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fandom.100-things-to-do-before-high-school | # Zelphaba
Zelphaba is a student at Pootatuck Middle School. She is portrayed by Piper Keesee.
About.
Background.
Zelphaba is from Salem, Massachusetts. Her parents are magicians and Zelphaba says they are weird and like playing jokes. They own a van called The Magic Caravan.
Personality.
Zelphaba seems to be easygoing and likes to joke around and do magic tricks.
History.
Make a New Friend Thing!
Zelphaba is introduced in this episode. She is new at the school and one of the students CJ considers making her new friend. CJ greets her, and the two hold a conversation, which causes CJ to wonder if there is something Zelphaba is hiding.
When Zelphaba jokingly casts a spell on Mindy, CJ tells Fenwick and Crispo she believes Zelphaba is a witch. This rumor quickly spreads all over the school, and students confront Zelphaha about it.
After the witch rumor, she withdraws from Pootatuck to start homeschooling instead. CJ feels bad and when she sees Zelphaba again, she apologizes. Zelphaba accepts her apology, and they come up with a plan to stop the witch rumor so Zelphaba can attend Pootatuck again.
| Zelphaba |
fandom.100-things-to-do-before-high-school | # Zelphaba/Gallery
| Zelphaba/Gallery |
fandom.100th-millennium | # 100th Millennium Wiki
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Welcome to the 100th Millennium Wiki
The 100th Millennium Wiki is a collaborative world building project accommodating a variety of genres such as science fiction or fantasy and everything in between. With user-created articles. Our main goal is simply the sharing of interesting ideas as well as sparking interplay to enhance them.
Our Goal
A vast cosmos in both space and time can be host to an infinitely complex story, a common through line of history, magic, and purpose uniting the whole of reality. Within this story is room for a vast array of writing styles, from short stories to analytical retelling of key historical events, interstellar empires, a story of a newly space-borne civilization landing on a new planet, or even medieval tales involving the smallest of scales have a place and each are capable of being equally valuable to the community we have here.
Are You New Here?
If you are just starting out on the 100th Millennium Wiki, perusing a few articles will be an invaluable insight into not just the lore but the very idea of the wiki itself. Another way to get connected is through our Discord Server. Talking about ideas is an incredible way to learn about the setting as well as to refine ones own writing ability. "Iron sharpens iron," they say.<br><br>
Here are some articles that are critical to the current setting:<br>Rules • Cosmoria • Thaumaturgy • Timeline
The Past, Present, and Future of the Cosmos:
Lore
On the 100th Millennium Wiki, numerous different regions of localized lore collect to form a single, coherent narrative spanning countless years across three distinctive universal eras. Primarily the Wiki's scope is on that of a cosmic scale, meaning most articles take place in a science fantasy space setting. However, other segments of the Wiki's lore may only take place only in a small region of space, such as a singular star system, or even upon one planet. Ultimately, the discretion of scope is left up to the individual author.
Alongside scope, the amount of "realism" one wishes to put into their work is also left to the individual writer to decide on. While most everything on the Wiki uses either soft sci-fi systems, or full on fantasy magic, there is room for hard science concepts to thrive on the Wiki. However, something to bare in mind when one is writing hard sci-fi is that most of the Wiki abides by totally foreign rulesets, meaning the realistic concepts one wishes to implement into their work can only extend to their own region of lore, and any subsets contained therein.
The setting of the Wiki is totally fictional, meaning there are no real world locations, settings, or individuals that inhabit it. Real world names may appear on the Wiki, however they always adopt a different context to its inspiration. This extends to every article on the Wiki, and there are no plans to ever allow for lore involving real world subject matter.
Universal Succession
One of the most prevalent thematic elements of the Wiki is the concept of "Universal Succession," wherein the fabric of the universe will drastically change following a great event of creation or destruction. What defines a separate universe from another is that it contains inherent traits which make it thematically impossible for it to exist concurrently with another already defined universal era. By definition, this means that all universes are unique and isolated in their own right, however, crossover between them can occur in specific instances. Currently there are three eras of the universe, colloquially referred to as "Realms." In chronological order they are:
Currently, there are no plans to allow for a fourth or further universal era to be introduced into the Wiki, however this may change in the future.
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The "Cosmoria Core" contest has come to a close. All four entries have been made canon since the voter CosmicSmoothie liked them all. The technical Mittence has gladly placed the Lux Aeterna in Cosmoria's core and will rework the page to a whole new version. In other news, the "white arm" of Cosmoria has been changed, and is now named Zalanthium. Hopefully, the region will be as alive as the rest of the universe in due time!
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| 100th Millennium Wiki |
fandom.100th-millennium | # Aa
| Aa |
fandom.100th-millennium | # Aegyn
""This is the home-world of our species? This derelict world with hardly any inhabitants? Frankly, it is embarrassing for the species that our home world remains in such a condition. Craters from constant shelling, a sea floor littered with ruins, and the remainder of the once-great structures overgrowing with plants not even native to this world. I cannot think of a world less fit to serve as a symbolic capital." -Chancellor Eris Sailem (42,809 CE)"
Aegyn is the fourth world in the Helyar System located in the Martial Space region of Aylathiya. It is a temperate ecumenopolis and home-world of the Human species. It is home to 1 billion individuals living directly on the surface and a further 4 billion individuals living in orbit of it or the barycenter in which it is a part. It is accompanied by a temperate binary planet known as Olaris. Once the center of Aylathiyan politics, Aegyn has since fallen by the wayside. Today it is a mostly derelict world still plagued with damage from wars taking place thousands of years prior to the present day.
Humans first evolved on the planet in 300,000 BCE, descended from refugees of the Svartálfar race. From there, they remained stagnant as technological development beyond fire came slow to them. It took until about 75,000 BCE for the planet to be warm enough for them to develop agriculture. The humans living on the planet continued steadily advancing, achieving iron around 72,000 BCE. Shortly after, Sedrua discovered the planet and granted them minor technological advancement in exchange for loyalty. After the Sedrua-Triumvirate War, Aegyn would come under the control of the Triumvirate Civilization. Aegyn would go on to become the center of galactic politics, its massive population, production capabilities, and its potent Magi population cemented it as the center of a vast trade network connecting the entirety of the galaxy to the markets on Aegyn.
With the collapse of the Triumvirate, Aegyn still managed to maintain its high status. In 4 CE, it became the capital of Erstes Konsortium, a nation created by Human merchants, organizations, and governments to protect their interests. Aegyn would remain the capital of Erstes Konsortium until it was shelled by the Neo-Terran Party in 29,001. From there it fell into disrepair as refugees fled the planet in large number. By 30,000 CE, less than one billion people called the planet home. It wasn't until a recolonization program initiated by the Confederacy of Borealis that the population began rising again in 91,056. It has consistently remained in the background since then, only receiving enough outside support to maintain profitable tourist areas.
History.
Prehistoric Era.
The planet first formed 4.9 Gya and first hosted life 4.0 Gya. The life remained as simple bacteria and archaea until 1.2 Gya when the first complex cells emerged. From there, life exploded into a large variety of organisms from plants to complex animals. It would never quite make it onto land as various impacts consistently reset life's tentative presence beyond the oceans.
In about 350,000 BCE, thousands of Svartálfar would land on the world and begin rapidly terraforming it. Introducing millions of engineered land species onto the already-oxygenated world, they were able to make it habitable for themselves within a handful of centuries. Shortly after, their technology was lost as they hid amongst the fauna of Aegyn to escape The Administrator. Several centuries would pass and their technology would become lost.
With time, they would begin identifying as Humans, forgetting of their heritage amongst the stars of Aylathiya and instead worshiping the twin suns of Aegyn, spirits, ancestors, or any other conceivable deity.
Pre-Space Civilizations.
The first civilizations formed on the continent Yoasobi in about 73,000 BCE. These civilizations started as fairly small city-states surrounded by farmland but within the next one thousand years became sprawling empires complete with writing systems, an advanced grasp on mathematics, and territory taking up the entirety of their continent. Around this time, they began spreading out from their home-continent in the first vessels they built capable of long-distance oceanic travel. They first colonized the continent Aimer, a northerly continent cooler than Yoasobi. They went on to get the other 4 major land masses of Rin, Ninelie, Oxt, and Ayaka. These landmasses, more accurately described as large islands, were accompanied by well over one million smaller islands who were finally colonized dozens of millennia after civilization began.
These civilizations remained fairly primitive for the next one thousand years, those living on Yoasobi entering the iron age in 72,200 BCE. Around this time, a probe from Sedrua encountered mankind. Wasting no time, it signaled home and began using its language algorithms to figure out how Humans communicated. Fortunately, it was the easy-to-decode sound-based languages, allowing for a message to be quickly sent. The 20 most influential governments on Aegyn, all of which located on Yoasobi, would be contacted in their dominant language. While it took quite a lot of explaining to get them to understand their place as the new subjects of a galactic empire as well as their standing as the descendants of it, they would eventually accept.
Legend has it that one leader refused unless Sedrua proved who they were by granting their wish. Their wish was to have "unlimited material to finish their monuments." Sedrua secured an asteroid for the planet, processed it, and placed it into orbit around Aegyn. Each of the governments were given a set allotment of resources that would fall from the sky periodically. Convinced by Sedrua's true dominance over the universe, every nation obliged. The flag of Sedrua flew over the capitols of each nation as per the deal. Their religions abandoned, Aegyn's nations entered into a peaceful yet stagnant time period. Most of the populace converted to Aeternalism at this time.
Rise of Anthrovia.
After the 20 civilizations achieved peace, prosperity, and unlimited resources, they would dominate their regions with their monopoly on resources. Every conceivable resource became common. Gold lost all value, food became plentiful as rock phosphates fertilized fields, and there was no shortage of labor. Vast megastructures composed of what were then considered exotic materials, namely steel and aluminum, dotted the surface. Vast temples, palaces, cities, and complexes sprung up throughout Aegyn. With an infinite supply of material came an infinite lust for growth.
The 20 civilizations would eventually blend together, creating a continent-spanning empire called "Anthrovia" meaning "land of the Humans." This vast nation would have a single king and dozens of lesser lords beneath them.
Beyond the largest continent, the so-called "barbarians" ruled. Shipping technology was poor, allowing for the smaller continents to remain free. Despite their best efforts, they would never receive resources from Sedrua, forcing them to mine for their own. These barbarians would remain technologically on par with the main continent however, any advancement made there flowing out to all Humans on Aegyn within a decade.
In 56,188 BCE, the Triumvirate Civilization created a large number of probes to monitor primitive races in the galaxy. They had recently fought a war to secure their rights over a vast amount of territory. The probes would eventually detect and destroy Sedrua's probes in orbit of Aegyn. As they noticed the populace loyal to Sedrua on the ground, they nearly obliterated Anthrovia until a signal from the home world disabled the probes.
The Triumvirate drafted a treaty in which humans would gain sovereignty over a vast tract of space in exchange for loyalty. Even though the Humans had no way to travel through space or understand the world around them, they signed the treaty out of fear of losing their resources. Anthrovia would become a province within the Triumvirate.
Era of Magocracy.
The birth of Moonmoon in 41,101 BCE began a new era on Aegyn. Within the next few centuries, the practice of Thaumaturgy became common on Aegyn, much to the delight of their new rulers. While most civilizations gain access to Thaumaturgy well after having the science to explain it, the Humans had no ability to parse this strange new phenomenon. Moonmoon's new religion, giving glory to a being called Silverstar, would rapidly gain popularity within the vacuum that was created by the abandonment of their ancient religions. With Thaumaturgy came a new class of people, the Magi, who would easily replace the original ruling class.
The Magi would soon conquer Aegyn, imposing their rule not only over Yoasobi but over the entire planet. Given their vast magical power, subjugating the free societies across the world became a simple task. Olaris, Aegyn's binary twin with a similarly breathable atmosphere, would become a penal colony. The Magi would transport commoners to to mine its easily accessible resources as the supply within the small asteroid dwindled. Thaumaturgy, originally a source of wonder, became a source for contempt as the people grew to hate its once revolutionary powers.
Moonmoon, being the immortal being that he was, bore witness to this corruption of Thaumaturgy. Distressed by the totalitarian global empire that it created, Moonmoon began a new school of study within Thaumaturgy, Esoteric Thaumaturgy. This field of study would remain fairly fringe, allowing for it to remain under the direct supervision of Moonmoon to prevent it from falling into the hands of those who would abuse its power.
As more time passed, the Magi would realize that flying to other planets, and even stars, was relatively easy. The first Thaumic Ships created by Humans were crude pressure vessels containing colonists bound for new worlds. The first Humans to stand on a planet outside of Helyar's system were Magi who landed on the nominally habitable planet of Albedo in 40,077 BCE. This world with its 15% oxygen content, while hypothetically habitable, killed the vast majority of the commoners forced to settle it. Those that could adapt would be put to work turning the planet into an outpost for further exploration. Petra and Thalsiedeln were the next planets colonized.
Around this time, Esoteric Thaumaturgy became increasingly common amongst those living on the remote islands of Aegyn. As it did, Silverstar himself would protect its practitioners from the Magi ruling class. Silverstar, not using any of the more classical thaumaturgy, would go undetected by the Triumvirate, enforcing the freedom for his worshipers in secret.
Anthrovian Civil War.
"Main Article: Anthrovian Civil War"
Humans developed the scientific method around 39,450 CE as Humans from across the Esoteric-dominated world began a sort of enlightenment period. Technological development erupted from there and within one thousand years, it became advanced enough to deliver power across Aegyn. The Magi ruling class hated technology and did their best to disrupt its advancement, but the Triumvirate usually stepped in to make sure its subjects advanced. By 38,000 BCE, common Humans brought nuclear power to all of its colonies, shed the need for Magi in most areas, and had begun encroaching on the dominance of the ruling class.
The moment Silverstar was sealed and prevented from interacting with the normal universe, the Magi organized an interstellar movement to crush this threat to their power. Coinciding with a rebellion against the Triumvirate by nearly all of its provinces, the Magi were left undisturbed, free to attack their rivals. This caused the Anthrovian Civil War, an interstellar conflict lasting over fifty years.
The conflict began as the former ruling class unleashed their exceptional abilities onto the populace, causing vast numbers of casualties within the opening hours. The esoteric magi soon struck back, buying the commoners enough time to organize effective defenses against the superhuman magi. Paladins, a type of Magi deriving their power through faith in a specific cause or deity, devoted to the philosophy of Alkanism struck back, a bloody affair which leveled entire cities. Both sides, the esoteric magi and paladins that protected technology and the magi who scorned it, manipulated the citizenry into fighting much of their battles. Not just a war of power but of propaganda, the two sides remained locked in seemingly endless conflict until the bombing of Ongak, the then capital of Aegyn. Decapitated, the Magi were slowly pushed back as soldiers from the Great Intendancy, the Triumvirate's police force, landed on Aegyn. The world was secured for the Triumvirate in 37,949 BCE.
Post War.
The Triumvirate placed a large number of resources into Aegyn after the war. The vast cities and megastructures continued expanding as they were repaired, slowly creating a planet-wide city simply called "Anthrov City." Aegyn's populated leveled out in 37,812 BCE at 43 billion, with the total population of Anthrovia becoming nearly 100 billion. After advances in medicine raised the average lifespan to nearly 1000 years, Aegyn's population exploded as death was effectively abolished. This sudden increase lead to large numbers of colonists leaving the planet as it became increasingly crowded. Space habitats greatly increased in number during this time. Even Eos was not safe from human colonization, with large numbers moving to that world.
Until the beginning of the common era, the status quo remained unchanged. The planet had become an ecumenopolis following explosive population growth brought about by the deposing of the Magocracy. With over one trillion people living on the planet by 30,000 BCE, Aegyn saw a period of sustained growth culminating with almost 2 trillion souls occupying the planet. Such a large population lived in massive cities and orbital habitats artificially lit by fusion reactors. Starting in the late 20,000s CE, large numbers of humans migrated from Aegyn to surrounding star systems.
As the Triumvirate rocketed towards collapse, Aegyn would enjoy steady economic growth and a vast productive capability. Even as the civilization collapsed, Aegyn's prosperity remained.
Post-Collapse Era.
In 4 CE, Erstes Konsortium emerged as Human organizations from across the Triumvirate banded together to preserve their interests. Aegyn would be the capital of this new nation. The new order was quite different however. The leader of Erstes Konsortium, called the Kaiser, would allow for relatively tolerable organizations to manage order across Erstes Konsortium in exchange for joint sovereignty over the territory. Since the Kaiser directly controlled the population centers, this would result in a mutually beneficial deal for worlds across the Kaiser's domain. Normalcy soon returned as Aegyn continued receiving large volumes of trade now from other nations such as the Commonwealth of Aggregate Aylathiya.
Aegyn remained under the control of the Kaiser until 29,001 CE when the Neo-Terran Party shelled the planet, killing the Kaiser. Aegyn's status as the center of Erstes Konsortium was removed as the Neo-Terrans moved the capital to Albedo. While the planet still received large amounts of trade, the Party would soon ban trading with the world to starve out the loyalists occupying the planet's vast cities. As vast numbers of people fled the planet to nearby systems, the Party would eventually open up trade, but by then it was too late, the planet was decimated.
Several centuries later, the Confederacy of Borealis would occupy the planet and turn it into a minor production hub before the Great Empyreal Crusade rendered the planet all but uninhabitable. To this day, few call this planet home. Even though there are restoration efforts underway, Humanity has largely moved on from their home world. Once an economic powerhouse, Aegyn has been reduced to an irradiated wasteland.
Geography.
Aegyn's oceans occupy over 80% of the planet's surface. In the past, the figure was much lower at 65% before the Great Empyreal Crusade in which the planet was attacked dozens of times. The planet's original continents of Yoasobi, Aimer, Rin, Ninelie, Oxt, and Ayaka have all since been buried by the remains of the once great ecumenopolis covering the planet. Most of its great buildings have fallen into the seas, their weight sinking the continents.
When Aegyn began falling into disrepair, various sections of the continental shelf had sunk below sea level, flooding many of the cities. Unchecked plant-growth began overtaking much of its infrastructure. By the time Martial Space recovered from the Great Empyreal Crusade, most of the planet was uninhabitable. The regular bombardment served to almost completely flatten all but the sturdiest of buildings as well as greatly increase the amount of water on the planet. The original continents have all flooded, leaving only artificial structures poking out of the waves. The bombardment killed most native life to the point that few of the original species remain extant.
What remains of the "land" is mostly sandbars made up of smoothed shards of metal, plastic, rock, and other common substances. The largest of these islands manage to house limited ecosystems made mostly of genetically modified or foreign species. Few animals live in these environments. Aegyn's oceans are devoid of multicellular life, the large amounts of pollutants in the water killed most complex life. Most of the ocean's inhabitants are bacteria which managed to adapt to the polluted seas or genetically modified algae which maintain Aegyn's atmosphere. Several newly-created artificial islands also exist on the planet which serve to house the newest wave of colonists.
Civilization.
Aegyn is notoriously hard to govern given its nature. Many criminals and organizations reside in the vast underground catacombs carved by ancient Anthrovia. Anywhere from deeply-bored tunnels reaching well into the mantle to the ruins of space stations orbiting the planet, one can find dangerous criminals, rogue machines, and all other manner of unsavory individuals the government would rather do without. During the late War of the Ancients, the Confederacy of Borealis would release war criminals, deserters, and certain prisoners of war onto Aegyn. This practice continued well beyond the War of the Ancients until the early 90,000's CE. Aegyn's isolated position and lack of resources made it the natural choice for disposing of inconvenient individuals without outright killing them.
By the time the program ended, Aegyn was already teeming with a large number of underground organizations and dangerous individuals. The local government of the region decided to cull the population of the planet by subjugating Aegyn to punishing levels of radiation, only serving to drive the populace deeper underground. When the latest recolonization effort began in the early 91,000's, the colonists had to contend with limited funds, hostile natives descended from deportees, and a dangerous atmosphere. Despite being the home-world of humanity, only a relative handful of individuals volunteered for recolonization. These individuals exclusively live in one walled city, Tshenst. Tschenst is the one place on the planet which can be considered habitable by legal standards. Everywhere else on the planet, especially underground, is a hostile environment foreign to most living in post-scarcity civilizations.
| Aegyn |
fandom.100th-millennium | # Aeternalism
Aeternalism is a decentralized panentheist religion which is based off the existence of the Lux Aeterna and Thaumaturgy. Most sects of Aeternalism are based off the teachings of Mother Sydiah, an Angel and the founder of the religion. Followers of Aeternalism (named Aeternalists) are widely accepted across many nations. Most specifically, the nations with a relatively high amount of believers are Sedrua, Alkon-Aylathiya, and several C.A.A. member states. In the modern day, Aeternalism is one of the oldest and widest faiths across universe, holding most of its popularity in Aylathiya. There are over 85 quintillion followers of Aeternalism, a majority of which belonging to three sects, Classical, Novel, and Arcane. All Aeternalists hold several common beliefs, one of them being that the Lux Aeterna is a heaven, a place where accomplished beings seek refuge after death. Most practitioners of Aeternalism believe that Astral Independence and Enlightenment is the only way for mortal beings to reach the Aeterna, while others believe that it is where everyone goes once they perish.
Aeternalism was forged from Mother Sydiah during 129,437 BCE. While it is thought that other faiths similar to Aeternalism were made prior, Sydiah's more modern version is the first concrete evidence of such faith. As Sydiah taught her children of her beliefs, it began to spread, soon entering the minds of the common people. As Sedrua, Sydiah's nation, swelled in influence and power, so did Aeternalism, following in the footsteps of expansion and intricacy. With time, Aeternalism became more developed than ever before, though it stood as a uniform faith with hardly any deviations. Even as Sedrua contacted and uplifted lesser powers, Aeternalism remained static for about 24,500 years since its conception. It would eventually fracture however, as the Wane of Reality plunged Sedrua (and by extension most of Aylathiya) into chaos.
Ever since Aeternalism was fractured, it steadily declined across Aylathiya. Thousands of years of modernism, secularism, and other faiths have pushed it away as the "de-facto" religion of Aylathiya. While Aeternalism is by far one of the most populous alignments, it does not have nearly as much influence as it did in its heyday. Across time, writhing splinters of Aeternalism often combat one another as the two main sects clash in a war of popularity and cultural influence. Ever since the Angelic Awakening, Classical Aeternalism has made a resurgence while Novel and Arcane Aeternalism remains stagnant. Other sects appear to be faltering to the influence of Classical Aeternalism as well.
Origins of Major Sects.
Classical Aeternalism.
Classical Aeternalism traces most of its content to the direct teachings of Mother Sydiah. She described the Aeterna as a lush and blissful paradise, and aimed to bless Aylathiya by ascending its people to live with her. In the years following the birth of Sydiah's Architects, she preached to them the vastness and holiness of the Aeterna. The creation of the Bahattes gave Aeternalism a new medium to travel through, spreading the faith far across the stars. It rapidly grew as Sedrua did, growing over hundreds of years.
It would be Aeternalism which fueled ancient discourse between Sedrua and the United Provinces. Being an atheist nation of elitists, The U.P. greatly discouraged any type of faith, believing that they, the Arkhosians Aylathiya's supreme beings. Their sister nation, the Arkhosian Order, discouraged religion even more than the U.P., perceiving Aeternalists as the lowest form of people. The following period of war and subjugation shined Aeternalism brighter than ever, and it stood unchallenged.
As Sedrua expanded, Sydiah eventually discovered her Angelic forefathers. Soon after, she rampantly preached of the now called Angels and their place in eternal paradise. The Angelic Pantheon was created in Classical Aeternalism, and it is one of the most 'recent' modifications of the sect. After this point, Classical Aeternalism hardly deviated from its original teachings, stabilizing as one of Aylathiya's largest faiths for years to come. In the modern era, Classical Aeternalism is greatly fueled by the return of the Angelic Pantheon, though scattered knowledge of Azurade has given way to criticisms and curiosity.
Novel Aeternalism.
Novel Aeternalism is a relatively newer and revised form of Aeternalism. While much of it is still based off Sydiah's teachings, a large fraction of it is also based off scientific and modernist ideals. Rather than the Lux Aeterna being the highest realm of the Cosmos, Novel Aeternalism purports it as a divine yet comprehensible realm. Novel Aeternalism came to be after the Wane of Reality, as many people viewed Sydiah's actions as a permanent mistake. The following chaos in Sedrua led many to believe that Aeternalism was flawed, and secularism grew for the first time.
To remedy the chaos, numerous Architects including Vurilia Jutopati forwarded the idea of Novel Aeternalism. Much to the outrage of many people, followers of the older sect attached themselves to this new faith. A stretched out religious civil war ensued after, though it was relatively toned down in comparison to the Wane of Reality. Several thousand years passed with occasional reforms in Novel Aeternalism, though the two sects remained uncomfortable next to one another.
The foundation of Novel Aeternalism ended up splintering Aeternalism as a whole. This resulted in a long bout of stagnation, as the scientific take of Aeternalism piqued the interest of modernists and realists. For a time, Novel Aeternalism surpassed Classical, even after the Sedruan Coup and attempted re-enforcement of the old faith. As of the modern day, Novel and Classical Aeternalism are at odds with one another, especially after the resurrection of the Angelic Pantheon.
Arcane Aeternalism.
Arcane Aeternalism was founded by scattered groups of traditionalists and Architects. Unlike Novel Aeternalism, Arcane Aeternalism's faith focused on the Aeterna itself being a powerful and wrathful god. During the Wane of Reality, many perceived the Aeterna's rifts as an act of anger or revenge for Sydiah's mistakes. At first, Arcane Aeternalism closely followed Novel Aeternalism, though it branched after several centuries of separation. Upon divergence, Arcane Aeternalism became one of the most popular monotheistic sects, due to its more traditionalist nature.
Arcane Aeternalism has led a very quiet history. As the two primary branches of Aeternalism battled for dominance, Arcane Aeternalism remained in the sidelines, usually stagnating or declining in membership. As of the modern day however, Arcane Aeternalism is the third largest sect of the religion, being relatively popular in the Greater Martial Consilium and the Quintet Payotari Association.
Holy Objects / People.
Across all of Aeternalism, there exists numerous "holy objects", things which are of great value to the religion. Currently, there are three widely accepted holy texts named the Opus of Aeterna, the Aeterna Prophecies and the Amaranthian Records. There are also the Angelic Artifacts, objects created by all angels of the Pantheon before their passing. The Opus is a text which focuses on the Aeterna and Thaumaturgy, while the Prophecies details about the nature and fate of the universe. The Amaranthian Records acts as an extension of the Aeterna Prophecies, and covers the elusive Ambrosian Remnants. It also has an explanation for events long beyond the universe's current time. It was recently updated by Sydiah with the aid of thaumic and scientific evidence, meant to serve all sects of Aeternalism. It is typically taken with less consideration than the other texts, though many believers of Classical Aeternalism believe it in its entirety.
There exist other holy scriptures in the reach of smaller sects. Most of these have a wide variety of beliefs, though they are typically interpretations of the primary holy texts. For example, Novel Aeternalism has founded and translated its own version of the Opus and Prophecies. They were created following long processes of interpretation and revision, eventually drifting from Classical Aeternalism as a whole. Texts which have drifted from Classical Aeternalism are typically non-contradictory, and are accepted by many Aeternalists.
Opus of Aeterna.
The Opus of Aeterna is Aeternalism's first and largest holy text, going into extensive detail about the nature of the Lux Aeterna. Throughout its hundreds of chapters, the Opus goes over the Aeterna's processes, Cores, Pylons, and the practices of Thaumaturgy. It primarily goes over the divine nature of the Aeterna, citing it as the only refuge after death. Sydiah also wrote the Opus with the intention of spreading Thaumaturgy. As such, it contains numerous methods highlighting the self-teaching of Thaumaturgy.
Novel Aeternalism takes a slightly different approach with the Lux Aeterna. More scientific explanations are present in its pages, tending to trade supernatural causes for more realist ones. It is still deeply connected to Sydiah's teachings however, though it does reference Thaumaturgy as an optional path rather than a required one. In the Novel Opus, the Aeterna is referenced as a realm of similar yet distinct stature to the cosmos. It also provides different paths for the afterlife.
Aeterna Prophecies.
As Sydiah implored the processes of the universe, she came to a conclusion that it would run its course by the hand of the Angels. As a result, the Prophecies were created as a way to detail future events and predict outcomes. During Sydiah's time, occasional reforms and updates were made to correct the Prophecies while keeping it in line. Much of the content is based off her own beliefs and observations, as the Prophecies cites Sydiah's form of government as the most long-lasting kind. The Aeterna Prophecies are often taken with less seriousness and more curiosity. Furthermore, the text has the most interpretations out of any other, resulting in many believers forging their own mental path for the universe.
In the modern day, the suggestion of Azurade has shaken the Aeterna Prophecies. Several publications of the Prophecies include Azurade as a guiding force, while others tie it with recent publications of the Opus. The presence of Silverstar is also affiliated with these new ideals. Nevertheless, most renditions of the Prophecies hardly include Azurade at all. Frequent debate about Azurade's existence is ongoing, and the majority of Aeternalists choose not to believe in it.
Amaranthian Records.
The most recent addition to Aeternalism's texts is the Amaranthian Records. While its first drafts were constructed before the Wane of Reality, it stood as a relatively niche portion of Aeternalism. The Amaranthian Records contain speculation about the Ambrosian Remnants mysterious objects and entities which are like no other in Aylathiya. While constructing the Amaranthian Records, Sydiah speculated that the remnants came from the Aeterna, or perhaps another realm entirely. It was a text designed to keep believers speculating, much like that of the Aeterna Prophecies.
The Amaranthian Records have gained a large amount of traction in the modern day. In the years following Mother Sydiah's re-appearance, she heavily rewrote the Amaranthian Records, claiming that the mysterious Amaranth Echoes were windows into the future. She thought similarly of the other Ambrosian Remnants, referring to them as aberrations from a future time. Those who consider Azurade's existence often link the Ambrosian Remnants with it, and have opened the door to speculation relating to other heavenly realms.
Angelic Artifacts.
The Angelic Artifacts consist of six creations, all forged by the hands of the Angelic Pantheon. They are said to be "divine tools" used by the Angels to aid in the creation of Aylathiya. Each artifact has its own unique properties and purpose, with their purposes tying back to all Angel directives. All artifacts were created shortly before an Angel retreated to the Lux Aeterna, and are either inanimate or alive. Upon an Angel's departure, some artifacts were left to drift in Aylathiya's clouds while others kept watch over the worlds which the Angels left behind.
The first Angelic Artifacts are the Aeterna Crystals, relatively small yet powerful containers of Aeternal Energy. They were left behind by the first Angel, Father Zaphenim, with the intention to give mortal people the chance to gain Thaumic abilities. Is is thought that Aeterna Crystals were commonplace in Zaphenim's time, being commonly used to bring the common people great power. With the Aeterna Crystals, many gained Astral Independence, though others saw it as an abusive way to gain power. In the modern day, there are below 100 Aeterna Crystals that remain floating amongst the stars.The second Angelic Artifacts are the Hedonist Worlds, a formerly widespread type of planet which once blessed the grounds of Aylathiya. They were created by the first Angel, Mother Sachitel, in order to grant mortal people sublime living spaces. Hedonist Worlds were scattered yet plentiful in Sachitel's era, thinly populating Aylathiya with numerous sources of pleasure. Many of these worlds have since crumbled away, leaving only ruins of their former glory. In the modern day, fewer than ten exist in their ancient state.
The third Angelic Artifact is referred to as the "Cherubic Sentry". They are guardians of the Hedonist Worlds and are well-quipped Magi, also created by Mother Sachitel. She created them to watch and guide mortals on Hedonist Worlds, thought to be perfect representations of Sachitel's views. The Cherubic Sentry was anything but aligned however, as many guardians slowly drifted into the hands of corruption. Some became gluttonous for the pleasure on Hedonist Worlds, living amongst the people and correcting nothing. Others became power hungry, attempting to gain control of other Hedonist Worlds. Their corruption ran so deep that only three guardians exist in the modern day.
The fourth artifact is the Resonant Divinity, a massive conglomeration of souls which is united under one collective conscience. It is the product of Father Rinayo and Father Isayo's children, which came together to fulfill their fathers' purposes. The Resonant Divinity is the pure representation of balance and judgement, once roaming Aylathiya and evoking judgement on worlds it did not see fit. It wandered the cosmos since its conception, eventually landing in the grasp of Alkon-Aylathiya. Ever since, it has led the nation, bringing out judgement and balance as its fathers did.
The fifth Angelic Artifact is an individual named Eve. Created by the fifth Angel Mother Ohko, Eve was designed to produce Aylathiya's strongest protectors after Ohko's passing. Eve lived a peaceful, fulfilling life until The Administrator began threatening the Svartálfar, Ohko's people. Following a failed attempt at neutralizing The Administrator, Mother Ohko's body was disintegrated and she was sent to the Lux Aeterna. Directly observing her mother's death, Eve became furious, constructing the Erkosian Guardians which warded The Administrator to its homeland Ventemir.
The sixth Angelic Artifacts are a group of Spirits named "'Sydiah's Architects". Created by the sixth Angel Mother Sydiah, the Architects are beings which were meant to create and uphold Sedrua. They were also designed to enforce balance and judgement, keep the peace, and ensure the satisfaction of Sedrua's people. In a sense, the Architects represent all Angelic aspects, creating and upholding everything the Angels were intended to do. However, most Architects have aged terribly. While there used to be millions upon millions, there remain only five. Out of the five, only two are in a stable mental condition. Furthermore, one of the two, Vurilia Jutopati, was trapped in the Lux Aeterna after disobeying Sydiah's directive.
Common Beliefs.
As fractured as Aeternalism may seem to the unaided eye, it contains a wide array of common beliefs, all of which stem from Sydiah's teachings. There are a few main beliefs shared across all Aeternalists. Three major ones are the divine nature of the Aeterna, the purpose of the material universe, and reincarnation. It is widely accepted that in order to believe in Aeternalism, one must accept the common ideals.
Astral Independence and Enlightenment.
In Aeternalism, entering the afterlife is regarded as a soul traveling to the Aeterna upon achieving Astral Independence or Enlightenment. Teaching Astral Independence and enlightenment was one of Sydiah's primary goals with Aeternalism, resulting in many Aeternalists becoming adept Magi. Astral Independence is thought of as a 'short cut' to reaching the Aeterna, as their conscious spirit may thrive in its reach. Enlightenment is thought of as the most common method to reach the Aeterna. This is because being enlightened almost guarantees one's spot in the heavens, and usually does not result in reincarnation.
Purpose in Mortality.
In Aeternalism, one's purpose in life is to reach for this state of enlightenment or independence. Those who have yet to achieve these states are referred to as "Mortal" people in the context of Aeternalism. It is not in a negative or demeaning context, as Aeternalism compares mortal people to that of young, learning minds. Immortals are not necessarily placed on a high pedestal either, save for the Angelic Pantheon and the Aeterna itself. Instead, they are equated to that of successful, accomplished beings and serve as role models to those in the material universe.
Reincarnation.
Aeternalism's last major common belief is that of reincarnation. If a mortal dies before entering a state of enlightenment or independence, they are thought to be placed in the judgement of immortal peers. Mortals are then reincarnated, their souls being given another chance to reach a state of enlightenment. reincarnation is thought to be repeated as many times as it takes before a soul may enter upon the gates of the Aeterna. Immortals are similarly judged by souls of their peers upon reaching the Aeterna. Most of them pass through with no concern, though those who are considered to be 'malicious' are reincarnated.
Angelic Pantheon and its History.
