Dogcatcher 1
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| Dogcatcher 1 |
fandom.100wolf | # Dogcatcher 2
| Dogcatcher 2 |
fandom.100wolf | # Dolph
| Dolph |
fandom.100wolf | # Donna
Donna added
Season 2.
Runaway Jane.
added
The Uberwolf.
added
Personality.
added
Physical appearance.
added
| Donna |
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