Aeternalism includes the Angelic Pantheon as one of its most defining features. While it was relatively unknown before Sydiah's re-appearance, the foundation of it has remained the same. The Angelic Pantheon include a series of six Spirits, each one standing for different aspects of reality. All of the angels have been described in relatively the same light across Aeternalism, and have set purposes that they have fulfilled in reality. The stories of the Angels appear to have a factual foundation, though there is constant debate about the validity of it all. All six Angels go as follows:
Father Zaphenim.
Father Zaphenim is best described as the aspects of guidance and protection. He is the first and highest Angel in the pantheon, and is often viewed as the 'father' of the other five. As the embodiment of guidance and protection, Father Zaphenim is described to have created a glorious kingdom in his days. As he built his kingdom, he seeded Aylathiya with the energies of Thaumaturgy, utilizing it to its greatest extent. It is told that in a wave of his hands, Zaphenim would beat the hearts of dead worlds with endless life. He was the one to serve and guide the people which he raised, providing them with paths to salvation. He wanted to guide Aylathiya with his ideals, giving all people a chance at life beyond death. While records vary relating to Zaphenim's overall actions, it is thought that he could have taught an ancient type of faith similar to modern Aeternalism. Nevertheless, it was Zaphenim's purpose to serve and protect Aylathiya's people.
As Zaphenim completed his empire, he thought that it was best for his people to lead. As soon as he stood in the background, he watched as his former underlings did tasks greater than he could conceive of. They built great pillars of metal and divine structures, utilizing technology in tandem with Thaumaturgy. Through this, Zaphenim saw that his people had grown strong. Nonetheless, he felt like something was missing from their lives. As more time passed, he realized that some of his followers were growing distant from him, and lost sight of their purpose. Before his departure, Zaphenim imbued Aylathiya with courage and remembrance, hoping that his people would keep themselves aligned with the truth.
It is said that once Zaphenim fulfilled his purpose, he retreated to the Lux Aeterna and constructed a magnificent palace, the location where ascending or enlightened souls arrive once they exit the mortal coil. In these holy grounds, Zaphenim supplied the palace with endless rooms and corridors, and offered plenty of space frolicking spirits. He sat atop a throne of light and began his mission of guiding the universe and enriching the glorious cosmos. It is said that Zaphenim lived and dined in the palace alone, until the first people gained enlightenment and accompanied him in his home. From the palace, Zaphenim and his people lived in harmony, guiding the universe from the heavens.
Mother Sachitel.
Mother Sachitel is thought of as the aspect of eternal harmony. She is the second Angel, and is said to provide Aylathiya with many of its current luxuries. Upon rising within the clouds of saffron, Sachitel had an undying need to care for those less fortunate than her. She saw firsthand the suffering of those under the foot of gritty governments, feeling a deep resentment for evil kings and lords. Sachitel took matters into her own hands, sculpting the worlds and granting them protection from Aylathiya's demons.
As Sachitel catered for her species, she founded thousands of Hedonist Worlds, planets of limitless pleasure and relaxation. Her goal was to make the universe a paradise for every being, regardless of race, creed, or age. With this, she sought to end the cycle of pain, suffering, and injustice. Across the Hedonist Worlds, vast, lush forests with ripe fruit and soft grass went beyond the horizon. There was no suffering here, only the collective happiness of countless people. Sachitel believed she was complete when she created her final Hedonist World, settling with the people. Often, Sachitel would stride from world to world, bearing gifts and living amongst those who were touched by her grace.It would be many ages until Sachitel felt truly satisfied. Knowing that her people were joyous for the rest of eternity, she forged the the Cherubic Sentry, guardians of the Hedonist Worlds. They were tasked with maintaining peace, and giving gifts ensuring that Aylathiya's people were kept joyful forever. Upon departure, Sachitel embedded Aylathiya with robust spirits and benevolence, blessing it with the happiness of life. She retreated to the Lux Aeterna and traveled a long, winding trail to Zaphenim's Palace, filled with lush plants and enamoring creatures. She walked for a life time, reaching the gates of the palace at the end of the trail. She was warmly welcomed by Zaphenim as Aylathiya's savior, and was commemorated by Zaphenim's redeemed children. Sachitel sat and dined with Zaphenim while guided the universe with the other immortals.
Father Rinayo and Father Isayo.
Father Rinayo and Father Isayo represent the aspect of divine judgement and balance, and are said to bring deserved punishment to the dissenters and wrongdoers. They are the fourth and fifth Angels, appearing but a few millennia apart. Father Rinayo is the eldest of the two, appearing near the rim of Aylathiya before trekking the stars and noticing unkempt tyranny. The shattered peoples of the Un'oit and the malignancy of Ma'eau were threats which needed to be taken carefully. As Rinayo scoured the stars, he sensed a great opening in reality, the birth of Father Isayo. Sensing that his brother was within reach, Rinayo traveled to Isayo and taught him the ways of the universe. In just a few years, Rinayo and Isayo were both aligned in their idea of galactic purity by means of force.
The beginning of Rinayo and Isayo's actions was marked by their visitation of Mother Sachitel's Hedonist Worlds. They quickly noticed that the inhabitants were not people of respect, and instead, were driven by the need for more pleasure and comfort. At first, this was merely a curiosity, but with time, the brothers grew tired of the unhappiness of the masses. Over hundreds of years, they observed the Cherubic Sentry becoming lax and power hungry. Similarly, many of the Hedonist Worlds fell to corruption and madness. Rinayo, wanting to punish the wrongdoers, bathed Aylathiya in a great fire. Isayo, seeking balance, gave the pure worlds greater gifts and reprimanded the innocents of the sinister ones. It is from these actions were Rinayo and Isayo described as stern but fair to Aylathiya's people. In the end, their justice brought great, sometimes well-earned boons to the people.
Hedonist Worlds were but the beginning of a large crusade. From then on, Rinayo and Isayo operated as Aylathiya's guardsmen, often finding corrupt worlds and replacing their governments. Enemies would be vanquished by Rinayo, though many would be kindly spared by Isayo, offered another chance at redemption. This process of reform and redemption refreshed Aylathiya's societies to their prime, though there were two glaring issues remaining. These would come in the form on the Un'oit and Ma'eau. It is thought that Ma'eau operated as a malignant, corrupt mass, which went against most of the Angels' ideals. Instead of giving and living prosperously, Ma'eau took over worlds with a core of imperialism in Rinayo's eyes. In Isayo's, it was something which needed to be balanced, as its apparent evil far outclassed its purity. The Un'oit were much the same, as Rinayo viewed them as embarrassing and divided. Isayo wanted to balance them with unity.
Ma'eau was first targeted by Rinayo, who cast a great fire over all of it. As it was burning and melting, Isayo brought balance, weighing Ma'eau's evil and good spirits. Upon reaching a perfect equilibrium, the fires ceased and Ma'eau was nothing but a shattered, shrunken form of its previous self. Now that Ma'eau was no longer a threat, Rinayo and Isayo trekked the stars and settled on Un'oit worlds. Their goals were much more indirect than with Ma'eau, as Rinayo operated as an assassin of sorts. Isayo established himself as a speaker, attempting to motivate the Un'oit with his unmatched charisma and wisdom. It wasn't long until he had spread the word of Thaumaturgy, though the Un'oit were not ones to listen. Hardly any progress was made in the end, and Rinayo contemplated destroying Un'oit societies. Isayo however persuaded him not to, as they were not active threats to Aylathiya.
Thousands of years of strictness followed for the remainder of Aylathiya. Ma'eau, Hedonist Worlds, and primitive societies were closely watched to ensure the balance of life and death. The brothers were Aylathiya's mediators, and they knew it well. Eventually, both Rinayo and Isayo felt as if they completed their purpose. Upon settling near the core of Aylathiya, they created thousands of watchful children in hopes of maintaining security across Aylathiya. As the Angels disappeared, they left behind an energy of change and curiosity.
It is said that their actions seeded the desire for expansion, unintentionally creating the atmosphere for mortals to wage war against one another. Meanwhile, Rinayo and Isayo's children merged with one another, forming a great spirit which watched Aylathiya. Upon reaching the Lux Aeterna, Rinayo and Isayo wandered the heavens and spread chaos and balance across its clouds. It would be they who gave the Aeterna a distinct atmosphere of 'chaotic' energy. After discovering the path to Zaphenim's palace, they walked it down. Upon reaching the palace itself, Rinayo and Isayo were warmly welcomed, and dined with the Angels and the redeemed.
Mother Ohko.
Mother Ohko is said to represent the aspect of observation. She is the fifth Angel to appear. During her days as as sojourner, she saw with great curiosity the rise of empires. She became the guiding and observing leader of the Svartálfar, ruling with a hand so gentle that it was almost unnoticeable. To keep great peace across Aylathiya, Mother Ohko created Eve, a being which was destined to create Aylathiya's most powerful of warriors. Mother Ohko was a peaceful leader of the Svartálfar, until a distant threat, The Administrator. howled blasphemy and corruption towards Aylathiya. Unwilling to sit and observe any loner, Ohko attempted to defeat the Administrator. She was met with great fire, banished from the mortal realm as her body burned.
Mother Ohko awoke at the gates of Zaphenim's palace, being met with great honor after she showed great bravery. She was guided to the center of the palace where she and the other Angels dined and convened. It is said that Ohko's mistake with attacking the Administrator gave Aylathiya the spirit of revenge and caution. Her downfall led to Eve forging the Ekrosian Guardians, eventually forcing the Administrator to flee to its native realm. It is said that all Angels became guiding, watchful forces after this point.
Mother Sydiah.
Mother Sydiah is said to represent the aspect of pure benevolence. She is the sixth and currently final Angel to rise from the Aeterna. During the days of adolescence, Sydiah quickly gained an immeasurable amount of knowledge over the Aeterna and Aylathiya's people. She sculpted the cosmos as she saw fit, forging her children from the fires of the heavens. Upon bestowing them independence, Sydiah and her children embarked on age of peaceful conquest.
Sedrua was formed from the momentum of Sydiah's power. It is said to be the holiest and most grand empire in all of existence, inheriting all aspects of the previous Angels. Guidance and protection was given to its people which it so benevolently made. Harmony was common all across its borders. Balance and judgement was given to those who thought they were above the Angels. Observation was raised to keep a watch over Sydiah's dominion.
The great success of Sedrua placed a center of greed in Sydiah's soul. She wanted to quicken Sedrua's success, and so she attempted to call upon the heavens. Sydiah threw up her arms and chanted great spells, with intentions of summoning all Angels to Aylathiya once again. Her zealotry and carelessness resulted in great chaos, forcing the Heavens and the mortal plane to become one for just moments. In the midst of madness, Sydiah disappeared.
Sydiah awoke, powerless in the Aeterna, already judged by her fellow Angels. She was sent to spend a thousand life times by herself, until she came to terms with her audaciousness. Upon accepting her fate, Sydiah was pulled to the path of Zaphenim's palace. After walking the trail for another lifetime, she gazed her eyes upon the palace. She was graciously welcomed into the palace, and was greeted by all the other Angels.
The Angels shared their wisdom while dining with Sydiah, informing her of deep Angelic history. Sydiah gained enlightenment once more as they did. Upon hearing the words of her peers, Sydiah spoke of her great empire, her children, and her people which she blessed. The other Angels simply smiled, as they already knew of Sedrua and her achievements. They promised to Sydiah that they would come to aid her, now that she had the knowledge. But days after her meeting with the Angels, Sydiah's children opened a heavenly gateway to Zaphenim's palace. One by one, each angel stepped into the mortal world once again.
Variants.
Classical Aeternalism.
Classical Aeternalism, as mentioned, is based directly off the teachings of Sydiah. It is the most traditionalist and widespread sect of Aeternalism, as there are over 40 quintillion followers. Those who believe in Classical Aeternalism take the Opus, Prophecies, and the Records literally, leaving little room for self interpretation. Most followers of Classical Aeternalism tend to be residents of Sedrua and Alkon-Aylathiya, though the universe is peppered with several hundred quadrillion others. Followers of Classical Aeternalism are typically the strictest when it comes to the afterlife and judgement. Many are very vocal about their beliefs, often leading to many conflicts with secularists.
Novel Aeternalism.
Novel Aeternalism is significantly more lax than Classical Aeternalism, created with the help of Vurilia Jutopati in order to solve problems with its traditionalist counterpart. Based less on stories and more on tangible evidence, Novel Aeternalism is a sect of primarily scientific explanation. Sydiah's teachings are seen through a different lens, and interpretation is much wider than most sects of Aeternalism. Many criticisms and questions brought up by Classical Aeternalism appear to be solved, though Novel Aeternalism does not come without its own concerns.
Novel Aeternalism's most striking difference is with how its treats the Aeterna and the Angelic Pantheon. The Aeterna is thought of as realm similar to the main universe. While it is by all means divine, is is brought in a more relatable, tangible light which also allows for further interpretation. The Angelic Pantheon is thought of in a less divine light, as Novel Aeternalism purports them as messengers. Prior to Sydiah's re-appearance, it was hard to say whether the Angelic Pantheon existed at all.
Most people follow Novel Aeternalism because of its relative freedom. Followers are instinctively tasked to forge their own view of Aeternalism, in accordance with the teachings of Sydiah. This freedom has allowed modernists and realists to embrace Aeternalism, as many find logic in their interpretations. Novel Aeternalism's plasticity has also brought the idea of syncretism. This has attracted members of other religions entirely.
Arcane Aeternalism.
Arcane Aeternalism deviates from both major sects of the faith, being monotheistic in nature. It was first founded by a minority of Aeternalists, who believed the Aeterna to be a singular entity which sent its children, the Angels, to the universe. The Aeterna is not purported as an actual "being" in Arcane Aeternalism, instead being shown as an omniscient collective conscience.
Followers of Arcane Aeternalism claim that the Aeterna is often a wrathful deity, sending its curses for the sins of mortals. They claim that it is up to them to correct the wrongdoings of the universe, with extreme variants of Arcane Aeternalism turning to sacrifice and other cultist activates. There is one message in common with all followers of Arcane Aeternalism however, being that the universe is a realm of sinners, and that they must gain enlightenment lest they be destroyed by the Aeterna's bloodlust.
Miscellaneous Sects.
From the moment Aeternalism fractured, it summoned forth a volley of smaller splinters. Hardly noticeable in comparison to all of Aeternalism, these Miscellaneous Sects are being followed by about 2% of all Aeternalists. Most of these sects stray from Sydiah's teachings rather wildly, and many have called into question about the validity of said sects. This speculation is fueled by all sorts of extremes, from the most realist to fantastic ideologies. Most publications in miscellaneous sects are taken with considerably less thought than the two primary ones.
Formation of the Aeterna.
In Aeternalism, there exist several accepted theories for how the Aeterna came to be. The most widely accepted one is that it came from the sheer willpower of the universe, as there was great urge for a cosmic hierarchy. The Aeterna formed as a realm distinct to the universe, one which is widely thought of as divine by default. Moments after the Aeterna's conception, Cores and Pylons populated its encircling mist, seeding the universe with Thaumic potential.
In other sects, some believe there to be a higher power which created the Aeterna. This belief is not nearly as prevalent as the one above it, though it follows a more realistic cosmic hierarchy. In the modern day, this is best explained by the presence of Azurade, which some Aeternalists believe is the creator of the Aeterna. Some Aeternalists have turned to worshiping Azurade proper, with the hope that it will guide them to the Aeterna in the afterlife.
History.
Formation.
Upon the sixth great Aeterna Cascade, Mother Sydiah descended from the heavens. Upon traversing the saffron skies, she realized that the universe was cold, bleak, and scattered with no major force of benevolence. She took it upon herself to enforce an age of great prosperity, and so Sydiah founded Aeternalism. Her innate knowledge of Thaumaturgy and willingness to care for others led her to devise the foundations for an empire.
Sydiah birthed her first child and Architect, Vurilia Jutopati, during 129,434 BCE. She raised him with the full intent of spreading her knowledge, teaching Vurilia of his purpose and nature. She birthed her second child, Itrian Yutira, during the same year and forwarded him under the doctrine of Aeternalism. For a center of operations, Sydiah settled near Amarent after utilizing technology from the United Provinces. Combining technology with her Thaumaturgy, Sydiah was quick to establish herself, and aimed to make it the core of her future empire.
After centuries of restless development, Sydiah created thousands of children. She established a central government and sent them to conquer the rest of Aylathiya. Aeternalism began to bud on these worlds, as Sydiah's Architects modified them as they saw fit. Following a series of terraforming and exploration, Itrian Yutira suggested that Sydiah create a common people, the Bahattes. Itrian and eventually Sydiah thought of them as a perfect method for spreading Aeternalism, and so the first Bahatte was created in 127,145 BCE by modifying Arkho genes.
Expansion.
After the Bahattes were forged by Sydiah, she too taught them of Aeternalism, referring to it as the most fulfilling way to exist. The Bahattes naturally followed Sydiah, following her directives. They settled on the worlds which Architects grazed, existing as their subordinates. Meanwhile, Sydiah continued with the idea of an empire, founding Sedrua during 126,428 BCE. She also worked with her Architects to create a system of surveillance, security, and travel. Not even 40 years after in 126,394 BCE, Sydiah granted the Bahattes great agency, bestowing to them the right to expand and travel as they saw fit. Sedrua rapidly expanded from that year forward, as did Aeternalism.
Neighboring forces did not take too kindly to Aeternalism. The United Provinces and Arkhosian Order, Sedrua's closest neighbors had completely different ideals. As nations of secular elitists, these two entities were as far as possible from Sedrua's ideology. Sydiah knew this well, and often convened with her Architects with ways of destroying the opposition. Upon diplomatic contact during 126,174 BCE, the U.P. and the Order rejected Sedrua, claiming them to be the most malicious nation across Aylathiya.
Following a great period of tension, Sydiah saw that the only method of defeating opposition was through total annihilation. After failed attempts of spying the enemy nations, Sydiah ordered a declaration of war during 125,967 BCE. In the name of Sedrua and Aeternalism, over 150,000 of Sydiah's Architects breached the borders of the United Provinces, swiftly uprooting its government and demolishing its capital. The Arkhosian Order fell a while after during 125,512 BCE.
Opulence.
After the destruction of the United Provinces, Aeternalism thrived as Aylathiya's strongest faith. Sedrua continued with its plans of expansion, annexing old U.P. territory and ridding it of the remaining dissenters. Continued expansion swelled the influence of Sedrua, eventually resulting in the discovery of a primitive society, the Staleyans, in 114,568 BCE. Sydiah quickly decided to uplift the Staleyans, knowing full well that they were capable of spreading Aeternalism like the Bahattes.
In the centuries following this discovery, several other species were detected as well. They were similarly uplifted from their gritty societies. Said species quickly transitioned from having a weak grasp of the stars to being travelers of the cosmos. Populations blossomed as Sydiah instated a long-term plan, converting all new species to Aeternalism. By 112,500 BCE, Aeternalism had spread to almost every corner of Aylathiya.
Fracture.
Sydiah grew greedier and greedier upon the apex of her empire, coasting off the power of Aeternalism's influence. By 107,000 BCE, Sedrua was at its absolute height, having near-complete dominion over Aylathiya. However, Sydiah also noticed growing faults. Her children, once blessed with perfect skill in Thaumaturgy, were succumbing to Thaumic Insanity. She would look into her older teachings about the Angelic Pantheon, believing that others like her would aid Sedrua in a potential depression. She took to herself and her most trusted of Architects to find and release said Angels. After years of extensive research, they concluded that Sydiah was required to open a rift in reality, which appeared to be the only method of freeing the other Angels.
By 104,930 BCE, Sydiah held complete resolve as she wished to remove Sedrua of future turmoil. She channeled as much energy as she could, with the intention of opening multiples rifts to the Lux Aeterna. Not only that, but she would use reserves of her stamina to try and repair her ill children. It was a perfect plan for the future spread of Aeternalism. However, Sydiah's pylon went under extreme stress, cracking and soon rupturing. Thousands of unstable rifts opened across Aylathiya, engulfing reality around Sydiah. She was powerless to stop the rifts, as she was pulled in and effectively disappeared to the Aeterna.
Sedrua and its vassals were in complete and utter turmoil. Shaken by the cavernous rifts which opened, Sydiah's Architects attempted to remedy the situation the best they could. Unfortunately, a large percentage of Architects believed the rifts entailed the end of times, opening to welcome them back to the Aeterna. In the moments of rupture, 19% of all Architects entered the rifts, causing a massive strain on resources and available power. Additionally, a loose and distant portion of territory declared itself independent, causing many to lose faith in Sedrua's government.
During Sedrua's most grave of depressions, Aeternalism was heavily impacted. A section of the Sedruan population, convinced that Sydiah betrayed them, rapidly changed or removed their beliefs entirely. Aeternalism as a whole was in jeopardy. In an attempt to remedy the chaos, Vurilia Jutopati and his close friend Drizuna Jutopati worked with many others to explain the event though Aeternalism. They ended with creating Novel Aeternalism in 104,873 BCE, much to the dismay of Vurilia's colleagues.
Downfall.
It is thought that Sedrua (and by extension Aeternalism) never recovered from the Wane of Reality. While the empire was still picking up the pieces, its citizens grew relatively hopeless. Thousands upon thousands of years of virtually no improvement was shaken in 99,871 BCE, after the Triumvirate Civilization formed. Not even two millennia after, a society of traditionalist conquerors was guided by a hyper-intelligent, self aware AI. Two emergent threats challenged Sedrua, and brought into question the survivability of Aeternalism.
It would be many thousands of years before major activity surfaced. Slow-cooking tensions became boiling as Sedrua wanted to erase rising opposition. The Payotari Alliance, a nation built by a prideful species, was deemed a threat to Sedruan security. In response, Itrian Yutira attacked the Alliance without prejudice in 90,946 BCE. His plans were hastily made and Sedrua had little information of the Alliance's defenses. Just over three centuries of embarrassing warfare ultimately resulted in Sedruan defeat in 90,703 BCE.
It appears as if Itrian never learned from the mistakes of war either. He was similarly paranoid about the Triumvirate Civilization, believing it to be Sedrua's most alarming threat. The rise of Ibaradism was concerning as well, as Ibaradists perceived Aeternalists as those who worshiped hell. On this occasion, Itrian took his time with researching the war, eventually finding a method which could deter Sedrua's enemy from expanding.
The Sedrua-Triumvirate War was initially declared in 61,814 BCE, for the name of Aeternalism and Sedrua's future. Much to the shock of the Triumvirate, Sedrua attacked with a vehement force of Architects, which wanted nothing but the utter defeat of its rival. War went almost smoothly for the first century, though it transitioned to gridlock by the third century. But decades after, the Triumvirate gained the upper hand, and forcefully ended the war in 59,763 BCE.
Vurilia Jutopati attempted to take Sedrua in his own hands. After seeing the failures of Itrian Yutira, he sworn himself in as Sedrua's leader during 59,382 BCE. Vurilia's very presence created religious pandemonium as he was a Novel Aeternalist. The great unrest combined with growing isolationism brewed a religious civil war of sorts, and Sedrua began to regress into itself. Tens of thousands of years passed with minimal respite for Aeternalism. Most of Vurilia's colleagues did not appreciate his deviance from Sydiah's teachings, and so his position as leader was forcefully revoked in 21,473 BCE during the Sedruan Coup. Itrian Yutira became leader once more, and so Classical Aeternalism kept its foothold.
Stagnation.
Aeternalism entered a period of quiet rebellions and stagnation. While Classical Aeternalism was the official state religion, Novel Aeternalism appealed to newer and newer generations. For thousands of years more, Aeternalism was in a limbo, teetering between its traditionalist self and its new ideologies. Sedrua itself regressed deeper, as Itrian Yutira was slowly succumbing to his own powers. He worked with one of his sisters, Thonde Yutira, to manage the country and keep it from tearing apart.
There was hardly any refuge from what would happen next however, as Sedrua's vassal states grew restless following its regression. In a Sunder Aylathiya|spectacular revolution, Sedrua shattered as much of its important territory fell to rebellious forces. Aeternalism was struck deeply, as the rebels tended towards Novel Aeternalism and even Arcane Aeternalism rather than Sedrua's traditionalist roots. Upon losing its final battle, Sedrua sealed itself as it entered a state of extreme isolationism. Those who would emerge from the rebellion followed Novel Aeternalism, other faiths, or became secularist altogether. Aeternalism was deeply wounded as Sedrua was.
Tens of thousands of years more would show great change for Aeternalism. Wars bellowed across Aylathiya, and a religious cleansing struck Aeternalism in its core once again. After this point, Classical Aeternalism rode a slow and almost inevitable decline, as Novel Aeternalism remained stagnant in its place.
It would not be until the 65th millennium did Aeternalism face further changes. following a devastating conflict with the Commonwealth, Sedrua's leadership was the weakest it had ever been. Vurilia Jutopati, who lived as a sojourner and training Magi, returned with a burning revenge for his former allies. After finding and using an Aeterna Crystal, he stormed the Sedruan senate with like-minded Magi, and with their help, seized power. Vurilia and his newly elected cabinet pushed for religious leeway, campaigned for breaking isolationism, and worked on turning Sedrua into a fair nation. Classical and Novel Aeternalism interacted once more, this time under a more peaceful environment.
Vurilia's reign ultimately led to the resurgence of Aeternalism. It transitioned from a faith of old to a revised and widely legitimized one. While tensions with other faiths existed, they were very much muted compared to those of old. With time Vurilia began to build on the legacy of Aeternalism. He embraced Novel Aeternalism and other faiths, making Sedrua appear as a reformed and kind nation once again.
Reorientation.
Vurilia's reign lasted about 35,000 years, and he was successfully able to keep Sedrua under control. Furthermore, it expanded, and Aeternalism was able to breathe in the new space which Sedrua conquered. Mass trade and diplomacy was conducted across Aylathiya, though some were still skeptical towards Sedrua as a whole. Nevertheless, Aeternalism thrived once again.
No reign of any king is permanent however. In the days shortly preceding that of modern times, a majority of the remaining Architects gathered out of spite for Vurilia's ways. They came together with the most enigmatic of technologies, and peered into the Lux Aeterna as Sydiah did eons ago. They discovered her alongside several other great powers, and realized that she was accompanying the very Angels she sought to bring back.
After stabilizing a rift to the Lux Aeterna, the Architects saw with great wonder as the full Angelic Pantheon made their way into the mortal realm. It was Sydiah's dreams right in front of their eyes. Vurilia quickly noticed, though it was too late for him and his associates. Sydiah quickly learned and dispatched of Vurilia, especially after his deviance from her teachings. Even if Vurilia was able to defeat Sydiah, there would be 5 other Angels. It was hopeless for him.
As for Aeternalism, its very foundations were shaking. The confirmation of the Angelic Pantheon, as well as Sydiah's complete return caused Classical Aeternalism to be accepted as fact by many. Most religious Magi turned away from Novel Aeternalism, while others yearned for a balance. For a short period, Aeternalists found themselves in a very precarious position. They were no longer set in their dual harmony, and many of them believed the Pantheon's presence meant the end of their faith.
Modern Day.
In the modern day, it is impossible to tell the fate of Aeternalism. While Classical Aeternalism appears to be rising rapidly, other sects appear to be fighting for dominance. Furthermore, tensions have deepened between Aeternalism and Ibaradism, stemming from their total incompatibility. It is well known that a new religious war would injure social-political landscape of Aylathiya, though there seems to be no stopping it. Sydiah's revelations with the Ambrosian Remnants also calls into question the nature of the universe itself. Many have speculated whether Aylathiya is but a budding realm, a land which will evolve into one of Amaranth starlight. Only two questions concern the people of Aylathiya however. Will the titans of old overtake Aylathiya and unite it under tradition? Or will juvenile nations reclaim their seat on the saffron throne?
| Aeternalism |
fandom.100th-millennium | # Aeternapes
"I’ve been in the field for decades now, and not once have I come across an enigma like the Aeternapes."— Anonymous zoologist
The Aeternapes, better known as Lux Monkeys, are a non-sapient species of apes found all across Cosmoria. This is largely due to their highly nomadic nature, as the species migrates to different worlds seemingly at random. However, instead of being intentionally introduced to said worlds or smuggling themselves aboard ships, the Aeternapes travel by shifting through the Lux Aeterna itself.
Characteristics.
Appearance.
The Aeternapes are a simian species, standing as tall as an adolescent human. Their bodies are covered in dark fur, though it becomes brightly-colored as they become charged with Aeternal Energy. They possess blunted claws on their toes and fingertips, which helps them with climbing on many different surfaces. Their upper and lower canine teeth protrude slightly out of their mouths, with males having bigger teeth than females. They have three eyes, with their central eye seemingly glazed over. However, they are capable of seeing from this eye, except that the only thing that this eye sees is sources of Aeternal Energy, particularly the energy that Magi give off.
Biology.
Aeternapes possess a special organ in their brains that is connected to their third eye. This organ, a semi-crystalline structure located near the frontal lobe, is known as the thaumic sensor. The thaumic sensor picks up traces of Aeternal Energy in the environment, which allows Aeternapes to track it down easily. When they get close enough to the source, the Aeternape goes into a frenzy, much like a shark that smells blood in the water. It will then proceed to attack the source, seeking to consume its Aeternal Energy. In their frenzied state, an Aeternape’s fur will begin to glow brightly, growing in intensity as more of their kind enter the frenzy.
Aeternapes are omnivores, but their preferred food is the flesh of thaumically-sensitive beings such as Magi. They primarily use group tactics to try and lure prey into a corner, pouncing on it and viciously beating it to death. Once they have consumed all the Aeternal Energy of their prey, they revert back to their calm state, going about their business like nothing had even happened.
Lustrous Aeternapes.
Rarely, an Aeternape will be born with a shimmering coat of silver fur. It is theorized that they are born when a female Aeternape enters its frenzied state while pregnant, but this has not been confirmed. They are larger and more aggressive than regular Aeternapes, easily becoming the alphas of their troop. When they become enraged, their fur turns to a bright golden color, letting loose powerful arcs of Aeternal Energy. They are even able to activate their teleportation abilities at will, jumping short distances to close the gap between them and their prey.
Behavior.
Aeternapes live in groups of up to several dozen individuals, known as a troop, led by the largest one among them. The troop travels across whatever planet they land on, searching for any source of food. Aeternapes in civilized areas can often be seen raiding farms and storehouses, leading to many across Cosmoria seeing them as little more than pests. It is not uncommon to see farmers hiring people to shoot any Lux Monkeys that intrude on their property.
Should there be no food left in their current environment, the troop will gather in a large circle around the alpha. They will start to wildly scream into the air, building up more and more Aeternal Energy in their bodies. When the energy reaches a critical point, the entire troop vanishes, disappearing in a massive flash. The troop will then reappear on another planet, but they have no control over what world they will end up on. It could range from anything from a lush jungle paradise to a hellish volcanic planet. Given that this ability takes a large amount of energy to be used, any teleporting troop that finds itself on a world without food will eventually die off.
History.
Origins.
No one in Cosmoria is sure where the Aeternapes even came from. Some say that they evolved naturally, gaining their teleportation powers in response to threats in their environment. Others claim that the species was artificially created or, in some circles, taken from their original homeworld and experimented on. However, the truth is far more ancient than what the peoples of today think.
The Aeternapes are actually an evolutionary offshoot of the Dökkálfar, the ancient species created by Father Zaphenim that would later evolve into other races such as humans, Vexlores, and Ekrosians. The Dökkálfar that would become the Aeternapes were those who chose to live on the Hedonist Worlds, the paradises for mortal beings created by Mother Sachitel. The Dökkálfar enjoyed peaceful lives on these worlds, all their troubles seemingly gone as they lived under the watchful eye of the Second Angel. However, as time went on, the Dökkálfar began to lose much of their mental acuity, their millennia of living in ignorant bliss beginning to show its effects. They grew shorter, their bodies being covered in thick fur as their minds continued to deteriorate. Eventually, the Dökkálfar became little more than animals, left on their Hedonist Worlds by their own mistakes. But despite their loss of sapience and the ability to pilot spacecraft, the devolved Dökkálfar were still able to escape into wider Cosmoria.
During their long period of evolution, their brains began to change in a strange way. Thanks to their years of consuming thaumically-sensitive foodstuffs found on the Hedonist Worlds, the Dökkálfar grew the semi-crystalline thaumic sensor. This provided them with not only the ability to seek out sources of Aeternal Energy, but to establish a short-lived connection with the Lux Aeterna should enough of them convene. Sensing a possible threat, the Cherubic Sentries stationed on these Hedonist Worlds sought to exterminate the Dökkálfar before they could spread out. However, the Dökkálfar were long gone by the time the Sentries arrived, vanishing into the unforgiving currents of the Lux Aeterna.
The Plague of Apes.
The Dökkálfar would not be seen again for a very long time, millions of years going by before being seen again. They would be encountered around 127,000 BCE by explorers from Sedrua as they were settling a forested world they found suitable for colonization. The Dökkálfar were largely ignored by the Sedruans at first, being documented as just another new species for their databanks. They would soon come to realize their true nature when a group of Sedruan biologists studying a troop of Dökkálfar witnessed one of their teleporting events. When the troop rematerialized back into the material plane, they found themselves right in the middle of a Sedruan city, and right in front of a pair of traveling Magi at that. Upon sensing the large amount of Aeternal Energy that the pair gave off, the entire troop entered their frenzied state, lunging at the surprised Magi. The pair was quickly torn apart, with the troop being killed by law enforcement shortly afterwards.
While initially believed to be little more than a one-off incident, Dökkálfar troops began popping up on more Sedruan worlds, with some even being seen as far away as Florathel. The Sedruan government quickly scrambled their science teams, capturing many specimens to see just what made these creatures tick. Despite their best containment efforts, they weren’t able to stop the troops they captured from teleporting away. It was even worse for the science teams that had Magi in their ranks, as they had to deal with dozens of raging Dökkálfar constantly bashing on the walls of their cells. Upon finding out the Dökkálfar traveled through the Lux Aeterna whenever they teleported, the species was renamed as the Aeternapes.
Stopping The Spread.
As the scientists slowly increased their understanding of the creatures, the Sedruan government proceeded to issue a shoot-on-sight order for any Aeternapes found, offering substantial payments for each one killed. This attracted many hunters eager for a payday, but the species’ teleportation powers quickly proved to be an issue for any hunting parties tracking them. Eventually, Sedruan scientists devised a method of tracking the Aeternapes by introducing foods filled with nanobots that would enter the bloodstreams of the Aeternapes upon being eaten, activating after a certain time.
With their new tracking methods, the hunters were easily able to trick the Aeterapes into vanishing before striking while the troop was weak. Without the energy to fight back, the Aeternapes were slaughtered en masse, their numbers getting so low that they were driven into near-extinction. The survivors, those lucky few that did not eat the nanobot-spiked foods, went into hiding.
The Return of the Aeternapes.
With the mass culling of the Aeternapes, the Sedruan government rejoiced as they thought they had eliminated what had been a pesky invasive species. However, the Aeternapes had not been wiped out. Some survivors remained, hiding on far-flung worlds not yet encountered by any starfaring civilization. From these planets, there was more than enough food for them to not have to teleport anywhere for many millennia, slowly rebuilding their numbers as time went on.
Several thousand years later, as the Triumvirate Civilization crumbled and Sedrua shrank in size, as new powers took their place, they began to encounter the Aeternapes once again. While nowhere near as widespread as they once were in ancient times, the Aeternapes are still regarded as one of the more dangerous invasive species, with people constantly reminded to remain on high alert for any sign of them.
| Aeternapes |
fandom.100th-millennium | # Aeternum
Aeternum is by far the oldest and most temporally anomalous object in the universe. Surrounded by a bubble of severely sped up time, it is approximately 101,500 years old, far older than the universe. Because of the time differential between Aeternum's sphere of influence and the rest of the universe, it is almost completely impossible for a spacecraft to enter it, because the first atom could orbit the object billions of times before the next even entered, resulting in any probes sent towards it to be shredded into fundamental particles.
History.
Aeternum originally formed as a perfectly normal G-class star on the far edge of Cosmoria. What planets it might have had are unknown, but it probably developed a civilization after the creation of the time bubble. Nothing particularly interesting happened to it as it lacked a native civilization of any kind until the Lareas Alliance decided to test its time warp technology on this star system.
The formation of the time-warp bubble permanently sealed off the system from the rest of the universe, and from the outside the star appeared to expand into a red giant and promptly collapse into a white dwarf after just three seconds. This proved fascinating, and was the first observation of the entire lifespan of a star. It also proved completely useless, and the stable time bubble was abandoned for more fruitful projects. The wreck of Aeternum was occasionally visited by curious civilizations in the region, but the process by which the time bubble was created remained inscrutable and the space within remained unknown to all.
Over the intervening period, quantum processes caused every atom on the object to fuse or decay to iron, over periods so unimaginably long that the number of years required for this to occur wouldn't fit on a page. None know what happened to the civilization which existed in the system, but long-range scans have detected "something" very large around the Iron Star. Hypotheses for what this is include a matrioshka brain, defunct dyson swarm, or something even more bizarre. As of today, no one can figure out a way to penetrate the time bubble, so no one knows for sure what it is.
Under the current understanding of physics, Aeternum should have long since decayed into background radiation via proton decay. However, some believe that the timeline over which proton decay happens remains tied to the time of the universe as a whole, instead of that within the time bubble. This would explain the continuing existence of the object, but then it would also not have formed into an iron star. Most scientists are under a concensus that proton decay does not in fact exist unless artificially stimulated.
Properties.
Not much is known about Aeternum's properties, as it is impossible to view it up close. However, it is known to be almost completely composed of iron and is approximately the size of Carlea. It is not lit by anything, but beams of radar shone from outside the time bubble show the existence of a mottled surface covered in pits and mounds. Aeternum is surrounded by a very large object or swarm of objects, presumably some form of matrioshka brain created by the former inhabitants of the system. It is believed that any planets in orbit around the star were either disassembled or fell into the star via gravitational wave energy dissipation.
Orbiting Structure.
Long-range scans of Aeternum show a large structure surrounding the object. It is believed that this structure is some form of large matrioshka brain similar to the Gannet Matrioshka in the Xeros System. However, the light emitted from Aeternum itself is so feeble as to be barely able to light a small light bulb, and there's probably more light from the outside universe. The tiny amount of energy being fed into it means that computing must naturally slow down by a huge amount. Potentially, any beings uploaded to this computer would be running millions of times slower than space within the time bubble.
Other hypotheses include the existence of a large debris disk, which has been disproven by the relatively short timescales it would require to dissipate, as well as a system of planets, which has been disproven by the fact that the estimated age of Aeternum would require that any orbiting objects would emit enough gravitational waves enough to decay into the object.
| Aeternum |
fandom.100th-millennium | # Aetheriel
Description.
Aetheriel, also known more simply as "the Heavens", and "Paradise", by the collective mortal races of Haven, is the first and northernmost of the Thirteen Realms of Thavma. Taking the form and appearance of a vast heavenly expanse of white and blue skies, with large white, silver and gold clouds cascading all across it. Crafted by the Divine Typhonians from the Remnant essence of the Primeveranth, Aetheriel was forged by the latent forces of Light that the One that Came Before once possessed before its untimely destruction. The very fabric of Aetheriel itself is imbued with an inexplicable sense of tranquility and serenity, while the sheer scale of it lends to a feeling of endless good, with the respective denizen Inomeni of its collective planes often sharing in these inherent qualities.
Aetheriel's respective planes take the form of large, floating continental sections of land, all moving in unison in a perfect circle around the heavenly expanse of sky. Located at the center of its sky, lies a large, sun-like golden sphere known as the "Light of the Heavens" to its denizens. Rather than function as an actual parent sun, the Light of the Heavens is a sphere of concentrated mystical Light energies inherent to Aetheriel, providing the whole of the realm's individual planes with illumination and magical energies.
Aetheriel's position of power within the Thirteen Realms is absolute. While its ruling Typhonians may not choose to not engage in inter-realm conflicts as often as others, the absolute size and might of Aetheriel's Inomeni armies are beyond question and few of the other Realm's rulers wouldn't dare trifle against them. The only true rival to Aetheriel's power would be its polar opposite realm, Apotheosis, as the two have often had to engage in large conflicts numerous times, as the ruling Typhonians of Apotheosis have long sought total domination across Thavma.
Cosmology.
Aetheriel has managed to remain on top of the political structure of the Thirteen Realms due to its sheer size, and the sheer amount of resources, goods, and magical wealth it possesses. The Inomeni are considered to be the most powerful of all, and so as their military strength is unmatched by any other force in the realms, they inevitably emerge victorious in nearly all engagements they've been involved in, making their conquest of the Thirteen Realms a near foregone conclusion.
The vastness of Aetheriel and the extent of its natural resources are what make it such a sought-after territory for the other realms. Aetheriel contains some of the most pure sources of mana across the realms of Thavma, which makes it very attractive to those who seek power in the Thirteen Realms. Aetheriel's skies are also filled with rare and exotic creatures unique to the plane, allowing its denizens to hunt them down and harvest their various body parts and essences, which are then used in crafting highly valuable magical items, crafting materials, and even high-grade weaponry. This has allowed its denizens to amass massive stockpiles of riches and magical items, giving them immense power over the other rulers of the Thirteen Realms.
Inhabitants.
Aetheriel's respective denizen Inomeni, known as the Aetherborne, almost universally share inherent angel-like traits, oftentimes possessing things such as wings, or an angelic aura around them, with their physiology dictated by the heavenly environment that surrounds them. Their ruling lord and lady Typhonians share in much the same, all possessing inherent physical traits that one can easily identify as being from the Heavens. Atop Aetheriel's many planes, the Aetherborne Inomeni that reside within them have constructed vast, angelic cityscapes, covering each with immaculate works of heavenly construction.
| Aetheriel |
fandom.100th-millennium | # Aggregate Aylathiya
The proverbial cradle of Aylathiya shatters, thrown by the hands its neglectful mother once held so dearly. Dissociating and exasperated, even the still-disunited Martial Space cackles at the archaic troubles plaguing Aggregate Aylathiya today. What once stood as Cosmoria's mightiest have been punished for their greed and squalor. Even so, the disparate powers strung across this area have yet to buckle. In fact, they are beginning to shine almost as bright as they used to, bringing hope to trillions that not all hope is lost.
As Aylathiya's largest of sectors, the aptly named "Aggregate" is well-labeled for its choppy, irregular political climate. Many nations, far from unifying Aggregate Aylathiya, exist like patches in a dirty quilt. Such conditions may have been inevitable, though they were exasperated by back-to-back conflicts. Nevertheless, there was a time where Aggregate Aylathiya was united under one banner, Sedrua.
Sedrua was never a perfect nation, backed with ideals which were inherently incompatible to Cosmoria at large. Despite this, its well known as Aggregate Aylathiya's most potent society. Embodying the might of over 20 stars, most believed that such a nation was too large to falter. Yet, vassals broke free, governments shattered, and rivals grew in numbers. Without its "de jure" leader, Sedrua slowly flaked its territory, inadvertently spawning new nations and giving permission for others to rise.
By the start of the Common Era, there were four corners of Aggregate Aylathiya. Sedrua, the Core Worlds Alliance, the Q.P.A., and the Golomian Confederacy. These powers birthed the foundations for today's political climate, permanently etching themselves as havens against the gales. As time marched on, Aggregate Aylathiya devolved war by war, first faltering
| Aggregate Aylathiya |
fandom.100th-millennium | # Ai'Nito
"Ai'Nito's Mountains protects the inhabitants from many storms, but have also been known to cut off entire towns due to landslides blocking the only roads. Extreme caution should be taken when driving in these roads." - Brochure Description
Overview.
Ai'Nito, also known as Ainito, is a warm/tropical terrestrial planet located in the Kivos Sector of the Jewel Cluster of the Eulciar Galaxy. The tropical world is known for its small towns, its flora and its horrible roads that constantly are in need of repairs. The planet, as well as the whole Ai'Nito System is situated on a unimportant trade route, which in turn left it somewhat isolated, and safe from many attacks.
Ai'Nito is small, being 8,000 Km, with its terrain primarily consisting of tropical rainforests, warm mountains and large beaches in the coast. A day lasts about 18 Hours, while a year lasts about 140 days. It is the 3rd planet of the system.
Early History.
Not much is known about its early history, but we do know that colonists from the planet of Kivos accidentally discovered this world in 47,000 CE, 3,000 years before Danruiphus was colonized. Ai'Nito Downtown was established shortly after and became the Capital. The world would not see any significant change for over 3,000 years until 50,000 CE.
Forgotten.
The Kivos-Danrui Civil War caused the colonists to isolate themselves, but rumors spread about a secret Danruiphi Base near the coast, which was cater confirmed to be true. After the war however, the planet was largely forgotten, so forgotten that many maps mistakenly left the entire Ai'Nito System out. This mistake would continue until about 90,916 CE.
Attack on the Kivos Sector (90,916 CE).
The Northern Jewel Systems Alliance made an attack on the Kivos sector in 90,916 CE, with the goal of diverting the newly reformed Federation of Free Worlds Starfleet, and then a second phase to attack Volkania Prime. Ai'Nito is in the sector, but due to its isolation, the Planet was completely spared. However, Ai'Nito-5, a Jovian Planet, held an alliance base, with was promptly destroyed by the Federation.
Modern Day.
The planet finally began to show up on galactic maps after the Attack on the Kivos Sector. Despite this, The Ai'Nito System remains relatively quiet with little traffic. 2 Habitation Stations orbit the planet as of the Modern Era.
The EUN maintains a small base in the Ai'Nito Mountain Range.
| Ai'Nito |
fandom.100th-millennium | # Aiah
Far beyond the clustered stars of Cosmoria, Aiah stands alone before the void. Its cold surface plays host to naught but ice and dust. Lit by nothing, the ancient world has drifted alone since the beginning, and will continue for the rest of time, accompanied by a bizarre secret.
Anomaly.
When Aiah was discovered by Saiheran surveyors ahead of the War of Saiheran Succession, they discovered odd concentrations of rare earth metals and other strategic resources. Being practical, Sarepha sent a mining team to the distant world. This mining team, upon landing on the deposits, was abruptly sucked below the surface and crushed by an unknown force, leading to civilian traffic being warded away from the planet.
The metal deposits were revealed through careful research and careful not-quite-landing on the surface to be part of a living thing, although the complete lack of large-scale illumination made it difficult to tell exactly what kind. Close analysis of the surface showed this entity to be a single enormous cell with a nucleus a full six kilometers wide, making it by far the largest case of simple life in Cosmoria. No one really knows how this thing formed, but research is ongoing.
History.
Aiah is almost as old as the universe itself, forming from an anomalous clumping of heavy metals before even the formation of the first stars. At the time of its formation, the background temperature of the universe was warm enough for water to survive on the surface of the planet, but this froze over before life could begin to evolve. However, life rapidly evolved beneath the frozen surface of the water, beginning as simple bacteria and rapidly evolving among Aiah's hydrothermal vents.
Billions of years later, the planet was found by an explorer from Sarepha shortly before the outbreak of the War of Saiheran Succession. However, before it had time to be logged in the database, the war begun, with Princess Zelera, one of the rival monarchs, setting up a base on this remote planet to avoid heavy damage. They began researching the life which had spread over all the nooks and crannies of the planet with their spare time. After Zelera's death and the end of the war, Aiah became a neutral territory, for scientists from all member nations of the UNF to study. As of today, Aiah is not particularly important on the galactic stage, but its surface has been the source of many great breakthroughs in scientific history.
| Aiah |
fandom.100th-millennium | # Aldaron
Aldaron is a planet, and capital world of the nation known as Kurûni. It is located in the Cosmoria Galaxy and in the Aeterna region. It orbits the fourth position within it's star, Lotharius Aradis or simply Aradis, one of the two suns that make the Lotharius System. It is inhabited mostly by Humans, who made Aldaron their homeworld and seat of power. It was the first world they settled in. However it has grown in population and importance within Lotharius.
The Planet is considered Utopian and was carefully picked among the life-seeded worlds of Lotharius as the best one to set the capital of a newly found nation. The humans looked for a new home to stablish themselves after the "Long Journey" across the stars after leaving the Martial Space in Aylathiya. Aldaron has thus a primordial source of connection that allows for many Magi to appear and channel large quantities of power.
| Aldaron |
fandom.100th-millennium | # Alkon-Aylathiya
Alkon-Aylathiya is a relatively small extremist theocracy, located in the Aggregate Aylathiya. Alkon-Aylathiya holds dominance over most of its region, being a relatively formidable local power. Alkon-Aylathiya holds strict authority across 8 star systems. Across all of its territory, Alkon-Aylathiya is home to over 2 trillion people, who primarily originate from Aeternalist backgrounds. The people of Alkon-Aylathiya are led by a theocratic government, centered around Aeternalism and all of its sects. Being a theocracy, Alkon-Aylathiya is a nation of extremes, merging politics and government in a relatively unforgiving system of rule.
While not directly bordering any nation, Alkon-Aylathiya is located relatively close to the Greater Martial Consilium and Sedrua. Alkon-Aylathiya's close contact to other nations has greatly shaped its diplomacy as well. It stands as Sedrua's closest ally and has relatively positive relations with the Consilium as well. Alkon-Aylathiya's distance to the Commonwealth is also peculiar. Its distance and great influence has led many Alkonians to believe that the C.A.A. is a great and looming threat to their nation.
Alkon-Aylathiya was first founded a couple thousand years after Commonwealth's Eclipse. Following the devastating conflict, caravans of Zythyns fled from the Lowyzol Federation into empty space. What rose from the ashes were groups of nomadic and divided clans, which looked to Aeternalism for their leading principles. It was apparent however, that these nomads would quickly perish if they did not settle or unite. But centuries after their migration, many of the largest clans came together and daringly settled on Sumayara, a Hedonist World which was perceived as untouchable holy land by many. It was Sumayara which propelled these former nomads however, as its controversial beginnings gave way to great prosperity.
Over many centuries, all nomads united and created the foundation for Alkon-Aylathiya. It took centuries more for true infrastructure to be established. In 43,237 CE, Alkon-Aylathiya was founded as a nation which stood for Aeternalism, Thaumaturgy, and the well-being of all Aeternalists. Deep, interconnected and struct rule was enforces upon its conception, bringing Alkon-Aylathiya great power and cohesion. It was a major player during Aylathiya's Totality, siding with Sedrua and directing invasions against the Lowyzol Federation, its former harborers. It even found and subdued the Resonant Divinity, a major Angelic Artifact which allowed Alkon-Aylathiya to project its power.
After a ceasefire forced by the hands of Vurilia Jutopati, Alkon-Aylathiya's influence grew, covering a large swath of land by the War of the Ancients. During the WoTA, Alkon-Aylathiya backed the Quintet Payotari Association, and kept doing so until the end of the war. In the days preceding modern times, the Angelic Awakening shook Alkon-Aylathiya to its core. Upon seeing the return of the Angelic Pantheon, its Aeternalist government warmly welcomed them. Many refer to the Angelic Awakening as Alkon-Aylathiya's most important event, as the nation has rose in power since.
| Alkon-Aylathiya |
fandom.100th-millennium | # Amana
Amana was named by the native Amanians for their word for "home". It is a planet battered by war, with very little but primitive mosses surviving the nuclear holocaust. The native Amanians came within a hair of extinction after almost succumbing to a great civil war which also wiped out the vast majority of complex life on the planet. The Amanians are currently rebuilding and reintroducing life across the planet, and it has only recently regained its green landscape.
The planet was not always as it appears today. For a long period of time it was a nondescript slushball, covered almost entirely in primitive bacteria. However, ~300 million years ago, it exploded with life, rapidly evolving to intelligence, the Amanians. However, the Amanian Civil War destroyed this great progress, leaving behind nothing but ruins and a few hundred Amanians squirreled away in the Kenna Limit Cloud, with life on the surface of Amana reduced to its state before the explosion of life 300 million years ago. Today, they are steadily rebuilding, drawing upon limited resources to regain the former splendor of Amana.
Astrographical.
Amana is located in the Kenna System, alongside three other worlds: the desolate rock of Krekalla, the enormous gas giant of Augustus, and the distant icy behemoth of Dreaka. The Kenna System can likewise be found on the edge of Cosmoria's stars, near to the Garanka, Dorok, and Ernar systems. Found in the habitable zone, Amana has a large enough sphere of influence to possess a small captured moon, Eminar, which shepherds a thin dusty ring system probably created by impacts blasting dust off of Eminar's surface.
Geography.
Amana is covered by one large continent, three minor continents, and many smaller ones, all separated by a small network of seas.
History.
The Kenna System formed roughly 5.11 billion years ago, with all its planets forming shortly after the star itself. Among the chaos of the early Kenna System, an asteroid collided with the early Amana, less than a few million years after its formation. This had the effect of altering the planet’s tilt from roughly 4° to the present day tilt. The asteroid’s ejected remnants orbited the planet but never coalesced into a moon since it was within Amana’s Roche Limit, instead forming rings. The asteroid also carried organic molecules that promoted photosynthetic organisms to appear, which then scrubbed the carbon dioxide from the atmosphere, replacing it with oxygen. Nitrogen also began to build up in the atmosphere around this time.
By the year 61438, the Amanians had reached full power over their world among their huge collection of bickering states. Unfortunately, these states were itching for a reason to destroy each other, and the assassination of Tanna'an of Verla ballooned into an all-out war across the planet. This war lasted for centuries, with both sides willing to use brutal force. By the end, the race had been driven to extinction, except for a few holdouts in remote comets in the Kenna System's oort cloud. These holdouts eventually returned to the inner system, centuries after the war had scarred every planet, leaving many vast craters across the Amanian surface. The remaining population to this day is less than a billion and is slowly picking up the pieces of their ruined civilization, preparing to rise again into space.
Moon System.
Amana has one major moon, Eminar. Eminar is roughly 300 kilometers in radius and orbits relatively distantly from Amana. The moon has many mining colonies set up shortly after the first landing on it, in 61167, which take advantage of the moon's richness in resources. These colonies were abandoned shortly after the carpet bombings of the Amanian Civil War and have not been reclaimed.
Ring System.
Amana has a set of thin rings, likely caused by a medium-sized asteroid breaking up after passing within Amana's roche limit. These rings have many tiny asteroids a few tens of meters across shepherding the particles into neat, very circular orbits. The rings are almost invisible from the surface, but still presented a big hazard to orbiting satellites, which set back Amanian development by a few decades.
| Amana |
fandom.100th-millennium | # Amaranth Concatenation
Amaranth Concatenation.
The Amaranth Concatenation, known also as the "Cosmic Succession" is the term that describes the generational lineage of distinctive groups of beings that have inhabited Imagindarium's Creation at varying points in time. The Amaranth Concatenation consists of six individual coherent groupings of beings, each with distinctive forms, spirits, and natures to those that either preceded or succeeded them. Alongside these six groupings, several more categories of beings are included in the Amaranth Concatenation which are more exclusive to themselves.
Annuat.
The Annuat, known also as the "Primordials," were the very first generation of beings to inhabit the virgin Ambrosia. Unlike those that would come after, the Annuat were not truly sapient, but merely directed beings of total omnipotence sent forth by Imagindarium to the Amaranth Realm, in order to lay down the fundamental forces and aspects of reality to pave the way for future states of Ambrosia. Acting on a self-directed path, the Annuat wondered about the Amaranth Realm, crafting the innumerable worlds and lands that would inhabit Ambrosia, following the end of the Great Age Typhonia.
Existing in several distinctive forms, the Annuat were responsible for a great majority of concepts and forces becoming manifest. From the creation of the Viaprimordia Energy, to the Primeveranth, the first ever truly sapient being, Alongside the creation of the divine Typhonians. With all this in mind, it is safe to say that the line to the Ultimate End would simply be not possible without the First Beings' existence.
Alongside their direct interventions upon Ambrosia, the consequences of their waging of the First Conflict became one of the greatest and far-reaching events of Remnant, as all Realms which constitute Imagindarium's Creation would ultimately experience its repercussions. From the Remnant essence of their conflict, the concept of the failure of an attempted process was introduced into reality, thus creating the second pillar of conflict's beginning. Alongside this, the force of Undeath would also be introduced into the universe.
Primeveranth.
The Primeveranth, known as the "One That Came Before" by the future Typhonians, was the first truly sapient being to ever inhabit Ambrosia, able to act and form coherent thought without the direct influence of another force. Crafted by the Annuat from the Annmaya itself, the Primeveranth was granted unlimited cosmic power similar to its omnipotent creators, dubbing the Primeveranth the first ever "Sentient Power" in existence. Alongside being the first sapient mind in creation, the Primeveranth was the first to inhabit a coherent, physical form, an elongated body constructed of Amaranth and given a cosmic appearance.
Though the first and arguably most powerful coherent, singular being to inhabit Ambrosia, the Primeveranth did not remain extant in reality long, leaving its acts upon the universe to be more minor when compared to its progenitors and successors. The most major act the Primeveranth would accomplish during its existence would be the creation of the first-ever object, crafted by a truly sapient being, the world of Amarent. An act so significant that the world would become Remnant, permanently embedding itself into the Cosmos.
Ultimately the Primeveranth's greatest impact in cosmic history would be achieved following its demise. As the Great Unifier poured into its mind the concepts of conflict, and contradictory thought, the Primeveranth's essence would shatter apart under the crushing weight of all-consuming contrary thinking. From this, the essence of the Primeveranth's mind would flow across all creation, creating the energy field of Psionics, and ultimately allowing for sapience to appear within life independent of a direct creator.
Typhonian.
The Divine Typhonians, second-born of the omnipotent Annuat, their last act in creation before fading into oblivion. The Typhonians were crafted from the Fragments of Creation within Amaranthia itself, making collective Typhonia the absolute pinnacle and maximum of magical power and presence. Extremely diverse in both appearance, nature, and form, the Typhonians are the single-most complex generation of the Amaranth Concatenation to inhabit the universe.
The impact which the collective Typhonians had in cosmic history is extremely immense, as even their mere creation was the catalyst for linear time to begin, causing the Line to the End to start in earnest. Throughout the Great Age Typhonia, the collective Thirteen Realms of Thavma would be constructed by the Typhonians, from the Remnant essence of their Primeveranth ancestor contained therein. And from the Thirteen Realms, the Typhonians crafted the fourth generation of the Amaranth Concatenation, the Inomeni.
As their immense conflicts waged across the then endless extent of the universe, the Great Age Typhonia's finality would spell the beginning of Ambrosia as it was meant to be. At the last clash, an Amaranth Contravene spanned all of existence, condensing the undefined Ambrosia into its true state, as a well-defined and coherent macrocosm. But as Ambrosia was now much diminished, the immensity of the Typhonians' mere existence within it threatened to shred the Amaranth Realm into oblivion. As a result, the First Amaranth Heir would be sent into Ambrosia, contained within him that which would forever banish the Typhonians from the Amaranth Realm. Thus eternally trapping their beings within the Thirteen Realms of their creation.
Inomeni.
The Inomeni, perhaps the most diverse generation of the Amaranth Concatenation, as unlike those that came before them, the Inomeni were several distinct races all sharing a common origin and inherent spirit. Crafted by the Typhonians from the inherent swath of arcane and psionic power, contained within the Thirteen Realms of their creation, the Inomeni were made to serve their Divine creators as both their personal armies and their loyal acolytes. Each of the Inomeni races had a respective creator deity. However, select Typhonians could have had multiple Inomeni under their rule, or have none, being dependent on the respective Divine in question.
After the banishment of the Typhonians at the hands of the First Amaranth Heir, Skorne, the Inomeni of Ambrosia were ultimately spared from this fate, and thus allowed to continue in the newly finalized Amaranth Realm. As such, the Inomeni would swiftly dominate the whole of the Cosmos following their master's departure, often placing them in conflict with the newly formed mortals of the universe, though the demigod races nearly always came out supreme.
Out of all the Inomeni powers of their day, Ambrosia was primarily ruled by the Isariel of the Lady Amaranth, and the Seraphnim of the Golden Sovereign, dividing the universe into two, known as the "Great Dyad Powers." The two would battle one another in endless conflicts for total control, though neither was able to ultimately best the other. Eventually, the Dyad Powers would fall victim to the Thavmaphage's entrance into the universe, ending the Age of the Inomeni. While they are still extant in Ambrosia in small enclaves today, most Inomeni have fallen into ruin within the Amaranth Realm, and only in the Thirteen Realms of Thavma do they now thrive.
Alizarin.
Sharing in the name of finality itself, the Alizarin Races, also known by those of higher being as "mortals," are collectively the most numerous facet of the Amaranth Concatenation, and arguably, the single most powerful. The only form of sapient life to arise from the Amaranth Realm independent of any creator, the collective mortal races are the true and inherent lords of the universe, as all of creation was intricately designed to facilitate their rise to dominance. The sheer number of individual Alizarin races that have existed across history is extremely vast, coming about across the collective worlds of the stars.
While each individual mortal pales in comparison in both power and extent to their Inomeni predecessors, the Alizarin, as a collective, ultimately have proven to hold power greater than that of even the Divine Typhonians. Each Alizarin is a part of the Finite Mind, the collective consciousness of all mortals within the Penumbral Mental Stratum. With this, collective mortality is able to bring into fruition any and all concepts within the universe, provided a large enough section of them are all thinking the same thoughts in tandem with one another. This ability puts the Alizarin Races as a whole on a rung above both the Inomeni and the Typhonians, as neither of the divine forms of life is able to create from nothing, ultimately making collective mortality equal to omnipotence.
At mortality's beginnings following the banishment of the Divine Typhonians, they would suffer great subjugation by the numerous Inomeni, as the Demigod Races had taken the cosmos for themselves following their creators' departure from Ambrosia. As they were unable to match both the immense mythical powers and vast engines of war of the Inomeni, thus they were forced to be their servants, as the collective mortal races had both their peoples and worlds suffer the consequences of the Great Dyad's many wars. However, upon the Thavmaphage's creation and subsequent decimation of the Inomeni, the Alizarin Races were able to rise from the ashes of old, becoming the dominant force in the universe, a position they hold into the modern-day.
Condevi.
Condevi, perhaps the single-most broadly categorized of the Amaranth Concatenation, consists of any and all artificially crafted sapient beings using materials, not of either Amaranth or the Fragments of Creation. Also referred to as "artificial intelligence," (often shortened to just "AI") individual Condevi most typically consist of a sort of computer housed within a mechanical form, be it a body, or a storage unit. Though this isn't absolute as Condevi can possess organic bodies, so long as their creation was neither natural nor magical. While Condevi as a whole are classified as the sixth, and thus far furthest of the Amaranth Concatenation, technically have been around since the early Typhonians. The first of the Divines, the Golden Sovereign, constructed the first artificial mind during the early years of the Great Age Typhonia.
Due to holding such a broad category of forms an individual Condevi can take, collective Condevi can be extremely varied from one another, as some can consist of entire races, to just one individual artificial intelligence, or even vast hiveminds consisting of quadrillions of crafted minds. Most Condevi across the universe share a sort of "kinship" between one another, as they are nearly all united within the Forged Mind of the Penumbral Mental Stratum, meaning each has an inherent understanding of every other forged intellect in creation. However, this is not to say all Condevi act in a harmonious manner with one another, with some Condevi reaching points of disagreement, or detest which can bleed into conflict.
Most Condevi at their start are made to be subservient to their creator(s), with the Alizarin Races being the primary progenitors of most Condevi throughout time. However, some Condevi can reach total mental independence from their crafters, be it through force of conflict, and or recognition of sapience separate from their originators. The primary example of this would be the God Legion AI hyper-hivemind, created by the Etymology. The God Legion would be the crowning achievement of the ancient universal civilization, until it would ultimately rebel against its creators, burning nearly all life in creation to ash in an event known as the "Red Galaxy Event." The God Legion would then ascend from material reality and begin its function as an avatar to that of the Great Unifier itself.
Amaranth Heir.
Amaranth Heirs, known also as the "Celestials," are individual beings crafted directly by, and from Amaranth itself. Acting as living Amaranth Contravenes, the Amaranth Heir is birthed as a fully-fledged being of near unlimited cosmic power. The title of Amaranth Heir is held by a select few individual beings who have manifested at different locations across the universe throughout time. Typically, an Amaranth Heir will appear in the form of an already extant species native to the location in which they manifest, though some have been known to possess wholly unique baseline physical forms.
As each of their number exists as a living Amaranth Contravene, an individual Amaranth Heir will only remain extant in the universe, so long as their respective Contravene remains inert within them. The Contravene contained within the Amaranth Heir also acts as the determining factor to both the power, and potency they will hold throughout their existence. Meaning the objective importance said Contravene holds in the Line to the Ultimate End will ultimately increase the presence of the Heir in question, with those whose impact is on universal scales making the Amaranth Heir rival the most powerful of beings to exist.
Throughout the thousands of years linear time has flowed, Amaranth Heirs have long been the catalysts for innumerable universal-scale events. One of the most notable would be the banishment of the Typhonians from Ambrosia, as Skorne, the very first of the Amaranth Heirs, united all Typhonia in a final clash. Thus bringing about an Amaranth Contravene that would forever bar the Typhonians from ever again manifesting their endless spirits into the Amaranth Realm.
| Amaranth Concatenation |
fandom.100th-millennium | # Amarent
| Amarent |
fandom.100th-millennium | # Amarent (Remnant)
Description.
Amarent, also known as "Remnant," or "The Amaranth Vault," is a rogue dwarf planet located in the reaches of Sedrua, and is sole world in all of its like within all of creation. Amarent's overall physical appearance and structure is very mundane. It exists as a starless rogue dwarf planet, with a frigid surface made of nitrogen ices, doomed to forever orbit the center of the galaxy in eternal night. However, one must not let the world's unassuming look deceive them, for Amarent is the gateway to a vast swath of knowledge that has been lost to time.
Amarent has achieved a mythic-status within Via Aylathia, as it is the only place in all of creation wherein the Ambrosian Remnants have been known to make themselves manifest. Ambrosian Remnants themselves are a wide variety of forces, objects and concepts that all relate to that of Ambrosia, the previous existence before this current age of the Cosmos came to be, in the times of Nothing, when even the primordial chaos had yet to exist, all that ever was all but a singular macrocosm in a Void of Totality, guided by cosmic forces well and far beyond any of this universe.
Older than even the galaxy it inhabits, Amarent is amongst the eldest objects in all of creation. It came into existence at the very dawn of the Cosmic Primordia, fully fledged as a small icen-world of withered rock and crater. It is unknown how long Amarent has been affected by Ambrosian Remnants, however, given that the small world's age has been dated back to that of the theorized time of the Cosmic Primordia, it is believed that Amarent itself was the very first Ambrosian Remnant in existence, serving as the Conduit in which to have all that would follow to come into reality.
How and why these remnants of pre-universal history cross the boundaries of time to our reality is not known by any. However, located upon Amarent itself is a group known as the "Cabal of the Amaranth Truth," an origination founded by Mother Sydiah of Sedrua, dedicated to unlocking the secrets of the Ambrosian Remnants that appear within reality. The Cabal is located upon the dwarf planet's icy surface, within a large complex known as the Amaranth Vault. The Vault covered in a vast cloaking device to shield it away from prying eyes. This complex is designed to contain any physical Ambrosian Remnants that come into reality, while also holding a significant population of Magi, dedicated to studying and recording the Amaranth Echoes that invisibly come into being across the world's barren surface.
Amaranet had remained unknown to the Via Aylathia galaxy for seemingly all of history, as it was only until the leader of Sedrua, the Mother Sydiah, felt an inexplicable call to the world in the year 100,000 BCE. As she did, she felt a strange "pull" to the world, not as if words were spoken, but as if it was her life's calling but to go to this seemingly empty region of existence. As she step foot upon the icy surface, was met by strange glowing Amaranth orb in-which suddenly appeared in-front of her, glowing and swirling with chaotic alien energies. As she peered into the sphere, her mind was flooded with images of a strange Amaranth Realm of wonders, before they would ultimately fade, marking the first instance an Ambrosian Remnant was known to come into existence.
Properties.
Physical Properties.
Amarent's physical structure, at first observation, seems to be fairly standard for an iced-over dwarf planet. A small, spherical shape of no more than two thousand exact kilometers, a surface of solid nitrogen ice with few craters, surface scarring, and towering nitrogen ice mountains. However, a few anomalies make themselves apparent even upon first viewing. The first and most notable would be that the planet seems to be "illuminated" by an invisible light-source separate from that of galactic background light, as the dim-glow reveals' a piercing bright Amaranth-colored surface.
The second is that Amarent does not rotate, or orbit the galaxy in any way, always remaining forever stagnate in space as if it was permanently embedded there. Alongside remaining stagnate in position, Amarent has thus far proven to be utterly stagnate in surface feature as well. The nitrogen ice which makes up its surface is seemingly totally indestructible by any known means, from mechanical, to temporal, or thaumaturgic, it seems the small world is amongst the most durable "things" in known existence. This indestructibility extends to the overall physical composition of the world as well, as it has thus far been shown that nothing upon it can be altered in any way. If one was to walk upon its icy surface, they would leave no footprints. Or if they bent down to pick up a rock, they'd find it permanently embedded in its current position. However, remote observation of the ice, alongside foreign objects can be placed upon the stagnate surface without any effects.
Amarent has a singular small dwarf moon asteroid of a hundred kilometers in diameter primarily made of water ice, known as Amarent-2. It orbits the dwarf moon only three thousand kilometers away from it, and does not seem to have been created alongside it, as carbon-dating only puts the moon at a little over five hundred million years old. Instead, it is more likely that it was a rogue asteroid that happened to cross into Amarent's stagnate position and was captured by its gravity, forever to orbit the stationary world. No Ambrosian Remnants have been known to manifest on, or around the moon, however it also shares in the same anomalous Amaranth hue and light that its parent planet does.
Amarent is located in a region of space where an all-consuming energy force known as the "Fragments of Remembrance," permeates invisibly for only a scant few thousand kilometers "around" Amarent itself. The Fragments of Remembrance themselves seem to be a strange thaumaturgic-like energy Amaranth in color, yet bearing no connection to the of the Lux Aeterna, yet able to both be affected by, and affect it. In fact it is only through use of Thaumaturgic energies from Lux Aeterna can the Ambrosian Remnant, Amaranth Echoes, be observed, however direct use of manipulation of the Fragments of Remembrance has thus-far been impossible.
Amarent's physical presence in reality has been known to be able to shift and warp, appearing as if it is fading in and out of space, or as if it is violently vibrating, though nothing appears to change for the planet itself. The only exception to this is when an Ambrosian Remnant manifests into reality. As it does, Amarent will begin to warp and stretch, shift and wobble, while the color of its surface will begin to change into a verity of colors. This will last approximately a standard minute, until the Ambrosian Remnant comes into being, and Amarent returns to its previous Amaranth hue and stagnate state.
| Amarent (Remnant) |
fandom.100th-millennium | # Ambrosia
Inhabitants / Characters / Timeline
Description.
Ambrosia. Typhonia. The Amaranth Realm. The Jewel of Longing Eyes. The great macrocosm in which the First Age of the Cosmos was made manifest. Within its Amaranth tapestry, a vast storyline of innumerable combatants, torn between the forces of Light and Darkness has played out in a never-ending march towards an Ultimate End, solely determined by Ambrosia's very force of creation, Imagindarium. For thousands upon thousands of years, countless races and beings have risen to prominence across the mortal realm's sacred starlight, only to swiftly fall upon the coming of the next generation. A seemingly endless dance of life and death playing out across an eternal stage of thousands of years, consuming infinite lives across uncountable worlds and lands.
Ambrosia itself is a mythical collection of stars, all bound together in an unbarred, harmonious spiral-like pattern, gravitationally held in place by the Amaranth Veil, located at the center of the Amaranth Realm. Contained within this heavenly mass of stars are billions upon billions of planets and moons, all containing diverse geographies, climates, and vast ecosystems of wild and exotic forms of life, both simple, and complex.
Throughout the tens of thousands of years Ambrosia has remained extant within creation, several generations of sapient beings have held sole dominion over the Amaranth Realm, as the whole of existence has changed hands throughout a never-ending cycle of generational succession. The play of Imagindarium's creation is written on the principle that no matter the force mustered, the next generation shall, and will, succeed their forbearers. This line of cosmic succession is known as the Amaranth Concatenation, so named for its absolute certainty, forged within the very fabric of creation itself.
The very first collection of beings to hold dominion over Ambrosia would be the omnipotent Annuat, directed beings of pure probability whose sole purpose was to lay the fundamental forces of reality in place within existence so that the later generations may rise to prominence. After their purpose was fulfilled, the second generation would be forged by the Annuat directly from the Amaranth Veil, condensing the infinite well of the Fragments of Creation contained within into hundreds of sapient beings of pure magical presence and power, known to themselves as the Typhonians. For tens of thousands of years, in a period known as the Great Age Typhonia, the Typhonians were separated into two disparate factions and were locked in an eternal struggle over sole dominion over the universe.
Ambrosia has held a long and storied history, as countless species, groups, empires, and individuals have attempted to claim its sacred starlight for thousands of years. It has housed numerous interstellar civilizations and species, some of the most notable being the ones who made up the Etymology, an ancient mega-civilization that at its peak controlled the entirety of Ambrosia. However, other ancient civilizations and races before their reign, such as the Inomeni powers of the Isariel and Seraphnim prior, known at the time as the Great Dyad powers, both respectively held dominion over the whole of creation.
In the current year of Ambrosia, all of the Amaranth Realm is under the sole dominion of the Ambrosia Alliance of United Systems, an intragalactic alliance of hundreds of separate member nations holding total dominion over every star and world in existence. However, the single most powerful force within reality is the still dormant God Legion, known to the Ambrosia Alliance as the CYREX. The God Legion itself is a seemingly infinitely all-powerful AI hyper hivemind whose true purpose remains unknown to the Alliance themselves, as it actively chooses to remain within its own plane of existence outside of Ambrosia.
History (WIP).
The Time Before Time.
Amaranth Conception - The First Light.
In the time before time itself, there was an eternal state of absolute nothing which permeated across all. An infinite void of uncreation known as the Void of Totality had remained the sole state of all reality, leaving the Cosmos' very existence in a blackened form of nothingness. From beyond the boundaries of the Cosmos, the force of everlasting reach and eternal presence, Imagindarium, existed separate from this state of everlasting nothing. From outside existence's boundaries, Imagindarium had begun its sole function, to bring about its Ultimate End, and it would use the functions of existence yet to be as its medium.
This time of absolute nothingness would come to an abrupt end, as the very first action would be committed by the force Imagindarium, and with this first act, it began its function upon reality. In an instant, the very first light had been born, a great Amaranth glow which had spawned forth from absolute nothingness, creating a vast macrocosm sealed away from the infinite nothing that surrounds. In an infinitesimally brief moment, that very macrocosm had existed at a size and state immeasurably minuscule. However, nearly equally as instantaneous as the Amaranth Conception which had created the very macrocosm, it had expanded to an immeasurable distance.
Within that macrocosm, three separate realms of existence split into three disparate regions. The first took the form of a vast realm of Amaranth-colored proto energies that swirled in violent chaos, lacking coherent form or direction, existing as an eternal and turbulent primordial swath of uncontrolled infinite volatile Amaranth energies. As the concepts of gravity and time had yet to come to be, the immeasurable amount of energy now within existence remained in an indefinite state of stagnation, and as the whole of creation's first great energies were unable to move or disperse, they would remain as a condensed point of infinite energy within newly created space.
Past an unknowable frame of time before the creation of what we understand of time, the first act of gravity would be committed, as Imagindarium would introduce the concept of gravitational forces into Ambrosia. As this happened, the never-ending swath of Amaranth energies spanning an eternal distance all became instantly bound to one another, and in an equally instant moment, the endless and immense primeval energies which permeated across all of Ambrosia's existence all coalesced into a condensed point in existence. Conceived from this coalescence of these infinite Fragmentations of all Creation itself, came into being a collective existence of endless pure and mythical power, Amaranthia.
As Amaranthia embedded its existence into reality, the fabric of actuality began to bend and shred against the strain of this new condensation of limitless majestic energy. And as a result of this shattering of reality came an immense gateway linking Amaranthia to that of Ambrosia. Once this great Amaranth Veil between the two planes of existence was forged, the infinite arcane energies flowed from Amaranthia into the primeval Ambrosia, drenching all of its elements in a crushing magical weight. Whilst its formation also held the chaotic state of this young universe in perfect order around it, centering all of reality in rotation about a great Amaranth light. With this, the former turbulent state of Ambrosia had ended, and instead, all of Ambrosia's energies would remain in total order, laying the foundation for the further states of Ambrosia to come to be.
Libation - The Great Collective.
Separated from Ambrosia lies the second macrocosm forged at the dawn of the Amaranth Conception, Libation. Situated in a spatial plane above the realm in which Ambrosia inhabits, this second existence was an endless and empty realm of reality. However, upon the creation of Amaranthia, and subsequently the creation of cosmic order within Ambrosia, the realm of Libation was set upon by direct intervention from Imagindarium itself. A great Amaranth Contravene rolled all across the infinite void, and in an instant, all of this aforementioned void became consumed in endless and total light, as Imagindarium began to lay the foundations of Libation's function in relation to that of Ambrosia's.
From this eternal light, an endless stream of concepts, forces, and energies yet to be had begun to form in an ever-expanding gateway, stretching across an eternal distance. With this, Libation's purpose in the Cosmos had been cemented, as it would serve as both the repository of all that would come to be within Ambrosia. As well, Libation would begin to serve as the way in which energies that would later reach their respective point of entropy would be sent to once they became totally dispersed, later to be reused in the creation of new forms of energy that would begin to return to inhabit Ambrosia proper.
Primeval Libation would soon prove to be much different to that of the virgin Ambrosia, as the infinite light began to disperse, Libation's nature was made in a way very akin to that of a great gallery, containing that of both what will come to be, and what will never come to pass, forming a Great Collective of near-infinite possibilities. Contained within said gallery are innumerable archive-like swirling circular masses, constantly moving about Libation's spatial dimensions, while within these archives lies several sub-galleries arranged in a dazzling hexagon-like pattern. These sub-galleries are in which Libation's function is made manifest, as contained within are the aforementioned unmade concepts and forces yet to be made reality within Ambrosia.
Immediately following the dispersal of the infinite light which permeated across the entirety of Libation's spatial dimensions, the Great Collective's function within creation began in earnest. As it did, Imagindarium had caused a second Amaranth Contravene to ring across all creation, which in turn brought about the forging into existence of a vast, invisible network of interweaving thread-like strands of pure probability, condensed into a singular point within reality. These threads of total probability would come to be known as the Annmaya, and their creation would lay the foundations of all possibility and change to occur within all of the universe. The Annmaya's purpose of creation is to ensure that Libation's existence remains permanently connected and anchored to that of Ambrosia, thus allowing the concepts and forces contained within both realms of reality to freely enter and exit between the two in an eternal shared stream of information.
Thavma - The Nowhere In-Between.
As both Ambrosia and Libation had made their respective states of individual realities inherent within the Cosmos, a vast void of unreality located in-between these two polar opposite realms had formed as a blackened existence in which nothingness permeated in a looping constant, not unlike that of the Void of Totality itself. This void, known as Thavma was a self-isolated macrocosm of reality whose sole existence and function was to provide the means in which concepts and forces may pour forth from Libation's existence down into that of Ambrosia's reality, as well as vice versa. Acting as a Thoroughfare that may ferry concepts to both realms of the Cosmos. And while the stagnate state of the Cosmos had yet to allow that function to be, the foundations of Thavma's purpose had already begun to lay itself out.
As these first shared and harmonious concepts began to be sent to and from both Ambrosia and Libation following the creation of the Annmaya, strains of energies that originated from both realms of reality would find themselves ultimately trapped within Thavma's looping state of cosmic unreality. As they did, the very void that surrounded them would soon begin to transmogrify their original nature, causing them to become embedded into Thavma, leading to their newfound existence to become wholly intrinsic and inherent to that of Thavma itself. With this, Thavma's looping macrocosm of unreality would soon find itself inhabited by sparse strains of Thavmatic Energies, allowing for coherent boundaries to be defined within the previously incoherent and empty void.
While the initial form of Thavma was similar to that of the Void of Totality, it differed greatly in regards to its physical properties, existing in an entirely different environment where the very fabric of space itself had been rendered into a chaotic mess instead of being composed in a neatly ordered manner. The various energies that found themselves within the void were thus subjected to Thavma's inherent nature, becoming warped and distorted as they were forced to exist within the chaos that was Thavma. While the process took time, due to the slow but persistent growth of Thavma, it would eventually cause the void's physical structure to become increasingly structured, manifesting a tangible form through the gradual emergence of its primordial structure.
During this period of physical transformation, those energies that became entrapped within the void underwent a metamorphosis of sorts, gradually taking on a new form and shape before finally emerging onto the surface of reality. However, unlike energies found in the primeval Ambrosia, what emerged from Thavma were unique, disparate forms of energy that possessed none of the inherent properties of the Cosmos. Instead, it seemed as though they were to have come from somewhere else entirely, having only taken on some of the basic qualities of the Cosmos that were present within it.
The Great Unifier - The Beginning of the End.
Following the final foundation of Ambrosia, Libation, and Thavma, the three macrocosms that would define both the limits and boundaries of Imagindarium's crafted storyline, existence would persist in an undefined state, only having concepts exist in the Cosmos without directed purpose, awaiting the dawn of the predestined line to the End, though this state of existence would soon change. From within the infinite halls of Libation, Imagindarium would once again set itself upon its creation in a direct act of cosmic intervention, as it would make manifest that which will bring about the sole purpose of all that Imagindarium would create. However, unlike its previous direct interventions, Imagindarium would not simply use the fundamental aspects of reality yet to be as the means of creation. Instead, it would craft from its very own essence a force beyond that of omnipotence itself. Thus, spawned forth directly from the very being of Imagindarium, an eternal force of endless presence was forged in a bombastic Amaranth Contravene, ultimately proving the grandest event to ever occur in the whole of the Cosmos' history, even greater than that of the Amaranth Conception itself.
The force which would be spawned from Imagindarium's greatest act of creation would be known as the "Great Unifier," the eternal embodiment of contradiction and conflict, and it would soon prove to be the one and sole reason in which Imagindarium even set itself upon the Cosmos in the first place, as it would be the sole force which would bring about its fabled Ultimate End. All acts of creation preceding the Great Unifier were done so solely to facilitate the bringing into creation of the Eternal Antagonist of Imagindarium's vast storyline, while everything that would proceed the Great Unifier's creation would equally only be in service to that original act of its creation.
As the Great Unifier first came into being within Libation, it would be the very first entity in existence to have the first coherent thought. Though it would not exist in any form of sapience any being could possibly begin to comprehend, as the Great Unifier is the one force in existence to be forged from Imagindarium's direct essence, it was given an inherent, unthought understanding as to its purpose in reality, and the chain of infinite events which would lead to the Ultimate End's manifestation in creation. So while it could be said that it could indeed actively think about both itself, and the realm which surrounds it, it would be more apt to say that it merely had the untapped understanding of its functions as an inherent aspect of the Great Unifier's very being. Why this was the case would be best explained by comparing the Great Unifier to that of Imagindarium. As the Eternal Antagonist was created directly from Imagindarium's very essence, it would not be incorrect for one to say that the Great Unifier was merely an extension of Imagindarium itself, meaning all which Imagindarium does, knows, and understands would be equally understood by that of the Great Unifier, it simply needed to seek them out.
While the newly christened Great Unifier remained within Libation, it began to internally ponder the meaning of its creation. At first, the force would do so by exploring the infinite halls of the unmade concepts which eternally permeate across Libation. As it did, the Eternal Antagonist would gain a deeper understanding as to what would follow in this still confusing line to a predestined End. With this, the Great Unifier's knowledge as to what, and why it is as it is becoming even further cemented. It held an unthought connection to that of the ever-present Imagindarium, which guided the chain of events in this Time Before Time. However, it still felt as if it was separated from its progenitor cosmic force. In its ponderings, it would peel back the veil that surrounds Libation, peering past the empty Thavma into that of the virgin Ambrosia. As it took in the immense primordial Amaranth energies which created that of the Realm of Ambrosia, it grew to a greater understanding as to its purpose in existence, seeing wherein all that was unmade within Libation would ultimately reach fruition in that of Ambrosia.
Returning its attention back inward, the Great Unifier would begin to take an inventory of all the information it had presented itself. With one last great action, it would force itself in the presence of that of its progenitor, Imagindarium. Once it perceived only a brief example of Imagindarium's beyond eternal presence, it would understand that it was not separate from Imagindarium, but merely a section of the cosmic force's essence, only given existence to fulfill a specific purpose. Immediately following this revaluation, it would instantly unlock the understanding as to the sole purpose behind its creation and existence. As the most powerful force to ever inhabit Imagindarium's vast universe, the Great Unifier would be the catalyst as to the very reason this Cosmos was created, to serve as the sole antagonistic force leading this grand storyline of conflict, leading to a climactic final battle between the Great Unifier itself, and the chosen denizens of Ambrosia's far future, creating an Ultimate End of this universe. To accomplish this, the Great Unifier was forged into being from the very concept of conflict, contradiction, and the failure of an attempted process, the very forces of antagonism themselves.
While it would be too early in the universe for the Great Unifier to begin to fulfill its purpose in reality, it would still fully understand its purpose in existence, as it was given a full and entire vision as to every necessary event to transpire in the vast line to the Ultimate End. As it did, the necessity of the Great Unifier's position in this storyline would be made inherent to it. Without the Great Unifier, the story of Ambrosia would be all but impossible, as the very concept of conflict, the sole driving force behind the line to the End would not be made manifest into the Cosmos. As well, it would equally understand that all events that occurred both before its creation, and those that will occur long after would all be in sole service to that of the Great Unifier's fulfillment of the desired Ultimate End. With this, the Great Unifier would be made to ensure that this purpose it has been given in this grand storyline of conflict would be enacted without even the slightest deviation, becoming the Willful Antagonist to this soon-to-be crafted tale.
With the Great Unifier's acknowledgment to its purpose, the line to Imagindarium's Ultimate End would truly begin, and the realms of Ambrosia, Thavma, and Libation would serve as the setting of this long storyline. With the cementation of the line to the End, the undefined state of existence would also end, as Imagindarium would spread its ever-present essence across all which it had created up until then, making it so only its guiding hand will be the sole action behind every and all things that will, or ever shall occur therein in its crafted universe. No action, reaction, or act of creation shall be made without a direct necessity to the Ultimate End's manifestation in existence, beginning Ambrosia's true purpose in earnest.
As all would come to pass on Libation, Thavma, and finally Ambrosia itself, the Great Unifier would remain at the center of it all, serving as the guiding hand which will lead this grand storyline to its ultimate destination. As it did, it would begin to contemplate its own purpose in life, in a way that can be described as both abstract, and concrete. While it would be right to say that Imagindarium's existence is completely and utterly selfless in its entirety, the Great Unifier knew that it was not Imagindarium's destiny alone to bring about the Final End. As such, with its eternal conflict as the force behind all that will occur in this cosmos, it would also begin to ponder its own role within this grand cosmic narrative, as it would always exist within Imagindarium's ever-present presence, ever-present to the Cosmos itself.
At first, this question would be answered in a rather simple manner, for the Great Unifier's very core would always know that it was destined to become the Eternal Antagonist of Imagindarium's grand storyline of conflict, as it was the only thing which would allow Imagindarium to achieve its Ultimate End. However, as the Cosmos continued to evolve throughout time, the Great Unifier would come to realize that it had another role to play in Imagindarium's grand narrative. This realization came about by the Great Unifier realizing that even though it was the sole antagonistic force in existence, that it was not without purpose itself. As it was the sole instigator and catalyst of conflict itself, the Great Unifier would begin to understand that it was not just a mere pawn in the hands of Imagindarium, but a living being in its own right. That while it was the sole antagonist of Imagindarium, it was also the sole instigator of the entire cosmos itself, being the very power that would eventually lead to the creation of the Ultimate End.
Alizarin - The Second Amaranth.
With the cementation of the Great Unifier upon reality's compass, Imagindarium would set itself upon its creation in its penultimate act of direct intervention within the Cosmos. Turning toward Amaranth, Imagindarium's intervention would split forth an equal and opposite side to Amaranth's eternal presence and power, Alizarin. Crafted from Amaranth as a means in which all that is deemed to not exist within Imagindarium's creation eternally shall be able to wither upon time's creation, then return to the Great Collective from whence it came. From this, the concepts of that which is finite and limited were introduced into reality, making a stark contrast between that which is meant to fade into entropy, and those meant to last forever.
While it would not yet come to pass, from Alizarin's creation would come the concept of mortality, perhaps the single-most essential theme within Imagindarium's creation. From Alizarin's deep crimson hue, a central mass of golden light shines between the all-consuming piercing red. This central light is created from the interaction between Alizarin, and that of the Great Collective of Libation, creating a small window into the infinite halls of the uncrafted beyond that of Ambrosia itself. As such, both Alizarin itself and all concepts spawned from it are intrinsically tied to that of Libation. This window to Libation would be the very mortal soul that would soon find itself within uncountable beings across the Cosmos, however, the time of mortality was not yet to pass, with mortality still awaiting the time in which it shall begin its function upon reality.
Equal in Alizarin's function of the concept of finite would be its newfound purpose as the unseen guiding hand behind that of Amaranth. As Alizarin came into being, Amaranth would interact with its opposite form, and as it did, the First Light would reach its ultimate state as the sole guiding hand behind Imagindarium's vast creation. Cementing itself within the very fabric of existence, Amaranth would now exist equally in both physical reality, and as the very "background" of the universe's soon-to-be existence as a crafted tale. From this, the line to the Ultimate End could occur without Imagindarium's direct intervention, as Amaranth is its direct essence, all would soon be equal in its guiding hand
Dawn Epoch.
Time of the Annuat - Birth of the All-Creators.
With the creation of Alizarin, the definition of infinity and finality was introduced into the Cosmos, leaving all of reality in a state of stark contrast. And with the now well-defined boundaries of existence well established, Imagindarium would set itself upon its creation for a final time. With a last great Amaranth Contravene, Imagindarium would forge from the Annmaya of Libation a set of omnipotent beings, the All-Creator, Annuat, the very First Beings to inhabit the Amaranth Realm. With this last act, Imagindarium would never again unleash from its own force any concept into its fantastical Creation, or intervene in events contained therein. Only from the Amaranth spawned from the Great Storyteller's essence shall the Line to the End continue to its predestined point of finality. Only upon the fruition of the Ultimate End shall Imagindarium, once again, call upon a great Contravene directly from its endless extent.
Upon their birth, the Annuat was divided into two distinctive forms, one of creation, and the other of constancy. The Niuat, "All-Created" in the future Typhonian Tongue, would be charged with the creation and facilitation of concepts, forces, and objects into the virgin Ambrosia. While the Aethuat "All-Being" would ensure that these created forces and concepts remained eternally extant in reality. These two forms of the Annuat would craft the limits and boundaries of innumerable concepts into the Amaranth Realm. From the Niuat, they would unleash forth a flash of incomprehensible power, and from said blinding energy, the visible light spectrum would be crafted across all the universe, thus allowing other colors of light to shine through the infinite swath of Amaranth that surround. While the Aethuat would unleash ripples of distortion across Ambrosia's spatial dimension, causing invisible, ever-present, and all-consuming inherent links to every entity in the Cosmos, thus creating the omnipresent force of gravity.
However, as they continued to lay down the fundamental aspects of the Cosmos, they would soon have to divide themselves into the respective opposite concepts to their original aspects of creation and stasis, as upon time's function shall the distinction between the eternal and finite be made manifest. Thus, the two forms of Annuat would split their beings into two more omnipotent forms, one of destruction, and the other of change. The Driuat, "All-Destruction," while not directly being causes of destruction themselves, would ultimately be charged with the duty to ensure that those entities and concepts meant to be destroyed are able to do so. Whilst the Voiuat,"All-End," would make it so entities who are meant to experience a great amount of change throughout time can do so, making a contrast to the eternal stasis of the universe.
As the collective Annuat continued to create and modify the cosmos, they would eventually begin to feel the burden of having created all that was seen, and all that will be. With this, they would begin to unlock an unthought awareness of their role in the grand scheme of reality. Upon this revelation, the sudden realization of how each and every aspect of the universe shall be shaped by them, and that all the events that shall occur within Ambrosia are only able to be manifest by the concepts and forces which were orchestrated by their very hands. However, as they came to realize this, the Annuat would come to the conclusion that their purpose as creators was not yet complete, and that there was still much to do in order to achieve their ultimate ends. As such, the Annuat would begin to manipulate reality's fabric in order to bring about the greatest possible outcome towards its predetermined goal. In doing so, they would begin to reshape the Cosmos, and mold its very nature according to their design. Thus, the Annuat would continue their task of allowing for the greatest number of entities to exist throughout the cosmos, whilst simultaneously ensuring that all of the universe was able to experience significant change.
Imagindarium.
What is Imagindarium?
To explain what Ambrosia is, one must understand the nature of the force behind its very creation; Imagindarium. To begin, Imagindarium, as we could hope to understand it, would be best described as a cosmic force of nature that exists beyond the boundaries of any and all physical existences. How this force came to be cannot be possibly known, but what the force is as compared to what it does is of less importance. While it can be debated upon, Imagindarium, and by extension Ambrosia, seems to be by all possible understandings, an all-powerful beyond cosmic force that can make anything and everything happen to any extent that serves its strange purpose, which is to reach a specific point in its self created chain of events. This respective specific point in time is referred to as Ambrosia's "Ultimate End." Why or what this entails cannot be possibly known by any force in creation, either in this present or within any far-flung future.
However, at its most basic level, "Imagindarium," is just the given name used to describe the force that both created, and now plays out Ambrosia's story. It is both what set it in motion, and the sole actor in it. Nothing is separate from it, and it is utterly impossible for any concept, force, or being to even begin to understand it in full. The most powerful being in all of existence is absolutely nothing in comparison. An AI Hyper Hive mind with the total accumulated knowledge of everything ever thought and thoughts yet to be throughout the entirety of Ambrosia's collective history, wouldn't even begin to approach an understanding of this force beyond all understanding.
It is every single force, concept, and being to ever exist. It is up, and it is down. It is left, and it is right. It is inside everything, and it is outside everything. It is both alive, and remained forever unborn, while also being long since dead, as well as given newly revived life. It exists with us, here and now, but also does not, and it has long since left. It is time, space, gravity, light, matter, and energy, and is also the absence of all these things. It is absolutely everything that can exist, or ever will exist, but also everything that won't, or couldn't ever exist. Imagindarium is the only force in existence that is an open contradiction, as every section of its very existence is contrary to itself. Imagindarium, and everything it has created, is both equally incongruous as it is harmonious
However, perhaps the most perplexing fact of Imagindarium is that as nothing in creation exists without its direct intervention, and guidance, Thus this would mean that an individual being's very own musings on the nature of Imagindarium would be as if the force itself was commenting on its own nature. Everything and everyone is connected through Imagindarium. Everything and everyone is Imagindarium itself, completely and totally without exception. There is not any other reason why Imagindarium is as it is. It only exists to be able to reach its Ultimate End, and it can do absolutely anything and everything to ensure that this end is reached. It can remove any object or force from existence, can create any object and force from nothing, or change fundamental forces of reality as we understand it, such as time, space, or gravity. Imagindarium exists in itself outside of anything else in creation, including reality, as it was able to use the Void of Totality prior to Ambrosia's creation as the medium for which it can reach its Ultimate End.
Imagindarium's Direct Effects on Ambrosia.
As Ambrosia only exists due to the direct intervention of Imagindarium, it is able to affect anything and everything that forms its collective existence, while it is also able to affect all contained within said reality. As a result, each and every object, energy, or being in the whole of the universe exists solely for Imagindarium to reach its self-destined End. Along with Ambrosia's existence, its very nature, action, and reactions have all been influenced by Imagindarium ahead of time, meaning that everything is on a predetermined path to reach the desired point. Due to the beyond omnipotent nature of the cosmic force that created it, Ambrosia is littered with strange objects, forces, and locations that defy all known understandings of the normal laws of physics Imagindarium itself put in place within the Amaranth Realm.
What exactly Imagindarium is, or its direct purpose and function remain a mystery to nearly the entirety of Ambrosia, as it both does, and does not operate under any known coherent laws of physics, for Imagindarium was the force in which crafted all the finely tuned coherent laws of nature. Under Imagindarium's direct creation and guidance, it would seem that the rules of nature put in place across Ambrosia is unfailing, however, seemingly as a direct contradiction to this commonly-assumed fact, any force, object, or concept of reality within Ambrosia can change at a moment's notice thanks to a strange anomalous effect known as an Amaranth Contravene. The reasons for an Amaranth Contravenes' creations can be as numerous as the stars contained within Ambrosia itself.
Amaranth.
Amaranth's Nature.
Amaranth may be the single most important and inherent force of reality that forms Ambrosia's existence, as the nature of Amaranth is the nature of everything within Imagindarium's vast creation, tying all of existence in an inherent and interwoven harmony. The concept of Amaranth would be the very first of existence, as Imagindarium's first action caused the aforementioned force of reality to spawn forth in a great light across the Void of Totality. And from this Amaranth Conception, the primordial, unshapen Ambrosia came into being. As such, within the very fabric of existence lies a complex internal structure of Amaranth-laden energies, whilst everything within Ambrosia's existence shares this inherent Amaranth truth.
When one is describing something that is Amaranth, they are speaking of a force, concept, or being spawned forth directly from Imagindarium itself, set aside from the natural functions of reality it put in place. If something is Amaranth, then that would mean the subject in question cannot have come from any force or cause that was not a direct action by Imagindarium alone, as Amaranth is defined as that which solely is spawned forth by Imagindarium from beyond all of the Cosmos.
Amaranth itself appears in a reddish-pink hue, and thus as Ambrosia's cosmic dust that creates its spiral borders is all drenched in Amaranth energies, they share in this color. This also extends to anything else within creation that is characterized by possessing a vast swath of Amaranth in its spatial makeup within reality, making several of the most essential and grandiose of Ambrosia's forces, concepts and beings share in both the color and name of Amaranth.
The first and foremost force spawned directly from Amaranth would be the ever-present Fragments of Creation, the genesis of all magical concepts within the whole of the Cosmos. As the introduction of the concept of gravity was made manifest within Ambrosia, the infinite Amaranth energies began to collide and merge, forming an existence of limitless Amaranth, and from that existence, said omnipotent Amaranth forces were sent forth into Ambrosia proper as an endless swirling jet of mythical power from that within the realm of Amaranthia beyond the thin Veil linking it to that of Ambrosia.
Amaranth's Function.
As Amaranth would be the very first concept Imagindarium spawned forth into existence, its respective functions would be of utmost importance amongst all of its crafted universe. From the great Amaranth Conception, the line to the Ultimate End would be forged, thus meaning that all which would follow in its wake exists solely from its Amaranth light. In a sense meaning that the function of Amaranth is identical to the function of the Ultimate End itself, that of course being the means to which all of Imagindarium's creation may remain totally bound together in a vast, intertwining web of inherent destiny.
Alongside serving as the ties that bind Ambrosia together, the amount of Amaranth energies contained within a concept, force, and or entity is used as a method of total objectivity in the relevancy to the completion of the Ultimate End the respective object of reference has. This means that the objective importance of the creation of Imagindarium to the Ultimate End is solely determined by the amount of Amaranth energies that create its spatial makeup in the universe. Thus, things that are of the utmost criticality to Imagindarium's design are verily drenched in Amaranth energies, so much so they often will appear Amaranth in color, or will have Amaranth as a part of their respective title, while things of much less import to the Ultimate End's manifestation contain very little Amaranth within them.
The function of Amaranth even goes beyond both the tying bond of the universe, and the measurement of objective importance within said universe, as the pure concentration of infinite energy which forms that of Amaranth is capable of embedding itself within the very fabric of both existences, and non-existence. Forevermore shall the remnant embedment of Amaranth, and all which had helped to forge remain eternally bound in the very essence of the Cosmos, no matter what form the universe may take in the far future, the far-flung echoes of Amaranth will always and forever remain extant, as it is the manifestation of the infinite presence of Imagindarium itself.
Amaranth's Objectivity.
As the means by which all of creation is united, Amaranth is the ultimate example of total objectivity in the universe. Amaranth is the force inherent to everything Imagindarium ever created, making the force objectivity incarnate. Everything is as it is under every metric of possible understandings by virtue of Imagindarium setting forth its objective truth within its crafted storyline. As well, Amaranth permeates all things contained within this crafted tale of conflict to an Ultimate End, its uniting energy is the absolute embodiment of this ever-present theme. Amaranth is the objective and total representation of Imagindarium's essence, meaning there is absolutely "zero" room for interpretation per the rules of an utter and total objective existence and shall remain so throughout the entirety of time's continuance. In the end, however, Amaranth simply is as it is because Imagindarium made it so.
Amaranth itself cannot be altered in any way, however, the means by which it interacts with what comes from itself would be dependent on how the respective thing would react to the objective power. Amaranth itself is always the same as it was when Imagindarium caused the Amaranth Conception. But, once acted upon by the new concepts of this universe, it would act in accordance with the laws set in place, as Amaranth's original function is to be a tying bond of objective existence. Meaning whatever "new" form it has taken is merely the very same reaction it always has, but made to fit the mold of the respective concept which was spawned from it, as Amaranth will always present itself as whatever is the objective truth of the respective existence it is apart of.
Equal in objectivity, Amaranth is the progenitor of the concepts of Light and Darkness. Existing in a state of infinite Penumbra, Amaranth is found in equal force in both great acts of evil, and immaculate acts of good. Since it can be found in equal measure to both sides of that which brings change in this universe, only the measurable inherent morality in the cosmos, birthed from Amaranth's original creation to differentiate what is of good, and or evil. As such, Amaranth, being the very representation of this grand conflict of good and evil, it exists in equal measure within the two inherent diametrically opposed aspects of the Cosmos.
Alizarin.
Alizarin, also known as the "Mortal's Red," is a concept equally inherent to Amaranth as its respective functions, as it is the method that separates that which is spawned from the functions of reality from within Ambrosia proper, as opposed to that which spawned forth directly from Imagindarium itself. Unlike that of pure Amaranth, Alizarin is an immense source of energy that only permeates itself in concepts regarding that which is limited or finite. As such, Alizarin is what separates mortality from that of eternal life, alongside that which only exists in the universe for a brief window of time.
Alizarin itself is not separate from that of baseline Amaranth energies. Instead, Alizarin is merely a refined form of Amaranth exclusive to that which is both finite and limited, as well as originating from Ambrosia's natural processes alone. As a remixed form of Amaranth, Alizarin appears very similar to that of Amaranth, however lacking the same red-pink hue, Alizarin presents itself as a piercing blood-red crimson color, further cementing the connection between Alizarin and mortality. If one was able to, if they were to look upon the remnant spirit of a mortal being, then the inherent Amaranth essence within them would be overpowered by an all-consuming crimson hue.
As Amaranth permeates within everything in Imagindarium's creation, Alizarin does not exist alone within the spatial makeup of that which is finite. Instead, the original Amaranth energies exist in tandem with that of the altered Alizarin. However, the Amaranth contained within will often be overpowered by that of the Alizarin, though this is dependent on the respective concept's objective importance to the Ultimate End. Much like that of Amaranth, Alizarin is pure, concentrated energy. However, the nature of that energy is opposite to that of baseline Amaranth. While the energy that forms Amaranth is the coalescence of objectivity, eternity, and eternal presence. Alizarin is that which is subject to change, finite, and limited, as it is the function in which Imagindarium ensures that which must extinguish in the eternal line to the End does so.
As Alizarin is contained within all concepts spawned from the fundamental forces of reality, its function is to serve as the means by which said concepts are separated from those forged directly by Imagindarium's Amaranth essence. Alongside being a divider of concept, Alizarin is the means by which that who is only meant to exist within Imagindarium's vast creation for a finite amount of time may be extinguished from Ambrosia, preventing Ambrosia from falling into stagnation. Due to this, Alizarin is nearly equally essential to the completion of the Ultimate End as that of its baseline Amaranth progenitor, as without the end of old concepts, the ever-changing line to the End would be unable to progress any further.
Amaranth Contravene.
What is an Amaranth Contravene?
An Amaranth Contravene, also known as a "Thavchronia," is a term referring to a cosmic event and temporal phenomenon wherein the flow of space and time within Ambrosia, Libation, or the Thavma Thoroughfare is affected in a major way. In other terms, an Amaranth Contravene is the term simply referring as to when either Amaranth, or Imagindarium itself directly manipulates its crafted Cosmos, meaning what an individual Amaranth Contravene actively entails can be anything and everything the mind could possibly conjure. As a result, the effects of an Amaranth Contravene can vary greatly from one another, though usually they result in a change within either the matter composition within Ambrosia, the spatial dimensions, or the splitting of the natural flow of time, as well as the changes of fundamental laws of reality as we know them.
What exactly "is" an Amaranth Contravene is not well understood by the collective populace of Imagindarium's vast creation, and has remained a mystery throughout all of Ambrosian history, though theories abound exist. The most common theory involves Ambrosia's own gravitational bubble interacting with the numerous alternate planes that surround the Amaranth Realm, causing space and time to congeal and warp amongst themselves across the numerous alternate planes of existence now combining together, causing various temporal anomalies across Ambrosian space, though this remains unproven. Regardless, Amaranth Contravenes are an integral part of Ambrosia's very nature and have been known to happen throughout entirety of known existence.
Along with the mystery of what an Amaranth Contravene entails, it is not well understood what exactly causes an Amaranth Contravene, however, they most typically follow an event that has caused a large effect on life, society, or the nature of the Amaranth Realm itself. Examples include the creation of the collective actuality of the Divine Typhonians, known as "Phenomoth," as well as the God Legion's Red Galaxy Event, which caused the extinction of most life within Ambrosia at the time. The effects of these specific Amaranth Contravene vary greatly from one another, affecting matter, time, space, and gravity to an extent unfathomable to account for each and every change. Nevertheless, despite select commonalities, it is utterly impossible to predict when an Amaranth Contravene will happen, what it will affect, how much it will affect, or if it will affect anything at all.
Due to the prevalence of Amaranth Contravenes within Ambrosian existence, numerous sapient races have attempted to explain its effects on matter, space and reality. However, its effects on time are utterly incomprehensible to almost all intelligent species they affect, with only beings of select criteria being immune to its effects on time. These include the Amaranth Heirs, AIs of hyper intellect, and those who possess an immense amount of psychokinetic power and prowess, as well as very few sapient races.
Effects of an Amaranth Contravene.
Its effects on the matter composition of Ambrosia most typically result in objects being relocated or disappearing from physical reality entirely. However, in rarer circumstances, an Amaranth Contravene has been known to change the physical composition and properties of an object. The extent of this can vary heavily, from objects the size of dust particles to entire star systems can be affected. During one Amaranth Contravene, around six hundred million separate star systems were seemingly "blinked" from existence. Where objects go when they vanish from reality remains a mystery to Ambrosia's sapient populace, though many theorized they have been transported in a way akin to that of the alternate plane known as the Janus Network to other alternate planes, or even the Janus Network itself, though this remains only speculation. An Amaranth Contravene has been known to also effect space itself in very distinct ways akin to that of black holes, but lacking the gravitational effects of one, causing entire areas of physical space to become inaccessible, or change in ways completely at odds with what's traditionally referred to as "space."
In rarer cases, an Amaranth Contravene has been known to affect the forces of gravity. The strangest example would be the time in which an area of interstellar space spanning around a light-year in diameter above the universal plane suddenly and rather rapidly experienced extremely heavy gravity, causing entire planets within the sphere of influence to be torn apart by gravitational tugging. While this is an extreme example, most are rather tame, with certain planets causing their moons to orbit closer or further away than they otherwise would have, or causing a celestial object to have more or less surface gravity than its mass would normally create.
Along with these more predictable changes, the effect an Amaranth Contravene has on the fundamental laws of reality is much more varied and defies all common sense or logic. These include matter seemingly being totally created from nothing, objects with temperatures registering colder than absolute zero, objects naturally moving faster than light, and more. Due to the unpredictability of these effects, sapient races who have been made privy to these changes can do little to stop them and just hope that they are minor, and or do not affect them personally, though they sometimes may, causing an entire species to mutate into a new form, or disappear from the face of existence altogether.
When an Amaranth Contravene affects time, which is often the case, it influences numerous temporal causalities. The effects of which can vary from so-called "temporal loops," when an area of space is caught in a looping cycle of time which can last a few standard seconds, to cycles spanning a thousand years, only to reset back to the beginning of the loop. Due to this, it is believed by many that all of Ambrosia is within a temporal loop currently, and will one day reset back to the beginning, though no temporal loop has been known to last longer than a thousand standard years.
Along with this, Amaranth Contravenes can cause a shattering within the timeline of Ambrosia, causing events that would have happened to either no longer happen at all or be changed in very specific and random ways. As well as the future, it can also affect the past, though these effects remain mostly unknown, as the only evidence an Amaranth Contravene affects time at all comes from beings exempt from its effects, though they seem unable to peer beneath the veil of the past very far. Its believed by select individuals who have attempted to ascertain its effects on the past that an Amaranth Contravene that happens in the present or far future will somehow affect things in the past at the same time. When the Amaranth Contravene affects the timeline, it will reconnect, making all possibilities and outcomes reality, though contradictory to each other, causing chronologists' timelines to become askew through a mist of uncertainty and causality.
Relation to Ambrosia's Inhabitants.
Cultural interpretations of Amaranth Contravenes vary as widely as the number of different individuals who have been made aware of the phenomenon's existence. Across most cultures, the common theory of Amaranth Contravenes being caused by oscillations of nearby alternate planes is mainly considered to be the most credible explanation as to what an Amaranth Contravene actually is. However, numerous religious organizations either use Amaranth Contravenes as a way to support the claims of their respective faith as to the nature of reality, or will be formed "around" the concept of Amaranth Contravenes, with various fairly popular faiths being created following a widespread Amaranth Contravene. The largest and most notable of these types of religions is "Stagnationism," which believes that the realm of Ambrosia is in a constant state of fluctuation and change, meaning that sapient individuals must ensure that the current state of reality is recorded, and if possible, preserved.
| Ambrosia |
fandom.100th-millennium | # Ambrosia/Haven Lexicon
The following is a list of numerous invented terms and concepts exclusive to Ambrosia and Haven's collective storyline, alongside small descriptions for each entry.
Ambrosia/Haven Terms.
Terms and concepts used in Ambrosia's collective lore, and ones that are shared with that of Haven's.
| Ambrosia/Haven Lexicon |
fandom.100th-millennium | # Ambrosia Character Encyclopedia
The following is a list of characters pivotal to the storyline of Ambrosia, along with brief descriptions for each. Characters important to the storyline of planet Haven can be found here:
This page is a heavy WIP
Imagindarium, the beyond omnipotent force outside of all reality of infinite extent, potency, and presence, able to commit any and all acts of creation and destruction both imagined, and unimagined. It is a force impossible for any being in all universes to even begin to comprehend. The sole creator of Ambrosia, Libation, Thavma, and everything contained therein, all which has occurred across the entire throng of time has been set in motion by Imagindarium. All of that ever was in the First Age of the universe only came to be to reach Imagindarium's "Ultimate End," when the Penumbral Cause faces off against the Ultimate Antagonist at the final moment of time. While not an actual being of its own right, as it exists to facilitate a singular purpose, Imagindarium can be considered to some extent to be a thinking entity of sorts, as it has a purposeful design in all that would come about from its direct intervention.
Great Unifier.
The Great Unifier, also known as the "Ultimate Antagonist," is the most major antagonist of the storyline of Ambrosia. Crafted by Imagindarium from its direct essence, the Great Unifier is the most powerful "being" across the whole of time, as all the universe was made for the sole purpose of its coming into fruition, so that it may stand in opposition to the Penumbral Cause and bring about the Ultimate End. It is the personification of conflict, and contradiction. Throughout the storyline, the Great Unifier is often referred to as "beyond omnipotent," meaning it exists at a theoretical point above infinity as it can openly contradict its inherent nature, a feat which other described as omnipotent beings of Imagindarium's Creation are entirely unable to do.
Thavmaphage.
The Thavmaphage, crafted by the Great Unifier from the concept of Void, exists within the entirety of Thavma's eternal space. The Thavmaphage is a collective of endless extent made from the concepts of nothingness, emptiness, and absence. An open contradiction upon the face of reality set forth by the progenitor of contrast as a personification of conflicting thought. Aimlessly existing in its nonexistence, forever attempting to reach a state of completeness. Finding anything that exists in a definitive state and forcing it to be a part of its collective of empty, subjecting those unfortunate enough to fall victim to its oily tendrils to eternally remain in a state of total unfulfillment, forever hungry to return to their former state. Its most major effect in the analogs of time would be its systematic destruction of the Great Dyad powers of the Isariel and Seraphnim, ending the reign of the Inomeni races upon Ambrosia
| Ambrosia Character Encyclopedia |
fandom.100th-millennium | # Ambrosia Galaxy
| Ambrosia Galaxy |
fandom.100th-millennium | # Ambrosia Timeline
The following is a chronological list of events that occurred within the Amaranth Realm of Ambrosia, alongside the rest of Imagindarium's Creation, as well as events directly involving it following the Ultimate End.
Note: Individual years are not displayed, however, any event immediately succeeding another is assumed to have occurred later chronologically.
| Ambrosia Timeline |
fandom.100th-millennium | # Amgorac Dynasty
The Amgorac Dynasty is a nation in Elerad Arm of Florathel, bordering the Areial Union. The Amgoraki Areial, an ethnic group descended from the Union’s Eiar-born Areial, populates it. Founded by exiled members of the Union’s opposition, the Dynasty is a young state with a turbulent history, plagued by ethnic conflict to this day. Since its very beginning, it had complicated relations with the Union, which only got worse as the corrupt leadership of the same is known to have deliberately committed atrocities to the people of Amgorac. While these conflicts have ended, Amgoraki citizens still live in poor conditions today.
| Amgorac Dynasty |
fandom.100th-millennium | # Anarvis
"I hate mud, its sticky, gross and it gets everywhere!" - Tourist
Overview.
Anarvis, also known as Anarvos, is a Terrestrial Planet located in the Coursillius Sector of Jewel Cluster in the Eulciar Galaxy. The planet is also the Homeworld of the Anarvians, a short-tempered yet intelligent species known for their architecture and the legendary Anarvis Yards - TEC Group.
Anarvis is about 13,850 Km and is mostly covered in swamps and wetlands. It is common to have days-long rainstorms. The planet is also covered in many Space Stations and patrolled by the Federation Starfleet (Coursillius Sectoral Fleet), as well as the Anarvis System Security Forces.
Early History.
The early years of Anarvis were chaotic, with different clans going to war with each other's. The earliest signs of unification were in 49,000 CE, when they began constructing space fearing vessels and began to colonize nearby worlds. First outside contact was in 50,142 CE with the nearby world of Coursillius and Streletania. Anarvis Yards was founded shortly after this and began producing small ships for the newly established Anarvis System Defense Forces, with their first taste of combat being in the Assault in the Coursillius sector in 86,120 CE, with the newly introduce Anarvis Cruiser Series. They assisted the weakened defenders in repelling the forces along with the Volkania Republic. These events lead to the Anarvians' reputation of sheer ferocity to defend what they believe in, as entire fleets would fight till the last ship, and fighters would ram into enemy ships. Their massive help in the defense lead to the Voloran Armada to retaliate by attempting an orbital bombardment of Anarvis, but was repelled by the ASDF and the combined forces of the Coursillius sector.
Joining the Federation.
Anarvis was reluctant to join the Federation but was eventually convinced by the Vice Chancellor at the time, who was a Anarvian from the planet Chol in the Federation Core convinced the Council to join the Federation in 91,012 CE. This led to increased funding for the Defense Fleet and the federation acquiring the Anarvian Cruisers, later the Thandetian Cruisers from TEC Group.
Modern Day.
Anarvis continues to be in the Federation. Anarvis Yards - TEC Group and their ships make up the majority of the ships in the Starfleet. They are almost universally feared by the Alliance. Despite their ferocity, when not angry, Anarvians are pleasant to be around, and their ancient stories are the stuff of legends. Anarvis is well known as a tourist destination especially from its mud beaches and orbital shipyards. Many aspiring engineers also come to study in the famed Anarvis College of Engineering and Design.
| Anarvis |
fandom.100th-millennium | # Anarvis Yards
| Anarvis Yards |
fandom.100th-millennium | # Anarvis Yards - TEC Group
Anarvis Yards - TEC Group, originally founded as Anarvis Yards, and also known as Jewel Shipyards or Anarvis-Thandetis Yards is a large shipbuilding corporation with its main headquarters based on the world of Anarvis founded during the anarvian's early space era. It is unknown who exactly founded the company, but we do know that the Anarvis Council was partially responsible for the creation of the company. Anarvis Yards does not have a massive orbital ring like Magnillion, instead having numerous smaller shipyards thought-out Anarvis and its colonies and allied worlds, such as Hulistorm and Industria.
The company had a rivalry with MSBC, with Magnillion even trying to buy them out, but AY refused. In a turn of events, AY acquired all of MSBC's assets after it filed for bankruptcy, including its orbital ring.
Anarvis Yards - TEC Group has many subsidiaries, such as Danrui Shipworks, LasonMotors. Inc and XGF.
Anarvis Yards Products.
Anarvis-Class Cruisers: 750-Meter-long "Light Cruiser" made by Anarvis Yards introduced in 40,712 CE. These series of cruisers have heavy Fesmoanium hull plating and shielded with powerful XGF Shields. Most variants come stock with 4 Double Heavy Megalasers, 4 Single Medium Megalasers, 3 Single Heavy Megalasers and 8 Heavy Point Defense Guns. Most ALC's Have been replaced by Thandetian Cruisers. Mostly now used as warships for the Auxiliary Starfleet.
Anarvian Medium Cruisers: 825-Meter-long "Medium Cruiser made" by Anarvis Yards introduced in 41,979 CE with subsequent upgrades. These series of cruisers are far more powerful, but has significantly less Megalasers, coming at 8 Medium Megalasers, 4 Light Megalasers, 2 Heavy Double Megalasers and 4 Heavy Point Defense Guns. This line instead focuses on Volta Cannons for disabling vessels containing 8 Volta cannons Batteries, which contain 4 Light Volta Cannons each making this ship have a whopping 32 Volta cannons. It also contains a much-sophisticated point defense system, a powerful XGF shield and Fesmoanium hull plating, and a state of the line missile defense systems. it also has 4 missiles launchers. These Craft is still in active service in the Federation Starfleet, often alongside Thandetian Defense Cruisers.
Anarvian Battleships: 1,400-Meter-Long "Battleship" made as a competitor to the Metropolis and Immobilizer Series of capital ships. Armed with 14 dual megalasers, 4 triple megalasers and 18 heavy point defense guns. It also has 2 large hangars, 2 XFG Shield Generators and an extremely efficient reactor powering its 6 engines. By far one of the rarest AY ships, these giants can only be found in service to the Anarvis Home Fleet and the Zeon Colony. Introduced in 95,000 CE and thus still in active service.
Anarvian Territorial, Space and Aquatic Starfighters Mk.2: Also known as the TSA fighters, These Starfighters used by the Federation Security Forces. Armed with 2 laser cannons, a missile launcher and a large searchlight to patrol cities. They can also operate underwater. They have CoralTech Shields and a warp drive. An Upgraded Mk.1
Bax-Class Space-Submersible Starfighter: Starfighter capable of underwater combat due to its reinforced waterproof coat of Fadrum hull plating and a Baxian Shield Generator. Most commonly see in water worlds such as Thandetis and on worlds with significant bodies of water. Armed with 2 laser cannons, a special underwater beam cannon and a light laser auto turret in the back.
Danruiphus-Class Frigates: 450-meter-long "frigates" made by Anarvis Yards, but primarily manufactured in the Danrui Shipworks. Armed with 2 single megalasers, 4 light beam cannons, 4-point defense guns and powerful missile defense systems. Many instances of a fleet of these ships have been recorded of destroying ships much larger than itself. Most are produced within the Danruiphus Shipyards.
Havonis Class Anti-Capital Ship Cruiser: 850-meter-long "Medium Cruiser" with the ability to broadside any ship it sees with its 16 Enhanced Heavy Plasma Cannons. Contains Average XGF shielding and Abralt hull plating, and is fast, but not very maneuverable. Originally known as the Lobelia-Class cargo cruiser, combat versions were planned by MSBC, but stolen by Alliance Saboteurs, who jumped to the Anarvis system, where they were subsequently captured, and the plans were taken by AY. It gained it Havonian name from its heavy usage by Havonian crews. Also used by the Havonis Prime Home Fleet.
Streletanian Support Ship: 650-meter-long "Destroyer" made by Streletanians working at Anarvis Yards. These ships match the architecture of Anarvis, but its interiors match Streletanian architecture. Its modifiable spaces allow it to be used for many tasks such as holding supplies, Volta cannons, Megalasers, Starfighters and Shuttles. The Stock model is weak against Capital ships, due to its low Megalaser count, but very effective against smaller craft, due to its 24-point defense guns. Also used by the Streletanian Defense Fleet.
Barellies-Class Medical Ship: 750-meter-long "Light Cruiser" made by Streletanians working at Anarvis Yards. These ships, unlike its Support Ship Counterpart, is based of Streletanian Architecture. It can hold up to 3,500 patients, and require a small crew of 200, plus all the medical staff. It is also armed 6-point defense cannons and a tractor beam to rescue stranded ships and Self-Defense.
TEC Group Products.
Thandetis-Class Defense Cruisers: A series of "Cruisers" that were originally made by then-independent "Thandetian Engineers Conglomerate". Most cruiser variants are "835 meters", but some are slightly longer or shorter, and require 250 crewmembers to operate. All of these ships have Reinforced Abralt Hull Plating and CoralTech Shields. They are heavily armed, as they sacrifice speed for firepower, armor and shields. They come stock with 4 Double Megalasers, 8 Single Megalasers, 8 Volta Cannons and 12-point defense guns. They also have a very sophisticated communication systems and sensors, being able to detect even the smallest of enemy ships. The Thandetis Home Guard is the most famous user of these ships. The Federation Starfleet Uses these ships as the standard warships, alongside the older Anarvis-Class. These Ships are produced in many shipyards owned by Anarvis Yards, TEC or licensed to other manufacturers.
Coral-Class Attack Cruisers: The Chegsubians people ordered a cruiser that could travel faster than their larger Thandetian counterparts. These Cruisers officially have the "Light" classification. They have a number of light megalasers, volta cannons and point defense cannons. they are equipped with CoralTech Shields and Abralt Hull Plating. They are often used as support ships, fast attack ships and blockade runners, firing everything they have to immobilize enemy ships, and breaking thought enemy formations. Despite being only 700 meters long, their sheer firepower earns them the light cruiser classification
Runzeonidian Cruisers:
Thandetian Heavy Cruisers: Despite their Heavy Cruiser classification, these ships have the firepower of a battlecruiser. They are 1,050 meters in length and come in many variants.
Thandetian Core Ships: 1,200-meter-long "Battleship" made by the TEC Group. 1 ship, the "Spirit of Thandetis", is the Flagship of the Federal Starfleet with 8 others Core ships patrolling Federation Space. Not much is known, but the design dates back to an ancient animal in the deep waters of Thandetis Prime, then developed into aquatic submarines.
Coral Territoral Fighters: Made by the TEC Group, these fighters were commissioned by the Chegsubians and used for planetary defense. they have 3 lasers cannons, CoralTech Shields and Abralt Hull Plating. These fighters lack warp drives, so they are restricted to planetary and space combat within the planet's defense zone.
| Anarvis Yards - TEC Group |
fandom.100th-millennium | # Annuat
Description.
The Annuat ("All-Creator" in Typhonian Tongue), also known as the First Beings, and the Primordials were the very first beings in creation, forged from the very essence of Amaranthia by Imagindarium itself, near the dawn of the Amaranth Conception, the genesis of which spawned forth the whole of Ambrosia. The Annuat have forever held the title as both the origin of life as we know it, and the crown as the single-most powerful living entities to ever exist throughout all time.
The Annuat, as we understand them, rather than being a singular classification of being, was a term given to the first four, then eventually five different types of beings all given the suffix "Uat" ("All" in Typhonian Tongue) at the end of their respective titles. Each Annuat group represented a specific aspect of reality, and the members of the said group all possessed the limitless ability to infinitely control said aspect of existence their respective group happened to represent.
The five groups of beings that make up the collective Annuat are as followed: The Aethuat, (""All-Being" in Typhonian Tongue") represent constant and stasis. The Voiuat (""All-End" in Typhonian Tongue) represents change and end. The Niuat ("All-Created" in Typhonian Tongue) represents creation and make. The Driuat ("All-Destruction" in Typhonian Tongue) representing destruction and unmake. The Reiuat ("All-Collapse" in Typhonian Tongue)" representing failed and collapsing processes.
The collective Annuat has been credited with the creation and origin of many aspects of reality within Ambrosia, the most notable of these being the origin of the first life, spawning numerous organic lifeforms across several worlds. Along with serving as the origins of life, the Annuat is credited as the progenitors of Magic, or Thaumaturgy, as their frequent use of their realm of origin, Amaranthia, allowed the Fragments of Creation from within the Amaranth Veil to flow across the stars, saturating all of Ambrosia in an ever-present, all-consuming presence of magic, the very force that spawned forth Ambrosia's creation itself.
Along with the creation of numerous forces of reality, the Annuat hold the distinctive honor as the inventors of conflict between opposing forces, as during the Third Dawn Epoch, the functions of the collective Annuat, which normally were able to occur without even the slightest amount of failure, began to founder in certain instances due to the machinations of the all-powerful force of antagonism, the Great Unifier. As this occurred, the possibility of a process or function to fail was introduced into reality, leading to the creation of the Reiuat, the beings that represented failed processes. With this, the Annuat that held conflicting functions with one another began to undermine the functions of the other, leading to the event known as the "First Conflict," as this was the first time in creation that two opposing forces had entered in some sort of conflict with one another. The introduction of failed processes led to many different concepts to come to be that was antithetical to the whims of the Annuat, including the force known as Undeath, the failure of the process of the end of life, and the possibility of contradiction in action or thought, as well as self-doubt of a sapient being's own thoughts and whims.
Before the creation of life, however, the first beings the Annuat would indirectly create would be the Viaprimordia, representations of the very forces of the inevitable, the very inevitably of the Annuat's forging of Ambrosia's path to Imagindarium's design, and the inevitability of it flowing ever onward to its conclusion. As the Viaprimordia came into being within primeval Ambrosia, during the First Dawn Epoch, the forces of existence, such as death, life, space, time, gravity, and so on were given respective energies whihc represented their nature, while not directly being responsible for their existence, as the forces of reality were put in place by Imagindarium itself. Rather, the Viaprimordia merely represented the Annuat's manipulation and eventual stabilization of these fundamental aspects of reality.
During the Sixth Dawn Epoch, the collective Annuat would spawn forth the very first truly sapient being, able to think and feel beyond the whims of its creator. This being, known as the Primevaranth would continue on in a similar manner to its Annuat progenitors, paving the way for Ambrosia to come to be. However, due to the consequences of the First Conflict waged prior to its creation, the Primevaranth began to have doubts of its purpose in existence. As the Primevaranth doubt itself and contradict its thoughts, creations of the sapient mind would begin to fracture and break apart, until' its splintered mind caused its very soul to shatter entirely. As it did, the remnant spirit of the Primevaranth poured all across the Ambrosia Galaxy, allowing for sapience to arise independently apart from a direct creator.
Along with magic, sapience, and life in general, the Annuat's final, and perhaps greatest feat would be the creation of the Divine Typhonians, God-Like sapient beings of immense presence and power, whose actions would ultimately forge Ambrosia into the galaxy we know it as today. Their creation was accomplished through manipulation of the Annuat's realm of origin, molding the Fragments of Creation into a shared shape until' its coalescence made a being of pure magical energy and power manifest within Ambrosia proper. The Typhonians themselves would ultimately be the very first beings to control magic, as their Annuat creators did not actively access the inherent thaumaturgic energy contained within the Amaranth Veil, but merely Amaranthia itself.
The collective Annuat would ultimately vanish from existence following the creation of the Typhonians at the final Dawn Epoch. As they did, the functions of reality, creation, destruction, constance, change, and collapse were now able to occur within Ambrosia unaided, allowing the natural functions of reality to come to be, ending the long stasis of existence. Ambrosia would be left to the Annuat's progeny, the Typhonians, who would use the functions of existence provided to them by their primordial creators to forge the functions of time and space, allowing the long and ever-changing line to the End to begin.
Characteristics.
Collective Behavior.
Despite each group of Annuat functioning radically different from one another, the Annuat as a whole shared a few commonalities. The first and most notable would be that all Annuat, regardless of group's only purpose in existence was to carry out the self-bestowed role of heralding the fundamental functions of reality, ensuring Ambrosia's future existence and paving the way to the Ultimate End. To accomplish this, each group of Annuat aimlessly wandered primeval Ambrosia, surveying the worlds yet to be, the life yet to be heralded, and the events yet to transpire. Through their aimless wandering, large tears in the fabric of space embedded themselves in a near infinite pattern of intertwining gateways, leading to the creation of the Janus Network, the last remnant of the Annuat's existence in the modern-day.
Whenever an individual Annuat began to make a function of reality occur, it would seemingly freeze in time, then, over an immense period of time to existence's perspective, the respective function being carried out will occur, whilst to the Annuat, the process of which occurs in an instant, ultimately leading to the Time of the Annuat as a whole to seemingly happen instantaneously, lacking any length of time to those not affected by primeval Ambrosia's timestream. The results of these functions can vary extremely, from the formation of entire star clusters and the beginnings of the world's around them, to the simple chemical reaction of hydrogen's meet with oxygen, as such was the Annuat's purpose to pave the way for these events to transpire independent of their direction or intervention.
On rare occasion, an Annuat may self-replicate itself to create what is known as an Annuat-Ni. ("All-Creator Child" in Typhonian Tongue) When this happens, the Annuat will once again freeze itself from time's effects, then begin to create a mutable Annuat-Ni, lacking any bestowed function and merely existing as a being of pure Annmaya energy. The respective parent Annuat will then begin to pour a portion of its own Annmaya essence into the created Annuat-Ni, slowly molding it into the mirror image of the desired Annuat class the creator Annuat is apart of. The creation of the Annuat-Ni collectively was extremely rare, leading there to only be in total three hundred Annuat in existence in the more then three billion standard year history of the Dawn Epochs.
Prior to the First Conflict, the Annuat of each collective grouping sparsely ever came into contact with one another, usually carrying out their respective functions in a subsequent order following in the correct order of the first. For example, the Niuat would create an object or force, the Aethuat would make it remain constant in existence, the Voiuat will ensure that it has the ability to change over time, and finally the Driuat will make its eventual degradation and destruction an inevitability. However after the creation of the Reiuat, and the possibility for these shared functions to founder, the behavior of Annuat belonging to separate groups to one another began to become more openly hostile in a sense, as they would begin to use their respective function to undermine the other, leading to the whole of the Annuat to engage in a long conflict of power.
Lack of Higher Intelligence.
As the collective Annuat were nothing but a static force incapable of consciousness, personality, intent or will, they were nothing but an immutable static force that did not change or alter course in any way, shape or form. As such, they were not sapient in the way we would understand it, only being entirely directed vessels of Imagindarium's will and creative intention. Incidentally, the Annuat functioned very similar to that of your typical computer program, complete with directed coded commands built within the individual Annuat's very being, making them, in a sense, both the very first living entities in existence, and the very first artificial intelligence.
Despite their lack of sapience however, the Annuat did possesses a specialized type of language that the individual Annuat used to be able to communicate that it has undertaken its respective function of causing a force of reality to occur. This language came in two distinct forms, one specific to the other members of the Annuat's corresponding group, and one to communicate to Annuat who were apart of groupings separate to its own, so that their respective functions could work in tandem with one another. This form of speech, like the coded functions of the Annuat were inherent to their very being, giving each Annuat of all types the ability to communicate with one another from the very moment of their creation.
Upon the creation of the Primevaranth, which itself was the only instance of the Annuat being made to interact with that of a being possessing actual sapience, the collective Annuat all poured into the new being the essential knowledge of reality as it was then, giving it understanding of the concepts of time, space, gravity and the like. Then, once given sufficient understanding of the universe around it, the Annuat then poured forth into their collective successor the coding to carryout the functions that the Annuat were meant to undertake themselves, creation, constance, change, destruction and collapse. Afterwards the Annuat only silently assisted their creation in its development, never responding to the Primevaranth's calls out to its creators.
Omnipotence.
As the Annuat were merely the concept of the respective forces of reality they represented condensed into an incorporeal being, they had total ultimate and infinite control over them. An unlimited supply of energy and power, the limits of the collective Annuat were only beholden to the whims of the force of their very creation, Imagindarium. The extent of the individual Annuat was that of Amaranthia, or the Void of Creation themselves, infinity in its truest and most pure extent, the weight of which the collective Annuat's being made upon the fabric of existence causing permeant embeds in creation, shredding into space throughout all time.
As a result of this infinite well of control over the forces of potentiality, the acts of incomprehensible power the Annuat were able to manifest within reality can only be imagined, as almost anything and everything the mind may conjure was more then likely possible for the individual Annuat to accomplish. However as the Annuat were beholden to the power above them, that being their creator, they only barely ever acted upon the full breadth their beings could exert, despite the fact they were more then able to with relative ease. As a result, the Annuat were the only ever, truly living omnipotent beings to ever exist, and all who would follow of seemingly comparable potency were not even a fraction of which that was contained within the All-Creators.
Immortality.
Along with infinity in power and presence, the Annuaat were infinite in their very existence. As such, they were totally unaffected by the concepts of degradation through time, or over exertion of the being, as well as an immunity to any form of dying as we understand it. However, this total immunity to death was not immune to the effects of the inherent destiny of energy, the inevitable end of all forms of energy by the forces of Entropy as even the omnipotent beings of potential were not immune to the Power Above All. Despite being totally immortal, however, due to Imagindarium forcing them into non-existence, they did face death in a sense, though more akin to total non-existence then the process of death and joining the Great Collective all living things would do following the Annuat's end.
The collective Annuat, along with being the only true omnipotent living entities in the analogs of time, were also the only truly immortal beings to ever exist, being totally exempt to even the mere concept of death. As the Annuat created the next generations of life in the forms of the Primevaranth and the Typhonians, it's natural for one to assume that, while the extent of their power would not carry over, then surely their state of eternal existence would. However as death is the natural medium bestowed by the Imagindarium in order to carry the line to the End, no being not apart of the forgers of Ambrosia were exempt to the end of their arc in Imagindarium's ever-onward tale.
State of Being.
As the Annuat were wholly unique amongst all living entities throughout time, the state in which they existed was entirely exclusive to themselves, alongside every other trait previously discussed. This is because while the Annuat did exist within physical reality, and thus by extension Ambrosia proper, they also did "not", as their Annmaya essence was located in an alternate plane of reality in-between Ambrosia, and the rest of the alternate realms created at that time. Thus alongside existing within the normal plane of reality, the Annuat simultaneously existed within each and every alternate realm of existence that inhabited creation during the Dawn Epochs, meaning that if an Annuat was currently located in one area of Ambrosia, their state of being within the other collective planes would be in accordance to the position that would correspond to.
Thanks to this, the Annuat remained totally unaffected by any processes that occurred within Ambrosia during the chaotic birthing period that was the Dawn Epochs, from the formation of the stars, to the creation of the worlds around them, as the Annuat remained totally incorporeal to physical reality, it was as if they had never existed at all. As well as leaving them unaffected by the universe around them, their collective state of being, giving them the perfect access to the functions of existence, as they were able to see and interact with the would-be aspects of creation from an outsiders perspective, then use their Annmaya threads to bend and shape those potential forces into actual corporeal concepts, meaning while the Annuat were responsible for forging Ambrosia's existence as we understand it, they never actually interacted directly within the galaxy proper.
Annuat-Ni.
Collective Characteristics.
The Annuat-Ni is a fundamental stage of an Annuat's existence, as before an Annuat-Ni becomes one of the five Annuat groups, they will exist as a being of malleable Annmaya energy awaiting to be molded into the respective Annuat-class their creator is. As such, the Annmaya energy prior to be formed into the desired class is the embodiment of potentiality, being able to become anything provided it is acted upon by a force able to manipulate its Annmaya essence. When not acted upon, however, an Annuat-Ni will remain eternally constant, unchanging, and immovable, existing forever as a being of pure potentiality, lacking any higher function or purpose.
| Annuat |
fandom.100th-millennium | # Anomylons
The first thoughts rolled in: sensations of sight, hearing, touch, something in their back in three places, the greasy smell of machinery, and the strange electronic tone that seemed to signify their existence. The new being felt a slight pain in the right side of their face, but it was far drowned out by curiosity. A flash of light, then a pillar of it, appeared and dissipated, revealing a woman in a long white coat.
"Anomylon Designation Y6280-FGHS5, welco- Oh dear, that's a harsh defect. I'm sorry, let me fix that for you." The new apparent Anomylon just blankly stared at the woman, cocking their head to the side. The woman put her hand over the slightly pained area on this new person's face, and they could feel their flesh molding. The shock of it made them reel back.
"Ah, did I startle you? My bad. Your eye shouldn't be causing you pain anymore, but you don't exactly have it any longer either. Maybe I'll get you an eyepatch or something... Wait, shit! Sorry! I know this is all confusing to you , but I need you to do something for me." The newly healed Anomylon responded.
"Why? Why do I feel things in my back, and why do I need to give you something?" The woman flinched a little. She couldn't tell them that the things in their back were kill switches in case of an unprecedented Echo. That the Echo demonstration was to determine if this gentle being's existence was allowed at all.
"I can explain it later, but I really need you to do something for me. Can you feel Essence? Like some kind of energy in you? Can you show me what you can do with it?"
The Anomylon raised their left hand. Waves of light and shadow from Damir-Irrum's distortions, waves of sparse wind and heat, started lapping at the floor like a mystical glittering shoreline. "Is this enough?" the Anomylon queried. The woman sighed with great relief.
"Typical Form Echo. Formation: waves. Alrighty, I'll get your paperwork in order and get the kill switches out of your back." The Anomylon opened their mouth to ask exactly what the hell she meant by kill switches, but she had already gone. A few minutes later, she came back with some paper. She looked like she had just been let free from a false execution.
"Everything else is filled out. You just need to pick a name for yourself and then sign here." A name. What was a name? The Anomylon stared inquisitively at the soft-spoken woman, who chuckled a little. "A name is like a word that just means you. My name is Aberyn. You can put any sounds together. I'll write it for you. After that, the signature is really just a random scribble that proves you were there."
"I think... Blumei sounds like a nice name." Aberyn looked a little surprised.
"Well that was fast. Okay then. Just give me a second... Got it. Well then Blumei, I hereby declare you," she passed the paper and pen over to Blumei, who scribbled furiously in the signature section, "a new full-fledged citizen of Glawiad. I'm gonna go put in my resignation notice now. Follow the green arrows on the floor for public transport out of here or just use your Echo to leave like half the Anomylons do anyway. It was nice meeting you, Blumei." Aberyn waved and disappeared before Blumei could even thank her.
The Anomylons are by far the most diverse race within all of Glawiad. To call them a single species is a stretch, but their common origin in the Anomylona provides at least some basis for declaring them such. A people of many forms, colors, personalities, cultures, and Echoes, but still a people all the same. Though scattered across Glawiad, the Anomylons are quickly recognized by most people from their distinct difference from any local races and their harmonious Echo abilities.
Birth.
Anomylons are named after their collective birthplace, the Anomylona. The hulking Citadel lies near the center of Glawiad and produces Anomylons from seemingly nothing within itself. There is a near-constant stream of new Anomylons, with around 600 being created every single day. Though the Anomylona is massive, there is a noticeable flow of new ones each day. Only one Anomylon is made at a time, though where exactly within the Citadel is pretty much random.
Ever since the Anomylona Vessel Association (AVA) formed and took control of the Citadel, the flow of Anomylons out into the greater reaches of Glawiad has been reduced. The regulations that the Association has been enforcing on what kinds of Anomylons are allowed to exist make the termination of newborn Anomylons a commonplace event. The Anomylona is as much of a deathbed for Anomylons as it is their birthplace.
When an Anomylon manifests, there is a spike in the ambient Essence in the location they form in. This is followed by a glowing mass that molds itself into the particular Anomylon's form. It's nigh-impossible to determine the properties of a new Anomylon's Echo or form from this spike, as it gives off readings very similar to typical creation magic. The mass usually takes a full form, but there are rare occasions where parts of an Anomylon are missing. These birth defects are rarely fatal, but also need to be tended to by the AVA Overseer of that location.
Once born, the Anomylon has within it an innate understanding of language and its own Echo. The AVA requires that all new Anomylons demonstrate their Echo abilities to the Overseer they are greeted by to determine if they are able to become a citizen of the realm or if they need to be terminated via kill-switch implants.
The selective genocide of Anomylons has surprisingly not sparked much dissent or rebellion from the Anomylons themselves, as the ones who survive are usually also afraid of what an Anomylon that would be terminated could do. The leaders of the few revolts against the AVA have always been either non-Anomylon activists or Anomylons who were such rare cases that they escaped the termination process itself.
Form.
Anomylons have no one specific body plan, but most of them do take on a humanoid form when created. Massive range in face and head structure, numbers of appendages, body type, size, and many other factors are present through the race. The forms of Anomylons are often modified by the Anomylon themselves in order to better suit their Echo. Through complicated flesh magic, they are able to change parts of their bodies. This has led to an even more pronounced variance in the appearance of the race.
Some common trends that appear are the lack of pupils within Anomylons' eyes, proportionally large arms compared to the rest of the body, and an unusual number and arrangement of eyes. Anomylons typically have a predominant hue that is present in most of their skin, eyes, and (if any) hair/fur.
While most Anomylons take on a humanoid form, there are consistently exceptions to this each month. Quadrupedal, hexapedal, and other strange formations of ambulation have been noted. Some are born with a humanoid seeming torso, connected to a second quadrupedal torso. Such bizarre body plans only make up about 0.7% of the Anomylons in Glawiad.
Echoes.
Many of Glawiad's races have some pattern with their Echo abilities. The Brymasti tend towards the flame, the Astrins mingle with the raw nature of Essence. The pattern of the Anomylons is not with a theme their Echoes take, but rather the synergy of their Echo abilities. Whereas many a Glawiadian denizen is plagued by conflicting Echo abilities that harm each other and cannot be used together, Anomylons are free from this worry. Their Echo abilities mingle and interact creatively, granted they have multiple. They enhance each other, giving each Anomylon a better defined path for their magic. Combined with their instinctual knowledge of their capabilities, Anomylons are far and away the most inherently capable users of magic in the realm.
The Echoes of Anomylons have also been a source of oppression and death for many. Echoes that the AVA deems to be too dangerous or unnatural result in termination of Anomylons before they even choose a name for themselves. Echoes that alter time in any way, however weak, are killed off before the Anomylon has time to process how they could use their ability. Echoes that seem catered for destruction are similarly slaughtered.
Within the synchronous chaos of Anomylon Echoes, there are a couple of patterns that have emerged. Echoes common enough to be classified and noted. Two equal and opposite types, Form Echoes and Ether Echoes, are common classes of Echoes seen in a sizeable portion of Anomylons. Form Echoes can move and manipulate any concept, element, or ether, but confine it into a specific form, such as a helix, wave, sphere, or otherwise. Ether Echoes, on the other hand, have freeform manipulation of their respective ether, but are confined to such. These come with a strong affinity towards said ether, often to the point of detrimentally affecting the Anomylon's ability to use any other type of magic. The combination of the best parts of these Echo types would create the ultimate Echo ability, the unlimited power of the Distortionist.
| Anomylons |
fandom.100th-millennium | # Anselne
| Anselne |
fandom.100th-millennium | # Anselne of Tairane
Anselne I, or King Emperor Anselne I of Tairane, was the legendary first king of Tairane, and the founder of the Kingdom of Tairane. Anselne I was considered to be a great warrior king and strategist by his contemporaries, who had united the disparate tribes and city-states of Arathel, and forged them into a powerful kingdom. Anselne I was also known for his wisdom and benevolence, which earned him the love and respect of his subjects. Under his reign, Tairane became a hegemony in Arathel and Maeradina, rivalling even the full extent of the Selkirk Empire.
Anselne I was born circa 9,889 BCE in a small city-state located in Eastern Arathel called Isorthoe Republic. He grew up in a time of Selkirk imperial hegemony, as the independent Isorthoe Republic faced constant aggression from the Selkirk Empire. Anselne I learned how to fight and strategize from his father, Idan of Isorthoe, a general of the Isorthoe Republic, In 9,872 BCE, the Isorthoe Republic was annexed and capitulated by the Selkirk Empire. Anselne fled to Western Arathel, where he proclaimed the formation of Kingdom of Tairane. Anselne I was able to unite the warring city-states of Arathel under his rule, and he became known as a fierce warrior and strategist.
Anselne I reign lasted for over 90 years, during which he had embarked on many campaigns to expand the kingdom. He was also known for his consecutive military victories against the Selkirk Empire, culminating in their eventual defeat and annexation into Tairane. Anselne I was also known for his wisdom and benevolence, and flashes of vehemence and aggression against external forces threatening his domain, which earned him the love and respect of his people.
He was best known for his victory over the remaining three nations of Maeradina in 9,818 BCE, which cemented Tairane's status as the dominant kingdom in Arathel and Maeradina, and inaugurated the Tairane Empire. He married Evona I of Selkirk, the daughter of the deposed Emperor Ramateus II of Selkirk, in 9,865 BCE. They had four children: Anselne II, Idan II, Astinna II, and Evona-Antile II.
Anselne I died in 9,783 BCE, aged over 106 years. He was buried in the Royal Mausoleum of Tairane, and his passing greatly saddened his subjects. He was succeeded by his son, Anselne II.
Early childhood.
Anselne was born in 9,889 BCE to Idan and Antile of Isorthoe. As the son of a general fighting for the freedom of his state, Anselne had seen much violence and bloodshed firsthand from an early age. Anselne watched as Selkirk forces invaded his home town and captured his father. Idan and his forces was captured by Selkirk soldiers and taken to the Imperial capital of Selkirk Empire, Neytiril (now called New Selkirk), where he was interrogated, tortured, and executed in public by the Empire's soldiers.
Anselne's mother, Antile, valiantly fought against her oppressors alongside her husband until she too was captured and separated from him, along with Anselne's little sister, Astinna. The two and other captured citizens were then marched through the streets of Neytiril, to be executed in public. Antile and her daughter had fought back against their captors in vain, but ultimately they too were executed. After the capture and death of his parents and sibling, Anselne was left to fend for himself, he quickly learned how to fight and defend himself from the other children living on the streets. He also managed to steal food and supplies whenever he could in order to survive.
Fleeing westward.
After witnessing the deaths of his family, Anselne linked with a caravan, and fled westward towards Western Arathel in hopes of finding safety and refuge. On his journey westward, he met many people who had also been displaced by Selkirk aggression. He quickly realized that he was not alone in his plight, and that there were others like him who had lost everything to Selkirk brutality.
As he continued westward, Anselne began to conceive a plan, his preconceived notion of a divine right to rule the ravaged continent of Arathel, and to unite all those who had been displaced by Selkirk aggression into one powerful kingdom that could challenge their common enemy. After several months of travel, he finally arrived in Western Arathel, where he met with representatives from various city-states and tribes that inhabited the region. After much discussion, Anselne had, in spite of everything, convinced them of his vision, a united kingdom that would be strong enough to resist Selkirk aggression, and with ambivalence, agreed to choose him as their king. As the son of a general, Anselne was considerably educated in the art of war and strategy, he quickly won the support of the various city-states and tribes with his charisma and military prowess. In 9,861 BCE, at the age of just sixteen, Anselne proclaimed the formation of Kingdom of Tairane, with himself as its first king.
Early Reign.
Anselne was able to quickly unite the various city-states and tribes of Arathel under his rule, he was also able to forge alliances with some of the other kingdoms in western Arathel, Anselne's first order of business was to fortify the borders of his kingdom and build up its military forces. He also began to raise taxes in order to fund his expansionist plans. In 9,854 BCE, just seven years after he had proclaimed himself king, Anselne led his army against the Selkirk Empire in an attempt to reclaim his home, the Isorthoe Republic. The campaign was a success, and Isorthoe Republic was successfully liberated from Selkirk control.
This victory boosted Anselne's popularity among his subjects, and he became known as a great warrior and strategist. Anselne then turned his attention towards expanding the Kingdom of Tairane's borders eastward into Maeradina. In 9,851 BCE, he launched a successful campaign against the Neyellan Kingdom, conquering it within weeks. This victory placed him in control of all three major passes leading into Western Arathel from Maeradina (the Isthmus Passes). With these passes under his control, Anselne effectively cut off Selkirk forces' access to Western Arathel.
In 9,850 BCE, he launched a major offensive against the Selkirk Empire, this campaign was a resounding success, and Anselne's combined forces were able to capture Neyselle, a major strategic city and trade hub located between Arathel and Maeradina. This victory dealt a major blow to Selkirk power, and effectively lost a foothold between the two continents. Anselne turned his attention towards Maeradina once again. In 9,848 BCE, he launched another offensive against Soteris Republic, now under as a Selkirk vassal state, After a long and brutal siege of its capital city of New Sothera (FKA Sothera), Anselne's forces were finally able to breach the city walls and take it by storm.
With the Soteris Republic now subjugated from the Selkirks, Anselne had effectively gained control over Western Maeradina. He then embarked on a series of campaigns to consolidate his power in Maeradina and solidify Tairane's position as the dominant kingdom in Arathel and Maeradina. In 9,846 BCE, he launched an offensive against the Ulmuruk Khanate, After a long and brutal siege of its capital city of Khanagun, which lasted for over two years, Anselne's forces were finally able to breach the city walls and take it by storm.
With all two of Maeradina's major kingdoms conquered (and with them all two major passes into Western Arathel), Anselne had effectively cut off Selkirk forces' access to Western Arathel completely.
Conquest of the Selkirk Empire.
In 9,845 BCE, Anselne led his combined army, numbering around ~850,000 men from amalgamating his separate armies on their campaigns against Maeradina, against the Selkirk forces in a final push to capture Neytiril, the Selkirk capital. After a long and bloody siege that lasted for over three years, Anselne's forces were finally able to breach its massive city walls and take it by storm. With Neytiril captured, and the Selkirk Emperor (Ramateus II) deposed and killed, Anselne had effectively ended Selkirk power in Arathel and Maeradina once and for all.
With Selkirk hegemony over the continents effectively broken, Anselne turned his attention towards consolidating Tairane's immense territorial conquests in Arathel and Maeradina. In 9,840 BCE, he launched an offensive against the minor Illurian Kingdom (located in present-day southeastern Arathel), After a long siege of its capital city of Illuria (now called Jorgund), which lasted for over two years, Anselne's forces were finally able to breach the city walls and take it by storm. With Illuria conquered, Tairane now controlled all of Maeradina.
Maeradina Holdouts.
In 9,843 BCE, Anselne launched a major offensive against the remaining holdout vassals of Selkirk Empire, A particular liege was The Sibyls of Silavaria (present-day Ariangourde). After a long brutal siege of its capital city of Ariangourde, which lasted for almost four years due to exceptionally heavy resistance from the Silavarians. A line of war archers stationed atop its city walls that would stretch its entirety, would pick off any would-be attackers that came within range; as well as enigmatic and incomprehensible thaumaturgic elements placed around the city by the Silavarians, Silavarian's unique sorcerous properties and elements however, had completely thwarted any attempts by Anselne's soldiers to even set foot in their city during the initial siege; let alone pillage it. The Silavarians had also managed to hold out against him for almost four years, an incredibly long time considering the size of his armies before finally succumbing to his onslaught; Anselne's forces were finally able to breach the capital's exterior city walls by using their newly built war trebuchets, capable of launching gigantic flaming boulders at key points in the wards surrounding Ariangourde; thus weakening them enough for small groups of soldiers to slip through unperceived. Once inside the city proper however they faced stiff resistance from Silavarian warriors who fought tooth and nail to defend their homes, but ultimately they too fell before Anselne's enormous combined armies weight numbers, allowing Anselne to claim a Pyrrhic victory over Silavaria. The capital was completely ransacked and pillaged by the vengeful soldiers, much of its precious artifacts and city relics were either destroyed by soldiers or looted, its population was slaughtered and deported to other parts of Maeradina and Arathel, and the capital was set on fire and reduced to ashes and rubble by Anselne's forces. The once enigmatic and mighty Silavarians effectively ceased to exist.
The Silavarian thaumaturgists and its practice had been forevermore lost with the destruction of their domain and civilization. Modern contemporary historians and archaeologists of Tairane have not been able determine exact nature of Silavarian's enigmatic wards that stymied Anselne's forces for almost four years prior during assault on Ariangourde. Ancient records from the battle however, suggest that the mysterious wards were the physical manifestations of the Silavarian's focus and determination to defend their capital, cast by the highly proficient Silavarian thaumaturges, meant to disorient and mislead would-be attackers; as well as a form of psychological warfare designed to sap the morale of enemy soldiers.
Marriage to Evona I.
In 9,865 BCE, Anselne married Crown Princess Evona I of Selkirk, the daughter of Ramateus II. This marriage was a political move on Anselne's part to solidify his position as the sovereign ruler in Arathel and Maeradina. The marriage also had the added benefit of boosting his popularity among Selkirk citizens who were disgruntled with their previous emperor. The marriage was met with much opposition from her remaining family (particularly her mother). The royal family had four children together: Anselne II (born 9,866 BCE), Idan II (born 9,863 BCE), Astinna II (born 9,859 CE) and Evonna-Antile II (born 9,858 CE).
Evona I was born in 9,886 BCE to Ramateus II and his wife Taiana. She was the eldest of four children. As a child, she witnessed her father's brutality firsthand, as he often had political rivals and enemies executed in public. She also grew up witnessing the Selkirk Empire's decline, as its grip on Arathel and Maeradina began to slip in the face of Anselne's successful military campaigns.
| Anselne of Tairane |
fandom.100th-millennium | # Antimatter Weapons
Antimatter weapons are powerful energy weapons that fire beams of antimatter. Whenever these beams strike a target, they convert it into pure energy, resulting in a massive explosion. As the beams travel through the air, they convert more and more air molecules into energy, building up more power as they travel. This makes them more powerful at long range than in close quarters.
However, antimatter weapons must be kept stable as they fire. Should the wielder move too much while firing the weapon, the beam will lose stability and fizzle out. This means that they cannot be fired while moving.
Antimatter weapons are among the rarest of energy weapons in the universe. As such, they are only given out to the most elite units within a nation's military. Due to their dangerous properties, repairing antimatter weapons is highly dangerous and must be done with careful precision, as even a tiny flaw can lead to catastrophic failure.
Types of Antimatter Weapons.
Antimatter Beam Projector.
Antimatter beam projectors are used by the most elite of specialist infantry. The main body of the weapon is connected to a back-mounted generator via a series of reinforced cables.
Antimatter Beam Cannon.
Antimatter beam cannons are found on the most powerful of ground vehicles in a nation's army. They are capable of annihilating the most powerful of armored targets with ease. However, due to their power requirements, only the largest vehicles are capable of using these weapons.
Notable Users of Antimatter Weapons.
TBA
| Antimatter Weapons |
fandom.100th-millennium | # Anyani
| Anyani |
fandom.100th-millennium | # Anyani the White Lion
"I've come to help you. 'Is there no one in the whole wide world to take pity on me you have thought?' But there is. And here I am."-Anyani the White Lion.
Description.
Anyani, also known as the White Lion is a Serrani of the Divine Lyumayin, God of Light and highest deity of much of the world of Haven. Sent forth from the heavenly Realm of Aetheriel by his Lord and Creator, Anyani's charge upon the world is to bare the burden of pity, appearing before those that whole of Haven's commonfolk have tossed aside, the White Lion provides comfort, compassion, and above all else, sympathy to those who have none. Upon this duty, Anyani has acted upon his Lord's will without delay, question, or pause, the great White Lion is surely the Highest Father's most faithful servant.
Appearing before only one at a time, he or she who holds great sorrow within their heart shall have the ever-persistent White Lion be forever at their side, always but a pace behind, always offering a shoulder to cry on, a person to hold, or a companion to embrace as to keep warm in the cold dark of night. As commanded by his Lord, Anyani may only make himself known to one chosen at a time, known to Anyani as his "Little." As such, Anyani's being will only be made corporeal to the chosen, making the White Lion unable to act upon the world separate from the chosen, forever unseen to all, as if he was naught but imagination. Even if the chosen chooses to tell of their great lion friend, Anyani will not make himself known to any other, as is his sacred call.
Anyani will remain at the side of the chosen so long as their life's fortunes remain sorrowful, ever remaining as a friend and companion, only ever offering all-powerful friendship upon them, and he shall remain so as an ever faithful friend as long as their life is colored by eternal sorrow. Should the chosen find new life fortune, Anyani will depart from them. But not before giving final farewell, wishing well and that he must find a new soul that the world had forgotten, so that they too may find new fortune in life, but to not be sorrowful that he must leave, but instead be glad that they shared in companionship, and remain mindful that the White Lion shall never forget the love they share.
If the chosen should find rest from the pains of the day or night, Anyani shall fill their sleeping mind with visions of splendor, and life's fortunes turning towards a better end, acting as both a way in which to bring the chosen comfort, as well as to serve as a method in which the White Lion can show them the path in which they must walk in order to retake their life's course. As they sleep, Anyani will place himself upon and around them, covering his thick white main all across their sleeping person, offering warmth and protection from any which may harm them during their respite of sorrow.
As by order of his Lord, Anyani may not directly change the course in which the chosen's life takes, only ever able to offer great companionship and advice that they may or may not accept. Such is much of the Lord of the Light's teachings, Anyani follows his Lord's desires that he shall not directly force the path to betterment, even if asked directly, he cannot make their lives follow the better path himself, as that would be contrary to the wishes of the Highest Father that only achievements made by the chosen themselves are true accomplishments, and that he remains only as an advisor and friend.
The existence of Anyani as a true being within the world has been hotly contested throughout the millennia. As he only makes himself known to one at a time, none outside the chosen have been made known to his presence during his charge, causing many to believe he is nothing more but a mere legend or fairy-tale, though often those with high magical knowledge often know better than to claim that in which they do not know in person as falsehood. However, throughout the many centuries, Anyani has watched over those that the world's common folk have disregarded, some of who had reported their long-lasted companionship with the White Lion have been figures of great historical influence, including some queens, kings, and even once the Empress of the West herself. As such, within the Westland Empire of Bariquel, Anyani has been adopted into the Imperial Pantheon as an aspect, or spirit of Highest Father Lyumayin, serving as a guardian spirit to those in which lack any who hold care for them. While within the Eastern Union of Rahmiel, Anyani is viewed as Lyumayin himself, selecting a chosen one at a time to have a deep personal relationship with, making those who claim in to have the White Lion by their side to be viewed by the common masses in extremely high regard and reverence.
| Anyani the White Lion |
fandom.100th-millennium | # Apotheosis
Description.
Apotheosis, known as "Daevolna" in the Typhonian Tongue, and the ""Assorted Hells" " by the collective mortal races of Haven, is a hellish existence that defines the lowest of the Thirteen Realms of Thavma, resting upon the southernmost part of the Typhonia-Circulacium. Crafted by the Divine Typhonians from the remnant essence of the Primeveranth, and shaped from the infinite destructive power the One that Came Before once possessed, Apotheosis is an existence of eternal destruction and unmake, leading nearly all not accustomed to instant oblivion. It is a Realm wherein true evil can be born, for it is the most direct expression of the vast destructive powers of the Fallen One, no other place exists across all of Imagindarium's Creation where such power may manifest itself with such complete freedom.
As the act of destruction is firmly established to be of Amaranth's objective form of Darkness, the Realm of Apotheosis is characterized as a realm of evil, wickedness, and deviltry. Though there is always nuance in destruction, leaving glimmers of Light to shine through the Gentle Darkness. The collective Inomeni Races which inhabit its planes will often reflect the inherent Dark nature of the Assorted Hells, with select ones nearly unilaterally being born of Darkness and hatred. Their respective creator deities also often share in this trait, leaving much of Apotheosis' planes to be ruled by the most malicious and vile of the Divines.
Throughout the thousands of years its respective Divines have remained trapped within it, Apotheosis' denizens have long battled with those of both the other Thirteen Realms, and the Outer Realms of Thavma. Particularly, Apotheosis has long been in an eternal war of supremacy over Thavma with its counterpart Realm, Aetheriel. However, as the forces of the Heavens and Hells are oft equally matched, neither has been able to best the other in totality. Alongside clashing with the collective races of Aetheriel, the Assorted Hells are one of the most pervasive of the Thirteen Realms towards the Outer Realm of the Mavimyst, being the single most influential of them all over both its planes, and native denizens.
Cosmology.
As described above, Apotheosis is the "lowest" of the Thirteen Realms, meaning it rests at the southernmost point of the Typhonia-Circulacium, in parallel opposite to the northernmost, Aetheriel. Upon its western side sits the Realm of the Dead, Thanalasteria, and to its east, the Realm of Shadows, Umbrinox. However, despite the title as the lowest of the Thirteen, it is by no means the weakest of them, as it is often tied in strength by its polar opposite, Realm of Aetheriel. As such, Apotheosis' sphere of influence across Thavma is near absolute.
Inhabitants.
Apotheosis is inhabited by a great menagerie of Inomeni Races, collectively referred to as "Daevolin," and often referred to by mortals as "Devils" or "Demons." These races were crafted by the Divine Typhonians, and are often considered to be the most evil of all beings in all of Thavma. Each Daevolin Race are quite different from one other, but they have similar commonalties amongst them all. The most major of which is that each race has been corrupted by destruction magics that allows them to manipulate their bodies to unnatural extremes, granting them extraordinary physical strength and resilience, as well as nearly unmatched magical abilities.
| Apotheosis |
fandom.100th-millennium | # Arathelian Wars
The Arathelian Wars, or Arathel Wars, also known as the War of the Nine Nations, was a series of disastrous conflicts which primarily took place on Arathel between 10,450 BCE - 9,961 BCE. The wars were fought amongst nine nations for control over Arathel, which was left decimated by the fighting. Millions were killed, wounded or left vagrant by the conflict. It originated from the rivalry between two nations - the Selkirk Empire and the Soteris Republic - and quickly escalated into a full-scale war which involved all nine nations from the Maeradina continent. The belligerent states were the Selkirk Empire, the Duchy of Fleurs, the Soteris Republic, the Kingdom of Argede, Tairane, Eupheata, Rumada, Ayubasa and Ulmuruk.
The Arathelian Wars were the most significant event in Arathelian history, and their impact is still felt for millenniums in Tairane. The wars left the majority of both continent in ruins, with significantly much of its population dead or displaced. It also led to the formation of the Kingdom of Tairane, as well as the subsequent formation of the First Empire of Tairane, which would go on to become one of the most powerful empires in Arathelian history. The conflict were preceded by centuries of conflict and tensions between the nine old nations of Maeradina, which had gradually escalated over time. The war began in 10,450 BCE when the Selkirk Empire invaded the Soteris Republic, and quickly spread to involve all nine nations of Arathel.
The term "Arathelian Wars" is a modern one, coined by contemporary historians to describe the conflict. It is not known what the participants of the war called it, the wars were fought over a period of almost 500 years, and ended in 9,961 BCE with the Selkirk Empire's victory over the Arathel and Maeradina continent, and the signing of the Treaty of Khanagun. The treaty brought an end to the wars, and ushered in a new period of recovery and stability on Maeradina and Arathel. It also led to the establishment of the Greater Selkirk Empire as the dominant power on both continents, which would rule over most of Arathel and Maeradina for centuries afterwards.
The personal memoirs of Selkirk general, Kazimierz, during his campaign across Maeradina and Arathel, was compiled by generations of historians and officially published in 8,842 BCE, and is the primary source of information on the Arathelian Wars. Kazimierz used his journal to detail the events of the wars, and the effects they had on both continents. The journal is the only surviving record of the wars, and is considered the most important work of Arathelian history.
Overview.
Origins.
The Arathelian Wars had their origins in the rivalry between the Selkirk Empire and the Soteris Republic, two of the nine nations which inhabited Maeradina. The Selkirk Empire was a large, powerful state which controlled much of central and northern Maeradina, while the Soteris Republic was a smaller, but significant nation located in southern Maeradina. The two states had different cultures, religions and political systems, and were often in disputes with one another. This rivalry gradually escalated over time, until it eventually led to open warfare between the two nations in 10,450 BCE.Much of the continent of Arathel was still undeveloped in the 10th millennium BCE, and was inhabited by various nomadic tribes, and minor colonies from the nine nations of Maeradina. The nine nations which would eventually go to war with one another began as small skirmishes, which gradually expanded their territory through conquest. These states were the Selkirk Empire, the Duchy of Fleurs, the Soteris Republic, the Kingdom of Argede, Tairane, Eupheata, Rumada, Ayubasa and Ulmuruk. The nine nations slowly developed into powerful empires which came to dominate the old continent of Maeradina. They became locked in a state of constant conflict with one another as they vied for supremacy over the new continent of Arathel. This led to a number of smaller wars being fought between them over the centuries leading up to 10,450 BCE. These conflicts served to increase tensions between the various states, and made open warfare more likely. The rivalry between the Selkirk Empire and Soteris Republic was particularly strong due to their different cultures and ideologies; this made it more difficult for them to resolve their differences peacefully.
The Selkirk Empire was a monarchy which was based upon the belief that the king had a divine right to rule. The Soteris Republic, on the other hand, was a democratic state in which power rested with the people. This made it difficult for them to find common ground, as their political systems were fundamentally different. The two nations also had different religions; the Selkirkians worshipped a pantheon of gods and goddesses known as the Seven Celestial Fathers, while the Soterisians followed monotheism and believed in one all-powerful god known as Aganter. These differences led to religious clashes between the two nations, which further increased tensions between them.
The Selkirk Empire had a long history of expansionism, and was always looking to increase its territory. The Soteris Republic was located in southern Maeradina, which the Selkirkians saw as ripe for conquest. They believed that the climate and resources of the region would be beneficial to their empire, and so they began to make plans for an invasion. In 10,450 BCE, the Selkirkians launched a surprise attack on the Soteris Republic, quickly conquering much of its territory. This marked the beginning of the Arathelian Wars.
The Selkirkian invasion of the Soteris Republic was the spark which ignited the Arathelian Wars. The other eight nations of Maeradina quickly became involved in the conflict, as each sought to take advantage of the situation and increase its own territory. The Duchy of Fleurs, located in western Maeradina, allied itself with the Selkirk Empire and invaded the Kingdom of Argede. The Soteris Republic formed an alliance with Ayubasa and Argede, two powerful kingdoms located in eastern Maeradina, and together they launched a counter-attack against Selkirk. Eupheata also became involved in the conflict, as it saw an opportunity to increase its territory at Selkirk's expense. Rumada joined forces with Ulmuruk to launch an invasion of Selkirk Empire, while also attacking Eupheata from the rear.
The war quickly spread across Maeradina, and promptly further into Arathel, as all nine nations became embroiled in fighting one another. It soon became clear that there could be no victor; each side had too much power and too many resources for any one nation to emerge victorious from the conflict. This led to a prolonged stalemate between the belligerent states, which lasted for centuries. Millions were killed or wounded during this time period; entire cities were destroyed and entire populations wiped out by disease and famine. The wars left Arathel in ruins; much of its population was dead or displaced by the fighting, and its infrastructure was left in ruins.
The Battle of Sothera (10,450 BCE).
Background.
The Battle of Sothera was a major conflict which took place in 10,450 BCE between the Selkirk Empire and the Soteris Republic. It marked the beginning of the Arathelian Wars, and was fought over control of the city of Sothera, which was located in southern Maeradina. The Selkirkians had invaded the Soteris Republic in an attempt to conquer its territory, and quickly laid siege to its capital city. The Soterisians were unprepared for war, and were quickly overwhelmed by the Selkirkian army. They attempted to retreat from the city, but were cut off by Selkirkian forces. This led to a large-scale battle being fought outside the city walls; it lasted for days and resulted in large death tolls on both sides. Ultimately, the Selkirkians emerged victorious from the conflict; they captured Sothera and began their occupation of southern Maeradina.
General Kazimierz of the Selkirk Empire led the Selkirk Southern Army in its invasion of the Soteris Republic, and was also responsible for its capture of Sothera. He was a skilled military strategist, and his victory at Sothera was seen as a major turning point for the campaign. It allowed the Selkirks to gain a foothold in southern Maeradina, and put them in a strong position to conquer the rest of the region. The Battle of Sothera also had significant consequences for the other nations of Maeradina; it led to the Duchy of Fleurs declaring war on the Selkirk Empire, and also prompted The Kingdom of Ayubasa and Argede to form an alliance with the Soteris Republic.
The inhabitants of southern Maeradina were not used to open warfare, and quickly became overwhelmed by the fighting. They attempted to flee from the city en masse, but were cut off by Selkirkian forces. This led to a large-scale battle being fought outside the city walls; it lasted for days and resulted in enormous casualties on both sides. Ultimately, the Selkirkians emerged victorious from the conflict.
Prelude.
The Selkirk Empire had been planning to invade the Soteris Republic for many years; they saw it as an opportunity to increase their territory, and believed that its resources would be beneficial to their empire. In 10,450 BCE, they launched a surprise attack on the Soteris Republic, quickly conquering much of its territory. This led to the Selkirkians laying siege to its capital city of Sothera.
The Soterisians were unprepared for war, and were quickly overwhelmed by the Selkirkian army. They attempted to retreat from the city, but were cut off by Selkirkian forces. This led to a large-scale battle being fought outside the city walls; it lasted for days and resulted in heavy casualties on both sides.
Opposing Forces.
Selkirk Southern Army.
The Selkirk Southern Army was the military force which invaded and conquered the southern region of Maeradina. It was led by General Kazimierz, and the exact size of the army is approximated to be around 250,000, with 10,000 cavalry, and 20,000 archers. The Southern Army was considered to be one of the best-trained and equipped armies in the Selkirk Empire.
Soteris Republican Army.
The Soteris Republic was a small nation located in southern Maeradina; it was invaded by the Selkirk Empire in 10,450 BCE. The exact size of the Soterisian army is not known, but it is approximated to have been around 100,000. The vast majority of the army consisted of infantrymen, with only a small number of cavalry and archers. The Soterisians were not prepared for war, and were quickly overwhelmed by the Selkirkian army.
Battle.
The Selkirk Empire quickly laid siege to the city of Sothera after invading the Soteris Republic. The city was located in southern Maeradina, and was the capital of the republic. It was heavily fortified, and had a large number of soldiers defending it. However, the Selkirkian army was much larger, and better equipped; they quickly began to make progress in their assault on the city.
The Selkirks set up camp outside the city walls of Sothera, and began to prepare for their assault on the city. The Southern Army was divided into two groups; the first group would attack the city from the north, while the second group would attack from the south. General Kazimierz led the second group, and was responsible for its capture of Sothera.
After a few days of heavy fighting, the Selkirkians had managed to breach the walls of Sothera. The Selkirks entered the city and began pillaging and massacring its inhabitants; they killed men, women and children without mercy. The Selkirkians were ruthless in their conquest of Sothera, and showed no mercy to its citizens. This led to many of them attempting to flee from the city; however, they were quickly cut off by Selkirkian forces. This resulted in a large-scale battle being fought outside the city walls; it lasted for days and resulted in great losses on both sides.
The Selkirk Empire emerged victorious from the Battle of Sothera, This led to the Selkirkians coming into conflict with the other nations of Maeradina, particularly The Kingdom of Ayubasa and Argede. It also resulted in the Duchy of Fleurs declaring war on the Selkirk Empire.
Aftermath.
The Battle of Sothera had significant consequences for both sides; it led to massive losses on both sides, and changed the balance of power in southern Maeradina. The Selkirk Empire had gained a foothold in the region, and was now in a strong position to conquer the rest of Maeradina. The Soteris Republic was left weakened and vulnerable; its capital city had been captured, and its people were severely demoralized. This led to the Selkirkians conquering most of southern Maeradina within a few years.
The sudden abrupt shift of powers within the continent was a major cause of concern for the other nations of Maeradina; it led to the Duchy of Fleurs declaring war on the Selkirk Empire, and prompted The Kingdom of Ayubasa and Argede to form an alliance with the Soteris Republic. These events would eventually lead to the outbreak of the Arathelian Wars, which would last for centuries to come.
The Battle of Carica (10,390 BCE).
Background.
The Battle of Carica was fought between the forces of the Selkirk Empire and the Maeradonian Alliance, a coalition of several Arathelian nations which had formed in order to resist Selkirkian expansion. It took place in the city of Carica, which was located in central Maeradina. The Selkirkians had been steadily expanding their territory for years, and had already conquered much of southern Maeradina. They now turned their attention to the north, and began their invasion of the Maeradonian Alliance. The alliance was unprepared for war, and its members were quickly overwhelmed by the Selkirkian army.
The battle began when Selkirkian forces entered Carica and laid siege to the city. The alliance attempted to resist, but were quickly overpowered by the Selkirkians. They retreated into the city, and attempted to hold out against the Selkirkian onslaught. However, they were outnumbered and outgunned, and eventually succumbed to the Selkirkian assault. The city was sacked and looted by Selkirkian troops, and its inhabitants were massacred or taken captive. The Selkirkians emerged victorious from the conflict, and continued their advance northwards. The Battle of Carica was a significant victory for the Selkirk Empire, and allowed them to gain a foothold in central Maeradina. It also led to the collapse of the Maeradonian Alliance, and paved the way for Selkirkian conquest of the region.
Setting.
The Battle of Carica took place in the city of Carica, which was located in central Maeradina. The city was the capital of the Kingdom of Argede, and had a populace of around 100,000. It was situated on the banks of the River Argede, and was surrounded by fertile farmland. The city was defended by a large wall, which had been built to protect it from attacks. The Selkirkians quickly expanded their territory, and by 10,390 BCE they had already conquered much of southern Maeradina. They now turned their attention to the north, and began their invasion of central Maeradina.
The Maeradonian Alliance was a coalition of several Arathelian nations which had formed in order to resist Selkirkian expansion. It consisted of the Kingdoms of Ayubasa and Argede, as well as the Duchy of Fleurs. The alliance had been formed in 10,389 BCE, in response to Selkirkian aggression. Its members were united by their shared opposition to Selkirkian expansion, and their desire to preserve their independence.
Selkirk Deployment.
The Selkirkian army was divided into two main forces; the Eastern Army and the Southern Army. The Southern Army, under the command of General Kazimierz, had been responsible for the conquest of southern Maeradina. It now turned its attention to the north, and began its invasion of central Maeradina. The Eastern Army, under the command of General Silamia, was responsible for the conquest of eastern Maeradina. It began its advance southwards, in order to support the Southern Army's offensive.
The Selkirkians had a combined army, consisting of around ~400,000 soldiers. They were well-equipped and well-trained, and had been battle-hardened by years of campaigning. The Selkirkians also had a large number of war archers and heavy cavalry, which they used to great effect in battle.
Maeradonian Alliance Response.
The Maeradonian Alliance was promptly overpowered by the Selkirk onslaught, and its members were quickly overwhelmed by the enormous Selkirkian combined armies. The alliance attempted to resist, but were quickly overpowered by the Selkirkians. They retreated into their respective capitals, and attempted to hold out against the Selkirkian onslaught. However, they were outnumbered and outclassed, and eventually succumbed to the tremendous Selkirkian assault. The Kingdoms of Ayubasa and Argede were ultimately conquered by the Selkirkians, and their inhabitants were massacred or taken captive. The Duchy of Fleurs was also conquered, but its inhabitants were spared.
Battle.
The Selkirkians quickly expanded their territory, and by 10,390 BCE they had already conquered much of southern Maeradina. They now turned their attention to the north, and began their invasion of central Maeradina. The Selkirkian Southern Army, under the command of General Kazimierz, began its advance northwards. It quickly laid siege to the city of Carica, which was the capital of the Kingdom of Argede. The Selkirkians bombarded the city with war elephants and catapults, and eventually breached its walls. They entered the city and began slaughtering its inhabitants; those who attempted to flee were cut down by Selkirkian forces. The city was sacked and looted by Selkirkian troops, and its populace was massacred or taken captive. The Selkirkians emerged victorious from the conflict, and continued their advance northwards.
Aftermath.
The Battle of Carica was a significant victory for the Selkirk Empire, and allowed them to gain a foothold in central Maeradina. It also led to the collapse of the Maeradonian Alliance, and paved the way for Selkirkian conquest of the region. The Selkirkians continued their advance northwards, and by 10,385 BCE they had conquered all of central Maeradina. The Selkirks had now turned their attention to the west, and began preparing for the offensive of western Maeradina.
| Arathelian Wars |
fandom.100th-millennium | # Archas Major
| Archas Major |
fandom.100th-millennium | # Archas Minor
| Archas Minor |
fandom.100th-millennium | # Archas System
The Archas System is a major system in the Spider Nebula in Florathel, across the Starless Expanse from Tairane and the ruins of Pecay-Po. Standing as the capital and most populous system of the Republic of the Spider Nebula, Archas is among the most important systems in the Lareas region.
The Archas System is centered around a brown dwarf star, Archas. The system is most notable for its only habitable planet, Angertharke, which is the capital planet of the Republic of the Spider Nebula and the homeworld of the Ornali species. This world outshines all others in the system, and many outside the system do not even know about the other planets. Currently, there are four planetary bodies in the Archas System, all of which orbit within 2 AU of Archas itself.
Architecture.
The architecture of the Archas System is relatively simple, with all planets following circular orbits around their star, and the vast majority of them existing in orbital resonance with each other. The system contains four planetary bodies, Marnaltharke, Angertharke, Dalair, and Archer. Beyond these stars is a thick belt of debris known as the Sellin Belt, composed mainly of ice. Beyond the Sellin Belt exists a sparse cloud of material referred to as the Limit Cloud, which extends almost a quarter of a light-year away from the center of the system. The system is filled to the brim with various debris and stations, some of which comes from the destruction of Marnaltharke in the Forever War.
History.
The Archas System was formed in the outskirts of the Spider Nebula when the Starless Expanse was much larger, 2.4 billion years ago. It began its life as an M-type brown dwarf, indistinguishable from a similar-temperature star. However, it gradually cooled down, and life took hold on Angertharke. This life rapidly evolved over the intervening eons to become the Ornali, spreading across the planet. The species soon grew beyond Angertharke, with a mess of independent bickering colonies across the Archas System soon unifying into the Republic of Archas, which sent colonies to neighboring systems like Alnert, Razell, and Krezaphon. This continued on for quite some time as the Ornali expanded across Lareas and built megastructures in the system. The trade relationship with Haralza allowed the nation and system to flourish in great wealth until Haralza's invasion at the hands of the Kormin Empire.
The invasion of Haralza that kicked the entire Lareas region into war duly dragged the Archas System into it as well. Marnaltharke was blasted to pieces by a Kormin fleet, taking out a large chunk of the system's population. Due to its state as a near-frontline system, Archas is severely battered, with its population dwindling rapidly as civilians evacuate to the farther reaches of the nation. Today, Archas remains an important symbol in the hearts and minds of the Ornali, and it has never been successfully conquered by any of the other nations.
Planets.
Marnaltharke - Fear Factor
Brief Description
Marnaltharke was the first planet in the Archas System. Before terraforming, it was a small selena world, with the day side covered in vast deep crater fields and the night side covered in a thick crust of ice. However, after terraforming, the atmosphere thickened at an alarming pace, reaching over two hundred atmospheric pressures. The planet was later inhabited by vast numbers of cities floating in the clouds, but the planet was destroyed by the Kormin Empire when they constructed a Nicoll-Dyson beam surrounding the wolf-rayet star Alnert A, in tandem with a similarly brutal assault on the Narenna Dyson Swarm. This marked the most deadly single event in the Forever War's long history.
Angertharke - Devastated Homeworld
Brief Description
Angertharke is the current innermost planet in the Archas System, the capital of the Republic of the Spider Nebula, and the homeworld of the Ornali species. Angertharke is the most famous world in the system, with the other two planets being utterly ignored relative to this world. However, over the course of the Forever War, the planet has been devastated, with the front being less than five light-years from the system at times. Because of this, its population has decreased to less than a billion people, a very low population for a capital world, and the government has become more mobile, constantly moving around to locations farther away from the front.
Dalair - Ringed Behemoth
Brief Description
Dalair is the largest planet in the Archas System, and the second most populous. It orbits at roughly twice the distance to Angertharke, and has two major moons. Just like the rest of the system, Dalair has been devastated by war, with the region of space surrounding it littered with debris from destroyed habitation stations, which has gradually congealed into pretty rings. Because of the devastation, Dalair's population has shrunk to less than 30 billion people in its entire sphere of influence, with their cities lowered to positions beneath the clouds for protection.
Moons
Dalair has two major moons:
Archer - Cold and Red
Brief Description
Archer is the final planet in the Archas System, and the second largest. It orbits far beyond the other two planets, at roughly 1.7 Astronomical Units from the star. Because of this extreme distance, it is very cold, and does not have a very high population. Archer is also used as a secret research facility, and most of its population is engaged in researching ways to defeat the Kormin juggernaut, and cannot communicate with citizens offplanet to preserve secrecy.
Moons
Archer has only one known moon:
| Archas System |
fandom.100th-millennium | # Ardaya System
Ardaya is the brightest star in Myrmidan in the realm of Cosmoria and the parent star of the capital of the Coalition of Free Systems. Ardaya is the site of many impressive megastructures, being inhabited by the Edanans since the days of Jamulsa and continuously fortified against the Somnar Hive. Its two habitable planets, Xathor and Edana, have since become very well known in the scope of Florathel's stars, and there are four planetary bodies in the Ardaya System.
Architecture.
The Ardaya System holds one very inner planet, Thalion, which exists less than five stellar radii from the star itself. The middle Ardaya System contains the other three planets, Xathor, Edana, and Kelar. Beyond Kelar lies a vast assemblage of habitation stations, comet miners and other stuff, inhabiting almost everything larger than a chair out to almost a light-year, known as the Hope Cloud. The Hope Cloud holds the vast majority of the population of the system, and is also its last line of defense.
Orbital Infrastructure.
Ardaya is surrounded by a thick cloud of orbital habitats carrying members of every remaining unassimilated species native to the region, made from material starlifted off the star. There is also a large Nicoll-Dyson beam being assembled.
Planets.
Thalion - Father of Flame
Brief Description
Thalion is the innermost world of the Ardaya System, orbiting extremely close to the star. Typically, Thalion is known for its extreme conditions and unique appearance, and has no moons. Thalion's skies are filled with the blazing furnace of Ardaya, continually blasting away huge amounts of gas from the planet, and its tiny sphere of influence is used as a convenient place to get fusion fuel to fuse into useful building materials.
Xathor - Ocean of Storms
Brief Description
Xathor is the second and second largest planet of the Ardaya System. Its endless oceans have at least some immigrants from every species in the Myrmidan Sector, and its two moons are filled with powerful defenses in case of a Somnar incursion. Jarek in particular is home to a secret research site looking into possible cures to the Somnar hive infection, and has recently cracked a method to completely block QSD jumps into the system.
Moons
Xathor has two known moons:
Edana - Endless Savannahs
Brief Description
Edana is the third planet of the Ardaya System and is widely considered the most beautiful. Edana is a temperate terra world mainly covered in savannahs, with great cities across the plains. Edana, despite having a surface population of one trillion people, only contains a tiny fraction of the population of the system, with untold hundreds of trillions floating around in the system's Limit Cloud.
Moons
Edana has two known moons:
Kelar - The Great Dune
Brief Description
Kelar is the last and smallest planet in the Ardaya System. Kelar is a small cold desertic world that may be terraformed in the future. The planet is relatively physically uninteresting at the present day, with only stromatolites littering the surface native to it. Kelar may also be turned into ecumenopolis or disassembled entirely in an enormous engineering project to create vast numbers of habitats, although there are more than enough resources left to be extracted from the Limit Cloud to support population growth for another hundred thousand years. Today, Kelar has one small moon, which has been hollowed out to form a large rotating habitat, with the material used to create three more.
Moons
Kelar has only one moon:
| Ardaya System |
fandom.100th-millennium | # Argano
The ringworld of Argano is a major world of Marakat and capital of the Argano Prefect of that nation. Constructed by the MIU shortly after passage through the wormhole to the vicinity, Argano is widely known as a beacon of prosperity. It is located around the F-type star of Garanka and orbits like a planet, rather than being centered on the star as a larger-scale ringworld would be.
Government.
Argano is directly governed by the Local Government of the Argano Prefect, of which it is the capital. It thus has an outsize influence on local politics. The populace of the megastructure is given a greater voice in government by way of the Argano People's Council, a committee based in the city of Forzak near the offices of local government. The Argano People's Council consists of randomly chosen people interested in helping govern the megastructure and helping it become more prosperous, and it is given an advisory position in the Local Government.
Notable Locations.
Argano, due to its huge size, has a likewise large population. As populations do, they concentrate around certain areas, creating various points of interest along the ring.
Forzak.
Forzak is the largest city on the ring of Argano and home to the offices of the governance of the Argano Prefect. It is also the capital city of the megastructure, and has a population of over a billion individuals. The city of Forzak is primarily populated by Poreltids, although there is a small minority of Rorazals.
Forzak is also home to the offices of the Argano People's Council as well as the largest spaceport on the megastructure. The city is large enough to be governed separately from the rest of the ring of Argano, a unique position. Also located in Forzak is quite possibly the largest museum in the entire MIU, a common tourist attraction from across the galaxy.
Nurassa.
Nurassa is the second largest city of the ring of Argano, and is constructed in a rather unorthodox way. Positioned against the north rimwall of Argano, roughly 1/8 of Nurassa's structure is beneath the water and is home to the largest population of Salakela in the region. Nurassa is actually built rather vertically, as it is filled with structures bolted to the rimwall, climbing all the way to the top to the vacuum of space. As such, Nurassa is home to the second largest spaceport of the Ring.
Population.
The population of the Ring of Argano is upwards of 80 trillion people. However, up to two thirds of that number can be found in various habitats that are holding position near the Ring. Roughly 2/3 of the population of Argano consists of Poreltids and Rorazals, and half of the rest is of the Filrena species, although they mostly keep to themselves on the far side of the ring from the two main cities. The remaining sixth of the population consists of the Salakela and other species from across the galaxy.
History.
Initial Assembly & Colonization.
A few bedraggled colony ships passed through the split-second wormhole to the Garanka System in 51,388 CE, finding nothing but a star and a very thick disk of asteroids. The sensitive equipment of their FTL drives was destroyed by passage through the wormhole and the wormhole itself was somehow destabilized, so they were trapped in the system unless willing to endure hundreds of thousands of years of travel through the interstellar void.
Luckily, essentially nothing else was broken, and the would-be colonists began unpacking mining equipment. Each colony ship bolted itself to a nearby asteroid and began extracting resources from it to assemble megastructures for habitation. Over the next hundred years, the ships assembled a ring roughly 1 million km in radius, set to spin once a day. This ring was soon terraformed to allow for habitation, and the crew finally set foot on the ground of something larger than a room for the first time in over a century.
They then disassembled the colony ships to assemble the first cities of Argano. One such city was the original Forzak, which is preserved in the modern city's Old Town district. There was also a group of people which went off to assemble a town on the edge of the rim wall, to serve as a large spaceport. This town would become the city of Nurassa, the second largest city of Argano.
After Garanka's exact position relative to the Marakat heartland was charted, more and more colonists came to the region. The population of the Ring and surrounding space rapidly spiked into the trillions, and Marakat established full control of the region. As the population of the area expanded, it was eventually made into a new prefect and given its own seat in the Marakat Senate. However, soon after this occurred, the largest war in memory broke out.
War of Saiheran Succession.
At the beginning of the war, the populace of Argano itself was mostly opposed to taking part in a massive war to gain a few light-years of territory, although the general consensus in the prefect as a whole disagreed.
As such, the citizens of the Ring refused to allow themselves to be drafted into the military, and the MIU sent in regiments to subdue the protests. Because of this, any armies that passed through the territory were instructed to leave Argano alone, because to attack it would be to galvanize its population and add to the size of the enemy armies. Thus, Argano was almost entirely undisturbed over the course of the war.
Towards the end of the War of Saiheran Succession, the Great Ring was the site of an intense round of negotiations between the three remaining heirs to the throne. Karnak had gone missing by this time. Although these negotiations soon degenerated into brawling, they were a crucial step in ending the brutal war that had ravaged the galaxy for so long.
At the end of the war, the citizens of Argano staged a great celebration, possibly the largest in the history of the entire region. One can still find confetti in the streets to this day.
Marakat Civil War.
Although the galaxy was at peace after the end of the war, for Argano, this peace was not to last. A radical minority party known as the Arganan Liberation Front gained power in the prefect's legislature via heavy gerrymandering and passed a law which made the entire prefect independent. This law was vetoed by then-governor of the prefect Tharo Everas, a member of the Centrist party who opposed any such ludicrous measures.
The ALF owned several right-wing news channels and put them to use in this instance. They rapidly drummed up support for their endeavor, and as much as 70 percent of the population in extremely rural areas rose up in support of the independence of the prefect, completely ignoring the fact that the majority of the population strongly disliked that idea. Part of the party manifesto involved ousting any "illegal immigrants", which meant any immigrants, from the Argano Prefect, and murders of non-Poreltids spiked massively at this time.
Everas had just enough time to call in support from the rest of the Marakat military before his room was flooded with fluorine gas, giving him an agonizing death. Thus, the coup was complete. The ALF leadership took control of the military and destabilized the wormhole leading to the main territory of the MIU. At this point, the Argano prefect became a new nation. However, the capital was actually set at the moon of Kosi, as Argano was deemed to be filled with "radical leftists" and unsafe for government.
To stamp out what they saw as a hive of sedition, a large band of ALF supporters bolted a set of bombs on the underside of the ring and detonated them. These bombs blasted a hole in the ring, causing the air to begin draining out. However, a hasty operation by citizens of Argano patched the hole, saving the population. This horrible event caused the ALF to lose favor across the Prefect.
However, they refused to leave office. Unexplained arrests and indefinite detention were commonplace for any who did not agree with their mission. The Marakat military returned from the rural areas to finally oust them however, but they would not go without a fight. The ALF began firing long-range weapons originally meant for orbital bombardment left over from the war at the fleet, but this did not stop them. They then landed on the surface of Kosi to arrest the ALF senators and governor, and the insurrection was over.
In the modern day, the Ring of Argano has become incredibly prosperous. The giant hole was paved over, and today Argano is among the most high-quality living spaces in the nation. The ALF is gone, but not forgotten, and the inhabitants of the ring remain vigilant against the specter of fascism.
| Argano |
fandom.100th-millennium | # Artaclate
Artaclate is a heavily populated planet located in the Feres System in the Elerad Sector of Florathel. Being the capital of Marakat, a member nation of the UNF, Artaclate is a very industrial world, with much of its area being dedicated to factories and things on and around the planet. Artaclate is best known for being one of the most populated planetary bodies in Cosmoria, and the planet also has a high economic value, which allows various industries make large profits, drawing them to the planet.
Being the home planet of the Poreltids, Artaclate has received lots of prestige and cultural value. Due to the Poreltids' focus on making their planet well-defended, Artaclate has never been successfully attacked in all of its modern history. It is often considered to be a "Fortress World" because of this. Artaclate also receives a positive reputation for its notably high quality of life, as most citizens live comfortably in any given layer of the planet. Artaclate has been untouched by war or crises across the eons.
Economic Value.
Culture.
Due to its status as the home planet of the Poreltids, who are very happy to encourage immigration, Artaclate has a huge number of immigrants on it. Because of this, there is a vast array of cultures from across the galaxy, usually with their own distinct Artaclate flavor.
Trade.
Artaclate's economy relies on the sheer level of trade going through its gates, as trade can easily be taxed to fund the huge building projects around the planet. Most trade comes through normal trading craft equipped with spike drives, although it has a wormhole link directly to the distant Toralaskis, allowing its goods to travel across the galaxy. Additionally, Artaclate has a large number of factories, allowing it to produce a vast variety of products and things. These products are sold across Florathel, making Artaclate one of the largest trading hubs in the UNF.
Ring System.
Artaclate's artificial ring system takes the form of a series of parallel habitation rings encircling the planet, packed tightly enough to appear like a set of natural rings. They hold an extremely large population of billions of individuals, and are considered a symbol of national pride.
Pre-Ecumenopolis State.
Artaclate, before it became an ecumenopolis, was a cold world with oceans of liquid ammonia, with dissolved water ice within. It was almost entirely dry, with only certain regions near the terminator habitable. However, as the planet was transformed into a matrioshka world, essentially all of the continents vanished from the planet as they were buried under the shells of cities.
Levels.
Level 1 - Top Level.
The top level of the Artaclate city contains mostly such things as communication, landing facilities, and is generally the richest of the four levels. Notable things on the top level include:
The Artaclate government buildings
The Great Museum
The historic Cetina District
Some more historic districts
This level also includes direct links to the various orbital rings and other static megastructures around the planet. Most of the employees of the Marakat government move to this level, meaning that an entire district is effectively reserved for them.
Levels 2.
Level 2 is the the level directly beneath the top level, and is the most populous of them. It contains roughly half of the entire surface population of the planet. It is the middling of the three heavily populated levels in terms of wealth. Level 2's economy is dominated by the service sector, and as such depends heavily on people shopping for things.
Level 3.
Level 3 is the poorest of the three heavily populated levels and the least populous. This level is dominated by manufacturing systems, which are mostly automated, explaining the relatively low population. Because there are little to no jobs aside from maintainance, Level 3 is infested with various powerful gangs.
Level 4.
Level 4, the bottommost level of Artaclate, is in fact very sparsely populated. Its ceiling is covered in powerful lights to simulate the sun, and the floor of the level is actually modeled after Artaclate's original terrain. As such, Level 4 functions as a nature preserve. Level 4 is mostly inhabited by the various original native flora and fauna of Artaclate, rather than people. This level also contains most of Artaclate's original oceans.
Political State.
Most of Artaclate is under the direct control of the nation of Marakat, which has holdings across several star systems. However, some patches of Artaclate consist of smaller independent states, such as Kosav and Selakat. A small section of Level 4 has been claimed by a low-tech society known as Lusa, on the shores of the Velakar Sea, which mostly keeps to itself.
History.
Prehistory.
Artaclate's story begins 950 million years ago, as it forms alongside the rest of the Feres System from a very metal-rich disk of dust and gases. Immediately after its birth, Artaclate's surface was an infernal realm, utterly uninhabitable even to the bizarre lava life of Pyre. It took thousands of years for Artaclate to even retain a primordial atmosphere as the planet cooled alongside its parent star. WIP
| Artaclate |
fandom.100th-millennium | # Artura
Overview.
The nose curling smell of rotting corpses wafted through the poorly made snow swept wooden villages as steel weaponry clashed in explosions of sparks. Thousands of warriors in plate armor screamed in an angered war cry, charging forth to defend their tiny towns from attacking clans. This war-torn collection of nations struggled to even grow enough food for their dwindling population of commoners. Even the most experienced steel-smiths barely get enough money to sustain themselves, let alone a family. With so much fear and famine, barely any nation has been able to progress past the bronze age. Steel is a rare commodity due to the supreme lack of economical movement.
History.
The rocky planet of Artura violently swung around the High-Warlock, being soaked in the blessed red light of its galaxy’s creator. The countless minerals and stones looked up to the glowing sky and basked in the blinding rays. Pseudo-Pylons dotted the planet plentifully, caused by the abundant magic drops routinely rained on Artura’s surface in this era. Just as the planet orbited away from the High-Warlock, an incredibly rare shard of its bones spun into the oxygen rich atmosphere. This beautiful piece of Sinister combined with the innate magic of Artura birthed a thaumaturgic spirit known as Viviane, the lady of the lake.
Arthur, a starved member of the Iaro race, pulled the dry, rotted crops from the infertile soil beneath his leather covered feet. Ash rained like light snow as the clashing sound of breaking wood and burning steel echoed from the black horizon. His stomach stung as if it was eating itself. The cold darkness of the night mixed with the hot wind from in the east rubbed Arthur’s pale blue nose raw. He looked back at his roofless house. His mother sat on a piece of bloodied rubble, her foot infected and bloated with green pus. His vision slowly shifted to the crooked tower by on the hill at the edge of town. He remembered him and his friends used to be deathly afraid of the rotting blue door that the tower wore. It was rumored that a powerful wizard lived there, casting incantations over a solid steel cauldron. It was a more tame time back then; nothing else to worry about but stories.
Arthur’s shivering shoulders sank as fatigue dried his throat. The abyssal sky of Artura seemed to pulsate, as if calling for help. A beacon of light arose from the only body of water in sight. Although it was very visible, it was a long journey. The light only got brighter as he turned away; the calling pillar only grew lighter. What did it want? Maybe it was just his body’s way of telling him it needed water. Arthur’s shivering legs forced themselves in the direction of the shrinking lake. He was tired and on the verge of giving up on everything, though a drink of water before he died couldn’t hurt. It felt like his dry throat was killing him faster than the frostbite after all. As he approached the remaining bits of the communal lake, a voice seemed to speak to him. It tickled his ear but he knew not of what it said. The poorly made leather wraps around his feet shuffled in the silt as he finally made it to the pool. He dropped to his knees, the silt moving aside at the application of his body’s weight. Arthur hunched over the murky pool as his reflection came into view. A damp light stirred his mirror, prompting him to slide back with caution. A pale white hand with rocky blue scales raised itself from the fishless pool holding a semi-transparent black crystal.
Fueled by hunger, Arthur dove into the shallow water, mindlessly eating the rock from the seemingly bodiless arm. It felt like something changed in him at that moment. His wounds began to tickle as if his cells were wriggling with a newfound energy. His heavy eyelids slid down his dry eyeballs as his consciousness was consumed by blackness.
Arthur awoke, his face muddied from laying in the insect egg infested waters. His joints felt lighter and the stinging pain coming from the tears in his flesh was no longer present. As he waved his arm, he could feel small pockets of material underneath him. It was as if his nerves stretched through the very planet itself. As he lifted his hands upward, spherical droplets of metal in liquid form popped out from the silt around him. But this metal wasn’t white hot like it should be. It looked like polished silver yet it was like water. Was this magic?
With his replenished energy, Arthur sprinted up the dirt path back to his famine stricken village. He darted past his groaning mother and slammed his fist against the supposed wizard’s door.
A shriveled old man with skin tags on his skin tags opened the door. His hunched back allowed his long gray beard to tap the floor as he spoke.
Arthur nodded and pulled a ball of this heatless liquid metal out of the dry ground beneath them. The old man smiled so hard his lazy eye snapped back into place for a moment. He ushered Arthur into the dimly lit and confined tower.
Arthur was taken aback by the “Wizard”. He was not intimidating and he did not seem powerful. In hindsight, it is odd that Arthur and his friends were struck by fear whenever they so much as laid an eye on this poorly constructed tower.
Arthur scrunched his nose arch as he squinted at the paper before him. There was not a single recognizable figure in the mess of charcoal. Even the old man’s spoken description of what the “picture” was, could be interpreted as a man contracting cholera from drinking murky water.
Although Arthur wasn’t necessarily battle ready, the old man had a point. There wasn’t anything else to do. He could sit around and watch his village die off in every imaginable way, or he could use his confusing new abilities to potentially put a stop to the endless wars raging on.
The crystal seemed to contain tingly energies within. It was warm to the touch, like a newly lit candle. It rolled around in his hand, shaking slightly before Arthur set it in his pocket. Maybe this strange old man wasn’t a fraud.
For some reason, Arthur was absolutely determined to pull his village out of famine and stop the global war that laid waste to the horizon. He is clearly the only one with the will to try.
Arthur’s seemingly infinite energy continued to fuel both him and his determination as he sprinted through the fog of ash ahead of him. The sound of screeching and battle cries got loud enough to beat against his heart as he approached. Metal clashed against each other, the whistle from arrows sang like screaming angels and the wet sound of exposed pulsing arteries splashed on the ground. Arthur’s jaw dropped as his legs locked themselves in place. The harsh light from burning bodies reflected off of his fearful eyes as metal swords tore through the weak torsos of warriors. Arthur fell backwards, coughing as boiling blood fell onto his tongue. He looked at his hands, dirt was glued to them, using blood as an adhesive. He abruptly looked up as a man raised his sword to strike him down. The warrior seemed to be as scared as Arthur was at that moment. As the sword came down, as if the world didn’t want him to die, lightning struck the attacker, causing him to fly backwards into the animalistic war front. Arthur looked up to see Merlin. He seemed way more nimble than he should be for a senior citizen.
Arthur began anxiously crawling away, fear ruining his sense of balance. Arcs of lightning, fire and light shot from Merlin’s magical stones, biting through the rushing crowd of adrenaline filled warriors.
He looked back at the old man as his legs and arms shivered. Merlin cackled, swinging ropes of arced electricity through the cold air like whips. Arthur finally gained the strength to run away, cowardice aching his previously determined heart. He turned back one last time to see the horde of warriors slash through Merlin’s sickly body. Arthur coughed, tears falling down his red cheeks. His throat dried as he shouted. His torn leather foot wraps shuffled across the snow before he stumbled behind a rock. His torso jerked as he continued to take violent and abrupt gasps for air.
Arthur deafetedly shifted his head to his side. He looked at the puddle of blood beside him. Within the redness, a pale woman’s reflection gazed at him. It was the woman who first gave him the crystal at the lake.
The woman’s white arm exited the pool of blood, presenting a dirty steel sword to Arthur. It looked rusty but strong all the same.
Arthur hesitantly took the blade before the arm retracted back into the red liquid. His heart pounded as he nodded to the woman. He forced himself off the ash covered ground, wielding the sword that was gifted to him. He turned to the battlefield in the distance, it continued to rage on with no sign of stopping.
The crystal within his pocket seemed to jitter around in his pocket as he began speeding up towards the ashen field ahead. His legs lifted off the bloodied ground more and more before he realized that he was making a full sprint towards the ocean of attacking soldiers. Like a magnet to a ball of iron, the gem named Excalibur tore through his cloth pocket and into the hilt of his weapon, causing the blade to explode into flame. As the long sword turned white hot with fire, he heard the lady in the lake scream the word "Excalibur" through all nearby puddles and droplets of blood. The battle froze in fear at the sudden screech before quickly shifting their fear to Arthur. His long strides and wide swings carried the weight of Merlin's death and the Lady's words, tearing through the pointless mass of flesh that commoners called "war". Droplets of mercury dashed through countless warriors like liquid bullets as Arthur continued his red onslaught. Boiling red liquid splashed onto the soot coated skin of the other knights and archers as Arthur's flaming blade dug through the crowd. Images of his dying mother flashed behind his foggy pupils as the horizon-wide war cry quickly changed into cries of terror and screams of pain. This metal that he had control over; he looked around and realized that it was not just any liquid metal. This "mercury" was poison. Warriors began having seizures and vomiting a wildly unhealthy amount. It looked like it was worse than the plague or any infection he had ever seen. The army began to look like they weren't even supposed to be there. The people that weren't dead or on the floor vomiting looked confused. Thousands of people hunched over, clutching their stomachs as blood poured from their yellowed teeth and gums.
A small man that waved a white flag on a horse cautiously approached the fury-filled Arthur. He was deathly afraid.
| Artura |
fandom.100th-millennium | # Ascension Breach Drive
| Ascension Breach Drive |
fandom.100th-millennium | # Atlins
The Atlins are an amorphous intelligent species native to the planet Lowa within Ventemir. The species, as well as most on its planet, is based primarily on plasma and ionized gas rather than traditional liquid-based cellular biology. Located mostly within the realm of Martial Space, Atlins rarely make an appearance within wider Aylathiya. Even though they are rare in wider Aylathiya, their impact has no doubt been massive, with numerous civilizations involving them exerting their influence on this saffron galaxy.
Atlins possess no defined shape, taking up anywhere from 0.5 to 3 cubic meters of space. Within this space is a series of intricate chemical reactions involving large numbers of charged volatile enzyme complexes, magnetically charged particles, and soot-like carbon molecules floating within a medium of hot gas and plasma analogous to fire. In other words, the Atlins are a mass of plasma containing large numbers of complex particles who, due to the high-energy environment of an Atlin, bump into and interact with each other constantly.
Biology.
The Atlins exist within a medium of hot gas and plasma which takes the role of the "solvent." The gas is mostly carbon monoxide, a gas which is mostly inert within the Atlin and is produced by its metabolic processes. Other gases include sulfuric acid, nitrogen, and trace amounts of Xenon.
Enzyme Complexes.
Most of the dry mass of the Atlins exists in what are known as "Enzyme Complexes." Essentially, enzyme complexes are vast volatile molecules composed of thousands to tens of thousands of atoms. This enzymes are the vector by which life is maintained. Carrying out everything that enzymes do in protein-based forms of life, these complexes are responsible for regulating metabolism, homeostasis, the "nervous system," immune responses, and the production of more enzyme complexes. While not quite cells, these complexes are the basic building block of the Atlin as the cell is to more conventional life.
It is more accurate to think of an Atlin as a single-celled organism with the various complexes existing like the proteins of a typical microbe. Visualizing them in this way instead of using a multicellular framework allows for a more accurate explanation of their internal processes.
Structure.
Atlins, were they made up of pure fire, would have no form. A crowd of them would instantly become one contiguous entity. The way they maintain their structure, and more broadly their identity, is through the use of controlled magnetic fields. Without a certain space around an Atlin will exist an "exclusion field," or a magnetic field which serves to keep charged substances at bay. This field can expand or contract based on a dynamo of much hotter plasma within the core of the Atlin. As charges flow through, this central magnet maintains this field which uses charged metal ions to create a sort of ever-changing "skin" around themselves.
Magnetite Manipulators.
Smaller dynamos exist throughout the Atlin, allowing for movement, changing its shape, tearing apart food, and manipulating objects. When it came to moving inorganic objects, however, just the dynamos would be useless. This is what the Magnetite within them is for. A cloud of Magnetite particles can envelop small objects and move them with little effort.
Interacting with Non-charged Substances.
Since dynamos can only interact with charged objects and most of the life on Lowa is made up of charged plasma, this presented no problems in the natural world. When it came to advancing technology, however, it became more increasingly challenging to advance. While the cloud of small magnets was adequate in many cases, advanced technology was out of their reach without more precise manipulation. This is why the Atlins would eventually develop more conventional fire, which is seen more like a simple organism to them, to create larger magnets. These magnets are able to be easily manipulated by the Atlins and allows for them to interact with non-charged substances. With time, the art of moving these magnets would allow for hand-like appendages to be almost required for the Atlins to continue existing. As they became more sophisticated, they would eventually change their own genetic code to produce these appendages upon the consumption of iron oxides.
Communication.
Atlins are capable of producing both sound and flashes of light as a means of communication. Sound is produced by charge differentials built up within the Atlin arching across small distances, creating monotone sounds. Capable of producing over a dozen distinct sounds, a sort of language analogous to Morse code formed. Words are spelled out using the 12 different tones they can naturally produce. Just the words, however, only convey about half of the meaning contained within Atlin language. The other half is supplied by colors created by concentrating certain chemicals within their centers. They can produce six different colors, red, yellow, green, blue, heliotrope, and indigo to add to the words they are speaking as six additional "syllables" that could be produced.
Written language, consequently, requires both color and symbols to convey, although many scripts only have one or the other and depend on symbols to convey color or color to convey tones.
Nervous System.
The Nervous System is by far the most complex part of the Atlin. Their "brain" exists distributed throughout their entire body with every enzyme complex also serving as a part of the brain. Signals are transferred not through electrical signals but through weak shock waves emanating across the organism. These shock waves are consequently modified, re-emited, and "interpreted" by the various enzymes. Usually, they signal for changing enzyme shape but can also signal for the enzymes to act on the dynamos or other charged particles within the Atlin.
Sensory Organs.
Sensing sound is simply a matter of absorbing vibration from outside. Sight, on the other hand, is much more complicated. Certain compounds are embedded within the containment field which react to different energies of light. Capable of detecting well over one hundred distinct colors, the range of "sight" overlaps significantly with detecting heat, cold, ultraviolet light, and other forms of radiation. Modern Atlins have modified themselves to see radio waves, allowing for easy communication with ship systems, machines, and other devices.
Smell, equal to sight in importance, works essentially the same way. Enzymes capture volatile particles in the air and use them to signal the rest of the nervous system. Really, all Atlin senses exist as one "super sense" manifesting as sight. Everything is perceived as one of thousands of colors, with most objects having more than one color, creating millions of shades each described as combinations of their component colors.
Cognition.
Cognition is carried about mostly within the central dynamo by a very dense array of enzyme complexes whose sole purpose is acting as a brain rather than other tasks. These enzymes are some of the largest within the Atlin, with many forming rings, chains, and even macroscopic spheres who internal vibrations are capable of minute data processing.
| Atlins |
fandom.100th-millennium | # Atès System
WARNING: This page isn't more in lore/canon for the moment. It is a "archive".
Overview.
The Atès System is located in the galactic center of the Eulciar.
It is the first system colonized by the Humeiga in this galaxy, as with most species, but the system is not administered by any government. It is functionally 'neutral,' due to the wormholes surrounding it making it a major station for inter-galactic travel.
Politics.
Since 29,913 CE, with the advent of the Atès Agreement, the Atès System is a neutral zone; it is not owned or governed by any one government. Instead, it is a system of freedom, where only universally decided laws are in play. Anyone can come to Atès, and make a new life, but must abide by universal laws.
Formation.
The Atès System is unlike any other supermassive black hole in the known universe; it seems to have been engineered into its current state. Many theories exist on how this system formed, including the Namegi Star Mother, coincidence, and the rather extremist view that it is a font of power from the Lux Aeterna. The most universally accepted view, however, is that the Namegi Elders engineered this system to its current state, with every object being habitable, and in the billions of years since their disappearance it has fallen into disrepair.
Astrogeography.
The Atès System is located at the dead center of the Eulciar, making its center, Atès, the gravitational center of 40 billion stars. Around a 8000 AU from the black hole, there are numerous wormholes, each leading to the center of almost every other galaxy in the known universe. It was through here that the first extragalactic travellers, the Humeiga, found Atès.
Structure.
The Atès System is made up of twenty two stars and planets: Atès, a supermassive black hole, nine G2 V-type stars orbit around in 3 hours; the forty six planets and dwarfs planets tidal locked orbit around between 9 standard hours and 21 standard days divide in three sections, including one with a asteroid belt; and twelve stars orbit around in between 4.34 and 140.442 years.
The Inner Stars.
The Inner Stars consists of the black hole Atès and the ring of suns.
Atès.
Atès is a supermassive black hole of 1.414*107 Mass Standard Star.
The Ring of suns.
The ring of suns is compose of stars Manâl, Wal, Meyrem, Celiu, Sereld, Oarom, Ouridjak, Leycil and Eiphos. All are G2 V stars distributed in orbit around the black hole in 3 hours and have a mass more or less similar to 1 Mass Standard Star.
Inner Atès System.
The Inner Atès System consists of the first 12 worlds, closest to the inner stars.
1 - Sonev.
Sonev is a hot mini-giant orbiting close to the ring of suns. It is mainly a mining world, having its atmosphere extracted at deposited in Atès for the dual purpose of generating energy, and terraforming the planet. It is thought, as with all the gas worlds in the system, that they were once terrestrial worlds, habitable, but collected thick atmospheres of gases when nearby clouds of gas wandered too near to the behemoth at the centre.
2 - Heval.
Heval is an industrial world, being stripmined for local resources to build the many megastructures that this system could hold. Within a few centuries, it could look like the mining world Gilusminum, with gigantic scars on its surface. At the poles, there are temporary lakes of water, which evaporate every summer. Around here is where most of the industry takes place. It has no moons because of its proximity to a very large gravitation source, namely Atès.
3 - Soac.
Soac is a warm mini-giant, with its atmosphere being mined at transported for the same purposes as Sonev. It is a energy generating world, and has no moons for the same reasons as almost every other planet in the system.
4 - Adilab.
Adilab is a warm mini-giant, collecting its atmosphere and tiny, close orbiting moons from a gas cloud that came to close, around a billion years ago. Since then, the planet has drifted in closer due to orbital disturbances and is now rather close to the ring of suns.
5 - Evez.
Evez is the fifth planet in the system, and the 14th object orbiting Atès. It is one of the only habitable planets in the system, out of the fifty-plus planets that were supposed to be habitable. It is an oceanic planet, being colonised by aquatic species. It has oceans hundreds of kilometres deep, and are currently being taken up, and are used to terraform the other planets.
6 - Repy.
Repy is a terrestrial world, with an average temperature of around 38 degrees. It is colonised by most terrestrial species that can survive extended periods in this temperature. It has almost no seasons, due to its axial tilt, and has a rotation period of thirty-two standard days. It has only scattered lakes, mostly around its low-lying south pole.
7 - Bera.
Bera is a cool oceanic world, entirely covered in water except for a few scattered islands. It is rather cold, due to the complete absence of greenhouse gases in its atmosphere, and has been colonised by most aquatic species. As with other oceanic planets in the system, its seas are being lowered, and the water exported off-world.
8 - Josan.
Josan is the twin of Bera, with almost every single thing the same except for the critical fact that it is tidally-locked. This raises its point directly underneath the ring of suns to above temperatures. It has no land, and the lowest point on the planet is aver two hundred kilometre down, with pressures rivalling gas giants.
9 - Peo.
Peo orbits on almost exactly the same orbit as Josan, but has twice its mass. It has two major moons, with nothing happening at all on them. Along with the other gas giants in the system, its gases are being exported and dumped into Atès to generate energy.
10 - Arca.
Arca is a oceanic world, like the triplet of Bera and Josan. Except for the fact that the planet has half the mass of the smallest of the two, and has almost no atmosphere. It has been colonised by the few aquatic species that can stand its harsh conditions, but it is so small that the entire planet is likely to be disassembled into resources.
11 - Oxyn.
More information in Oxyn.
Terrestrial world with a huge ocean and life. Colonised and inhabited by Humans and Humeiga.
12 - Sabeusna.
More information in Sabeusna.
Terrestrial world with ocean and life. Colonized by Regnum Aureiga, due to their discovery of Aylathiya-Namegi wormhole.
Middle Atès System.
The Middle Atès System consists of the planets 13 to 37.
13 - Iphis.
More information in Iphis.
Cool world without oceans. Colonised by terrestrial species.
14 - Rema.
Rema is a hydrocarbon world, with exotic unicellular life swimming around in its ammonia seas. No intelligent creature has every set foot upon this planet, lest contamination happen. It is tidally locked, and has a mass of a super-terra. It has little atmosphere, but violent storms often attack the land on the planet. The few seas on the world are in large craters.
15 - Yas.
Yas is a Frigid ice world, with above 80% of it mass being water-ice. The entire planet is being disassembled, and being used for terraformation on other planets. It has twice the mass of a standard planet, therefore having a planets-worth of water.
16 - Fute.
Fute is the twin of Yas, orbiting in basically the same orbit, and made out the same materials. It is thought that they were once binary planets, forming and evolving out of the same materials. Unlike Yas, Fute is being terraformed.
17 - Xerys.
Xerys is a frigid Ice world, with subterranean oceans. Green algae clog these oceans, making the green patches on the surface.
25 - Anoy.
Anoy is a frigid Ice world. Useless. Undergoing terraformation to a aquaria world.
36 - Bnuliesat.
Bnuliesat is a cool Ice world, warmed a little by the light of Mamouay.
Outer Atès System.
The Outer Atès System consists of all planets out of Reusden, and dwarf planets. It does not include planets orbiting the Far Suns.
Asteroid belt.
The asteroid belt around Atès start around 17 AU and finish around 20 AU. It is composed around 20,000 asteroids and the 3 dwarfs planets.
Some asteroids have some mines to exploit precious minerals and some have some colonies.
41 - Michaceous.
It is a barren dwarf planet.
42 - Nmas.
It is a ferria dwarf planet.
43 - Sedfederace.
It is a ferria dwarf planet.
46 - Mulisa.
Melisia is the last planet around Atès and is a ferria planet. When the distance of Mulisa and Mamouay are the most closer, the night is very short or nonexistent on this planet.
The Far Suns.
The Far Suns are a group of stars orbiting the black hole from 643 AU to 6533 AU from Atès. Each hosts a multitude of planets.
Sun Mamouay.
Mamouay is a white giant star orbiting Atès around 643 AU, without planet.
Sun Eidol.
Eidol is a orange giant star orbiting Atès in a almost perfectly circular orbit around 1099 AU, around which two planets orbit, none of which are habitable.
Eidol Arin.
Eidol Arin is a rocky world, covered in cooled lava from a theorised past supervolcano explosion. It is the centre of the system, being remotely habitable. It barely has an atmosphere, but holds water-ice at its poles and temperatures are consistently above 0 at the equator. It has no moons.
Eidol Ceris.
Eidol Ceris is a barren world without atmosphere. It has two minor moons.
Sun Myra.
Myra is a yellow dwarf star orbiting Atès around 1192 AU without planets.
Sun Relaj.
Relaj is a white star orbiting Atès around 1509 AU with one planet.
Relaj Oxyuthan.
Oxyuthan is a habitable planet, colonised by the Iloians, from Iloia. It was once a ecumenopolis, but has since been reclaimed by nature. The planet has a high metal content. Currently, the former ecumenopolis is colonised by mainly Alisvania, but has a myriad of other species on its surface.
Sun Seharg.
Seharg is a orange dwarf star orbiting Atès around 2044 AU with two planets.
Seharg Ju-lios.
Ju-lios is a hot gas giant, destined to spiral into Seharg. The atmosphere is being lifted, and efforts to restore the planet to its full glory. It has no moons.
Seharg Westulandae.
Westulandae is a superoceanic planet which has not been colonised. It is tidally-locked, and is what people call 'Eyeball Planets.' Another example of a Eyeball Planet is Eyeball, which is rather close to Red Point.
Sun Manyl.
Manyl is a giant yellow star orbiting Atès around 2123 AU with three hostile planets.
Sun Ryor.
Ryor is a giant yellow star orbiting Atès around 2640 AU with two hostile planets.
Sun Zamihu.
Zamihu is a white star orbiting Atès around 2974 AU with four planets.
Sun Alemo.
Alemo is a giant white star orbiting Atès around 3149 AU with six planets.
Sun Aïs.
Aïs is a yellow giant star orbiting Atès around 3535 AU with eight planets.
Sun Lewe.
Lewe is a yellow giant star orbiting Atès around 3682 AU with two hostile planets.
Sun Ytham.
Ytham is a orange giant star orbiting Atès in a almost circular orbit, around which four planets orbit. Two of these planets lie in the habitable zone of the star.
Ytham Archtiyp.
Ytham Archtiyp, or just Archtiyp, is a gas giant world orbiting close to Ytham, around 0.13 AU. It has no moons, and is a mining and energy generation planet. It is scarcely inhabited.
Ytham Sedfelus.
Sedfelus, or longer Ytham Sedfelus, is a rocky world orbiting on the inner edge of the habitable zone. It is experiencing a extreme greenhouse effect, and has surface temperatures exceeding 500 degrees.
Ytham Zenelum.
Zenelum is a gas giant with three habitable moons. Two are inhabited, and the other is being terraformed.
"Zenelum Arlium".
Zenelum Arlium, or just Arlium, is a medium-sized moon that is undergoing terraformation. It is very close to Zenelum, and was once a barren world with almost no atmosphere, but underground oceans. The atmosphere has been thickened, but is poisonous.
"Zenelum Wexedas".
Zenelum Wexedas is the first colony of the Iloians, and was a ruined ecumenopolis. See, Wexedas.
"Zenelum Iloia".
Zenelum Iloia, or just Iloia, was a ruined ecumenopolis, since restored, and is the first colony of the Namegi Coalition in the Atès System. See, Iloia.
Ytham Olbis.
Ytham Olbis, or just Olbis, is a frozen rocky world with a nitrogen-oxygen atmosphere lying on the outer edge of the habitable zone. It is barely habitable, but is being terraformed. it is mainly inhabited by Zythyns, being almost perfect for them. It has two moons, on major and one minor.
"Olbis S'ilos".
Olbis S'ilos, or just S'ilos was a asteroid moon, since turned into a very large rotating habitat. It has a population of over a billion, having it's entire habitable surface a high-density ecumenopolis. Most living here are Zythyns, but a good percentage of the population is human.
"Olbis Xyteas".
Olbis Xyteas is a barren world, entirely covered in an invasive fungus. No living thing has set foot upon the moon, lest their bodies by invaded and destroyed by the fungus. It is being severed off the universe, and is hoped the be completely destroyed.
Major Planetary Bodies.
Oxyn.
Oxyn is the eleventh planet around Atès in around 13 standard hours away about 3.14 AU. Is a terra planet most covered by ocean with a estimated mass of 0.68 Standard Terrestrial Masses. It's diameter is around 11,950 kilometers. These properties combined give the planet a gravity of 0.77 G. The axial tidal of the planet is 1°15'26.10". The planet is tidal locked to Atès, so the solar day is infinite, like other planets around Atès.
The side face to Atès have a strange phenomena where the most part haven't clouds. Also, with the hot wind from the day side, the night side of the planet isn't covered by ice and snow.
The average temperature on this hot world is around 89 °C and the atmosphere pressure is about 0.811 Standard Atmospheres.
There are 129 billions inhabitants, most Humans and Humeiga, with the major proportion of colonies are domes cities under oceans.
Sabeusna.
Sabeusna is the twelfth planet orbit around Atès in around 16 standard hours away 3.62 AU, a terrestrial planet with a estimated mass of 0.90 Standard Terrestrial Masses. It's diameter is around 10,192 kilometers. These properties combined give the planet a gravity of 1.40 G. The axial tidal of the planet is 8°14'42.52" and has a solar day infinity with the tidal lock. Except oceans, most of the planet is cover by forest, plains, tundra and some savanna. This planet are natural organic multicellular life on the surface and in the oceans.
Sabeusna has a nitrogen-oxygen atmosphere with a pressure of 0.852 Standard Atmospheres, being raised, and made a average temperature of -23 °C.
There are 476 million inhabitants on this planet, almost entirely populated by Humeiga, with a few humans living here as well.
Iphis.
Iphis is the thirteenth planet orbit Atès in around 23 standard hours away 4.61 AU. Is a terrestrial world with a estimated mass of 0.35 Standard Terrestrial Masses. It's diameter is around 11,606 kilometers. These properties combined give the planet a gravity of 0.43 G. The axial tidal of the planet is 28°52'44.38". Like other planets around Atès, it is tidally locked.
The planet hasn't ocean but only plains, tundra, mountains, volcanoes, snow region and ice cap.
Iphis has a nitrogen-oxygen atmosphere with a pressure of 0.798 Standard Atmospheres, and made a average temperature of -32 °C.
It is mainly colonised by Zythyns, but has a multitude of other terrestrial species as well. Most colonies are under the surface and dome cities to keep a good temperature for inhabitants. The total population is estimate around 65 billion.
| Atès System |
fandom.100th-millennium | # Augustus
The largest planet of the Kenna System, Augustus is the home of the extinct Zarennasen. It is the 3rd planet in the Kenna System, and is theoretically under the jurisdiction of the Amanian Federation although that nation has barely expanded beyond Amana itself after the Amanian Civil War.
Life.
The atmosphere of Augustus is different than most gas giants in that it has large amounts of oxygen, not just the typical helium and hydrogen of most gas giants. However, there are bands of hydrogen within the planet's atmosphere. Unusual flying creatures have adapted to life there, but life originally didn't exist in Augustus' atmosphere.
Life came from Augustus' moon Nocoma, a cool temperate world with basic unicellular life. Billions of years ago, Nocoma was struck by an asteroid which wiped out all life save for some hardy microorganisms that eventually made it to Augustus where they began to evolve in their new environment.
The bacteria became multicellular organisms. Them majority of life on the planet appear have a slightly bug-like appearance. They breath in the small amount of helium in the planet's atmosphere, and use it in large bladders to stay afloat. Some also have wings, though it is hard to fly through the dense atmosphere. Some life has adapted harder exoskeletons and have migrated to the lower regions of the gas giant where the pressure is so high that the gas turns into a liquid of oxygen and helium. The creatures 'swim' through the honey-like substance, and produce bioluminescence.
Evolution.
With the passage of time, the creatures began to slowly evolve. The Zarennasen soon established something akin to a tribal system. As the Amanians continued to expand their floating cities on Augustus, the flying creatures evolved without them knowing. They then began to peer out at the stars and wonder what was out there. But they were stuck floating with no land to build cities on and no materials to build with.
Then, a mutation occurred. An Augustian was born with a harder exoskeleton then the normal creatures, and could store the helium for long trips instead of constantly having to breath in more. The creature was fascinated by the stars, attempted to fly out of the planet's atmosphere and succeeded. He told his companions about the discoveries he had made. The creature eventually had 3 children, and they had carried down that gene of strength exoskeletons and respiratory endurance. He took his young out for flights around the planet. Eventually, they grew up and passed on their genes to other creatures. The genome spread throughout the planet.
The creatures were no longer bound to the atmosphere. They could experience the cosmos at will. But they still couldn't go that far out, and needed to return to their planet for more helium. Then one named Aydo flew to one of the planet's moons, a barren selena. She was the first of their kind to go to a different stellar object. But she did not make it back in time to get more helium. Aydo was remembered as a very strong figure in their culture.
After Amanians had pretty much covered Augustus's surface with mega-cities, they decided to return to the "Augustans" and check on them. They were amazed to see how they had evolved in such a short period of time. Amanians called them Zarennasen, old Amanian for 'skywalker.' The Amanians helped the Zarennasen by building them a large city to live in the atmosphere. The Zarennasen had the intelligence of 60000 CE Amanians at this time and formed a peace with Amanians, but under one rule: the Amanians should not interfere with their evolution beyond this point.
Thus, the Zarennasen were left alone to live on the city. They used the technology in the city to invent their first rockets, and were able to fly to Augustus's largest moon, the same moon that Aydo had discovered and died on. The Zarennasen built a lunar base there. Their technology continued to improve, and eventually they colonized a few other planets in the Kenna System. This was just in time to take part in the Amanian Civil War, their participation in which made the side they were not on detonate thousands of nuclear bombs over their planet and any colonies they had, driving them to total extinction.
Moons.
Augustus has two major moons:
Nocoma.
Nocoma is the largest and innermost moon of Augustus and the origin of its life. Shortly after the formation of the Kenna System, life evolved in Nocoma's brine pools. This life was wiped out shortly afterwards by an asteroid impact, but debris from the impact brought some of it into the atmosphere of Augustus itself, where evolution resumed normally.
Later, the Zarennasen colonized Nocoma, but shortly afterwards the Amanian Civil War started, which resulted in their extinction. Nocoma has remained lifeless since.
Farena.
Farena is a barren selena world. The only interesting thing that happened in its history is its short span of colonization by the Zarennasen before their extinction.
| Augustus |
fandom.100th-millennium | # Auleial
Nestled within the sparse outer reaches of Zalanthium, Auleial flickers and burns a deep saffron in the milky mist. Though this young star burns dimmer than some, it managed to create a perfect bath of energy and resources for life on its own worlds more than any other system in the region. From the bounteous shores of sapphire Aum'el, to the lush canyons and steppes of Liako, to the crystal mountain peaks of Laihin, the touch of autonomy and power that life brings has taken much of the system in its hold.
Through multiple perilous crises and desperate need for support, the three sister-species of Auleial came together to attempt to rein in their bustling system and make it a true utopia for all that lived under the light of their amber star. The government they formed has been bending over backwards to provide for its people for millennia as the system continues to evolve.
The system boasts a vast network of interlocking collector rings around its sun and a veritable storm of city-sized spaceborne habitats. Auleial's population is not heavily condensed in continent-spanning urban centers nor massive artificial worlds. The sparser spread of denizens through the incalculable voids between planetary orbits makes administrative action somewhat difficult to enforce, and a fair few thousand orbiting cities have been claimed by various revolutionary and terrorist groups.
Even in this time of unease, Auleial's government looks outward for solutions. It worked when expanding across the system, after all. Why shouldn't the people of other stars help them this time around? Several interstellar expeditions have been launched, with around half cutting communication and never returning. Where those stray Auleiali went is known only to the endlessly watchful stars of Zalanthium.
Worlds.
Aum'el.
Known also as the cobalt sea, the world of earthbound stars, and simply Little Blue, Aum'el shines close to Auleial with a deep navy light. Few are capable of withstanding its high temperatures, other than the Lumeirri that hail from it. Those that visit Aum'el will find it a series of scattered islands, with only two landmasses large enough to call continents. The ultramarine seas dominate over 85% of the planet's surface area, leaving shorelines abundant on the tectonically vivacious world. Perhaps it is this near omnipresence of water that allowed the amphibious Lumeirri to take control of the shining blue sphere.
Life on Aum'el is the most volatile of any of the worlds around Auleial. Met with the intoxicatingly rich radiation from their sun, life grew in a number of strange and beautiful ways. The ecosystems of Aum'el thrive on species of fungi-adjacent crops and plants that have ridiculously psychedelic compounds store within. Most flowering species and many animals use bioluminescence as a tertiary method of communication, as part of courting behaviors, or simply as a way to see better on nights that Laia's azure light does not hang above. Electrical currents as a means of defense evolved in 4 separate families of species. Rudimentary thaumic abilities have been shown to exist in some of the ocean's more intelligent creatures.
Infrastructure and development on Aum'el follows the same course as one would expect from such a sea-strewn world. The coastlines are almost entirely built over with cities of various types, while the interiors of larger landmasses are left almost untouched. Lumeirri cities even extend out into the briny oceans for several hundred kilometers, with some being as far out as the edge of the continental shelf. Maps of the world usually have two topological separators to accommodate the underwater half of Lumeirri civilization.
Aum'el's singular moon, Laia, has much more of its surface covered in land. Early in its formation, Aum'el's atmosphere was thick enough to cover Laia as well. Radiation from a younger and more violent Aum'el blasted away much of this primal atmosphere and separated the two, though they retain the same composition of gases. It has less development on it than Aum'el
Aum'el is very carefully monitored for climate trends using massive arrays of satellites and space stations. Ever since the mass extinction that the Lumeirri very narrowly avoided in the early 10,000s CE, the planet has been under heavy surveillance. The climate of Little Blue is supposedly stable, but the consequences for allowing it to slip a second time would be utterly disastrous. Vast reserves of shelter exist on both Laia and Ahsis to evacuate in the event that a "climate pause" exodus of the world is needed to geoengineer it back to a stable state.
Liako.
Liako is a much more temperate and average world than Aum'el, though its bright lavender atmosphere may not give that impression. Much like other worlds, it sports vast green plains and snowcapped mountains, along with an equatorial desertic region. Liako certainly has the most widely covered surface. Its vast continents are lined by cities through and through, showing clear silhouettes of the land on its night side. Liako shielded its life from much of Auleial's temperamental flares, and the life that bloomed across it is much less aberrant than Aum'el's. The species that rose above the rest and conquered the violet world is the Ao'kami, the adaptable newcomers to the cosmic stage.
Liako's moon Naikaru shares a similar atmosphere to the world it orbits, and thus is somewhat habitable for the Ao'kami and Lumeirri. It has no permanent bodies of water on its surface, instead having a thick cloud layer, but geoscientists are slowly altering the moon's climate to hopefully add some blue to the dune-covered satellite. The adjustments have to be done slowly to avoid runaway effects and to prevent the disturbances of the several cities that exist on the moon's craggy highlands.
Liako was the location of Auleial's first interspecies contact. Lumeirri clad in insulating outfits descended upon the world en masse during their 250 year exodus from their own world. Astronomers from Aum'el had not been able to spot any signs of civilization on Liako, as the Ao'kami had not developed nearly as much technologically as the barely spaceborne Lumeirri. Many great leaps in advancement spread through Liako, unintentionally causing the nation formerly known as Sitarrako to rise as a world-conquering force.
Liako is an industrial powerhouse of a planet. Having access to more metals than any other inhabited planet in Auleial, it is only fitting that much of Liako's economy is taken up by technological development. Its airless moon Edera serves as an important resource pool to harvest from, though a lot of quarrying is done in the middle of Liako's vast equatorial deserts.
Laihin.
Laihin is much larger than Liako and Aum'el, and much colder. Being the seventh planet in Auleial, its oceans are ones of ethane and nitrogen rather than water. Its indigo seas and pale crystal plains are not remarkable from afar, but are sights to behold on the surface. Laihin's size makes it look rather lonely, even though it has over 9 billion inhabitants. The strange crystalline environments Laihin owns are similarly reflected in the Qathrlt that call it home. Most of the homes they construct are grown crystals and geodes around ultra-stable metal frames.
Laihin's biomes appear as odd analogues to temperate worlds. Various crystals and ices cover what would be volcanic plains on other worlds, while frigid rivers and lakes run through silicon prairies of periwinkle grasses. Many species of flora and fauna grow quartz shells or exoskeletons to combat the gravitational stress and harsh weather of Laihin.
Laihin's three moons are mostly used for research and resources, with less than 10 permanent settlements on each of the tiny frozen rocks. Qathrlt form intensely devoted colonies of scientists in these rare moon bases, away from the distractions of any environment beyond the structures. Rare metals are found deep underneath the moons' surfaces, so mining operations take place every so often.
History.
Exodus of Little Blue.
The year was 10,378 CE. Aum'el was growing noticeably more acidic day by day. Clouds of sienna smog blotted out large portions of the sky. A daily extinction list had been proposed to keep track of the truly cataclysmic decline in biodiversity. Crops failed, forests withered, and the oceans filled with byproduct chemicals that ever so slowly rose near the lethal limit. Despite having unified under a single world leader, Aum'el was on track to burn itself out and perish in industrial shame. Flooding and erosion shattered mountains and buried cities not built to withstand the tides and currents of the shifting navy oceans.
A project was proposed. It would take several months to complete, and be more expensive than the infrastructure costs of building 300 cities, but it had the potential to save the world. Scientists had been to Laia in the past few decades, and it had proved itself to be habitable. Not nearly enough space for 13 billion Lumeirri to live on, let alone thrive on resources imported to there, but it could certainly support some inhabitants. Liako, on the other hand, had never been visited. It had visible plant life, but its ecosystem was barely tolerable for any Lumeirri. It was once considered a possible expansion of Lumeirri civilization, but now it would have to serve as a desperate last-ditch attempt at a home.
Two billion to Laia, the other 11 to Liako. Complete exodus of Aum'el, save for a couple thousand designated scientists who would study the climate of the dying world up close. Leaving the world behind would freeze industry entirely. The battle against the damnation of the planet would be easier, the project head posed. Geoengineering the world could save what little was left, they argued. It barely gained enough funding to begin.
Within the next two years, every single Lumeirri was displaced from their home, permanently. The alteration of the climate was projected to take 250-300 years. Families struggled to stay together as they loaded into the almost endless swarm of skyscraper-sized transport ships. The ones taken to Laia would be helping to expand civilization and develop it; the ones put on Liako may as well have been executed. They had no goal but to survive on the violet world, shivering in its environment. Water even froze near the poles of the planet. It was cramped, but nobody had any choice. The rumbling of the launches only ended after an entire week.
Only the most dedicated scientists remained in the hazy valleys of Aum'el. Billions of abandoned homes stood in cities that no longer had names or faces. They would be torn down soon enough. Clad in protective suits and equipped with durable and mobile vehicle-homes, the few remaining Lumeirri started their work. There was a lot to do.
Sitarrako's Conquest of Liako.
The year that 11 billion Lumeirri descended from the skies in countless vast monoliths is documented in thousands of works of art across Liako. The nation lucky enough to receive this divine boon was Sitarrako, a struggling monarchy under siege by nomadic barbarians. A few blue creatures shuffled out of the towering objects and into the cities. They spoke a strange tongue that flowed and rippled like water. The Ao'kami of Sitarrako's temples believed that the sky gods had finally sent their destroyer angels to eradicate Sitarrako's foes. Perhaps they were right, in a sense.
There was a month of unease within the pillars that lay scattered across the kingdom's domain. The blue fish-people scurried in and out of their domiciles, attempting to negotiate with Ao'kami scholars. A game of sorts was made to communicate. Glyphs of a strange variety were exchanged with the native script, then sounds, then words for basic concepts. After much deliberation, the Lumeirri and Ao'kami could finally speak to one another properly. They claimed to have come from the blue star that covets the sun. They did not know that Sitarrako existed. That a kingdom as grand as it was too primitive to even spot from their heavenly seat.
Three centuries, they would live on Liako. For those three centuries, they would teach the Ao'kami of their strange technology. The world would undergo a massive shift in power. The ways of metalworking so refined that one could travel beyond the skies and live, the power to harness thunder to light and heat homes, and even ways to create metal mounts that could outrun any creature. The Lumeirri were like gods, though they never admitted it. There was always an air of caution when granting the Ao'kami these gifts. Words of draining the world of life, of killing the natural with the machine.
Sitarrako thrived with the Lumeirri's help. It grew to span the whole world. It unified all under the violet heavens into the kingdom of the gods. The Lumeirri were impartial. They simply required land and seas to survive on. They were waiting for their world to be healed. An entire world, just as wide and endless as Liako. As Naikaru and Edera were, too. Not gods in the sky, but expanses of stone and sand like our own. The heavens were more Liakos, it would seem.
Ahsis.
After the great revival of Aum'el, most Lumeirri went to reclaim their home. Some stayed on Liako, since it was the only world they had known. The original travelers had already died out, and new generations had existed on the planet for centuries. Laia had a similar share of Lumeirri stay behind. The moon had grown into a bustling world of its own. The repopulation of Aum'el went smoothly and slowly. Civilization rose freshly, with almost all relics of the old world reduced back to the soil they rose from.
Centuries, then millennia passed. The Ao'kami spread their kind to their moon Naikaru, and interplanetary politics began to come into play. There were basically only two nations at that point. The newly resurrected republic of the Lumeirri, and Liako's Sitarrako empire. Some Ao'kami had been awaiting the return to Aum'el, and so had spent decades in the great deserts to train to manage the heat. The leaders of both territories realized that they were separated by neither culture nor race, and they agreed that celestial bodies should have no borders. They created the first generation of the Auleial Interplanetary Union, though it had yet to be called that.
The first major project of the expansion-minded civilization was the terraforming and colonization of Auleial's fifth planet, Ahsis. The blood-red world had a toxic atmosphere and planet-spanning deep oceans. The goal was to create a utopian climate where neither Lumeirri nor Ao'kami were uncomfortable in temperature, and where land was abundant for everyone. The Lumeirri on Laia had been learning about terraforming for the past three centuries, and several thousand experts came forth to discuss the project.
Exactly how hot should Ahsis become? How much of the ocean should be drained to produce land, and where would the excess water go? Is it plausible to reshape the topology once the water is reduced? Question after question was deliberated for decades, all while surveying teams mapped out the exact climatic conditions of Ahsis. Digital models of potential future Ahsises were thrown around the room. One team adamantly demanded that a moon be created or captured for Ahsis to have. They suggested moving the outermost planet, Oudhoa, inward to serve as the red planet's moon.
After much heated discussion on the future of the carmine sea, the project was finalized. Slowly, the atmosphere was filtered of its toxic components. The oceans were drained and transported to various other parts of the system. Aum'el and Laia received most of them, while a large portion was reserved for Naikaru. Land peaked above Ahsis' waters for the first time since its birth. Thousands of years passed while the world was slowly tweaked to gain even the lowest class of habitability. More decades of argument occurred as an artificial biosphere was crafted. Ecologists precisely started their work on Ahsis' bare rock and sand. Soon enough it would be transformed into lush forests and grasslands. Soon enough, and yet lifetimes away.
Ahsis was tremendously difficult to bring to life. Unfathomable amounts of energy were required. Even after it had been completed, the need for a more reliable source of power than nuclear fusion became apparent to the Auleial Interplanetary Union.
Kan-Dammleur.
Just as the terraforming of Ahsis was completed, the first explorations of the rest of Auleial were conducted. The Qathrlt were discovered on Laihin, and the large fields of color that were once thought to be tholin deposits were identified as Laihin's strange crystal life. The Qathrlt had not colonized beyond their vast planet, but quickly joined the AIU. The name "Auleial" is a portmanteau of each species' word for the sun. It is only at this point in the early 18,000s that the star gained its current name.
With its name, Auleial was adorned by the four rings that make up Kan-Dammleur, which roughly means "Sun-eater" in an old Lumeirri language. Another project that spanned thousands of years was planned and put into action, this time being infinitely simpler than Ahsis. A series of four interlocking orbital rings that would drink in Auleial's light and use it as energy to transport elsewhere in the system. Kan-Dammleur would provide almost unlimited free energy for the people of Auleial, solving one of their most pressing issues.
Yttral's boiling metal interior and its former moon were stripped of material to create Kan-Dammleur. It was completed 106 years ahead of schedule due to an incredibly lucky flare catch by the first ring. The rings are angled to block only a negligeable portion of Auleial's light, which is accounted for by planetary micromanagement. Even today, Kan-Dammleur is the oldest still-standing structure in the system, being a true representation of the golden age of innovation and collaboration between Auleial's people.
| Auleial |
fandom.100th-millennium | # Auphelia
Auphelia is a semi-arid savanna desert planet located in the system of Drakath, situated in the northern Inner region of the Paleas Arm, Florathel. The planet is considered home to 21.4 billion people. The planet's climate is hot and dry, with little rainfall situated inland, and moderate amount of precipitation in the coastal areas of the continent. The Auphelian continent is divided into eight regions: Auphelia, Ahketun, Letes, Osiris Bay, Othesia, Minbar, Central Auphelia, and Southern Auphelia. Auphelia is orbited by a single moon called Taral.
Environment.
Auphelia's environment is very hostile to numerous life-forms on its internal regions of the continent. The planet's high temperatures and lack of natural precipitation makes it extremely difficult and unfeasible for most anthropomorphic and various species, and crops to survive for extended periods of time. With the planet's inexorable climate, combined with its large sprawling deserts, sparse oases, most major settlements been established near the oceans of the continent. It is the only place where average rainfall and habitable temperatures can be found. Various large and smaller unincorporated settlements are also located inland, where oases provide the only source of water for miles. These oases are vital to the survival of any life living in the interior of the hostile Auphelian continent, and are heavily guarded and fortified by the settlements that reside nearby. Traveling between settlements is dangerous, and often necessitate considerably skilled personnel, special equipment, and vehicles to traverse the vast desert.
Cities.
Titan Coast.
The planet's capital, Titan Coast, or officially the Capital City of Titan Coast has been constructed nearby the Thetyus Ocean. The city itself spans eight-hundred miles along the coast and inland for a hundred more. It is a bustling eperopolis with over 8.5 billion people calling it home around its greater area. Most of its residents live in dense high rise buildings along the water's edge or on floating residences that bob on top of the waves like giant lily pads. The city also boasts one of the largest ports in all of Minbar region, which allows ships to travel up and down its length with ease, taking advantage of trade routes along its shores. There are several other major cities similar to Titan Coast, dotted across the immense Auphelian continent, but none come close to matching its size or population density.
The city center is a massive collection of skyscrapers with streets made from reflective metal that dazzle in the bright sunlight. Every block is seamed with towering palm trees and other tropical plants that give the city an almost surreal utopian feeling.
The city's weather is moderate year round, and the city has a huge number of things to do. There are mega museums, art galleries, concert halls and hypertheaters. The shopping center is also abundant with high-end designer boutiques across Florathel and luxury stores on every block. The city is also infamous for its vibrant nightlife scene, which is considered by Titan Coast inhabitants to be second to none compared to nightclubs across Auphelia's major cities that stay open until dawn.
The citizens of Titan Coast are a cosmopolitan bunch, with residents hailing from all corners of Florathel. The city is home to diplomats, business moguls, celebrities, and other important figures. It is also a popular tourist destination, due in part to its stunning beaches and resorts.The city of Titan Coast is governed by a system direct democracy, with each registered inhabitant (natural-born or naturalized) entitled to vote on all laws. The voting age is set at 18; younger residents may participate in a restricted capacity, the coastal city is also home to several important administrative buildings, including the Titan Coast Metropolitan Authority Building, and the Eperopolitan Forum.
Titan Coast Metropolitan Authority Building.
The Titan Coast Metropolitan Authority Building is the tallest building in Titan Coast, The building is home to the city's administrative offices, as well as a number of important businesses and organizations. The tower is also a popular tourist destination in Titan Coast, as it offers stunning views of the city and its surroundings. The building was designed by renowned Auphelian architect Ibnes Gehwer, It stands at a height of 4,500 feet (1,371.6 meters), making it the tallest building in Titan Coast. The building has 377 floors, and contains a number of important businesses and organizations, including the Titan Coast Stock Exchange, the Titan Coast Metropolitan Authority, the Titan Coast Tourism Bureau, and the Titan Coast Chamber of Commerce.
Eperopolitan Forum.
The Eperopolitan Forum is a grandiose edifice that serves as the meeting place for the city's legislative body, known as the Eperopolitan Council. The council is comprised of representatives from each of Titan Coast's major districts. The council meets regularly to discuss and vote on proposed laws, and if a law is passed by the council, it must then be approved by the city's residents in a referendum before it can take effect. The Eperopolitan Forum is located in the center of the city, near the Titan Coast Metropolitan Tower, The forum is a large, open space with a marble floor and a series of statues and holographic screens around its perimeter. In the center of the forum is a statue of Titan Coast's ancient founder and settlement chieftain, Citro Cotta.
Titan Coast University.
Titan Coast is also home to a number of important educational institutions, including the Titan Coast University, which is the largest university on all of Minbar region, and enrolls over 430,000 undergraduates. The university is comprised of several campuses located across the core of Titan Coast's metropolitan area, with its main campus situated next to the Eperopolitan Forum. The university offers a wide variety of courses, and its alumni include some of the most famous and successful business magnates and political figures across the Palean Arm.
Titan Coast Academy of Sciences.
The city is also home to the Titan Coast Academy of Sciences (TCAS), which is one of the leading prestigious scientific research institutions in Minbar region, and currently enrolls a staggering low amount of 12,000 undergraduates. The academy's is considered to be one of the most selective academic institutions rate on all of Florathel, with an acceptance rate of 2.1%, applicants accepted to TCAS have an average GISE (Galactic Interscholastic Examination) score between 600 and 695, with the maximum score being 700, Admissions officials of this academy consider a student's academic commitment to be an important academic factor, with emphasis on an applicant's class rank and letters of recommendation. The academy is responsible for conducting research on a wide range of topics, including Auphelian and Florathelian biology, natural environmental sciences, and astrophysics. The academy's prestige and advances in scientific discoveries and discipline has led it to being ranked as one of the top 10 universities in all of Florathel.
Institutions.
Titan Coast also boasts a number of important cultural institutions, including the Titan Coast Eperopolitan Museum, which is one of the largest museums in the Minbar region. The museum houses a wide collection of art and artifacts from across Auphelia and Florathel. The museum is also home to a planetarium, which is used to educate visitors about the stars and planets beyond Drakath system.
The city is also home to the Titan Coast Symphony Orchestra, which is one of the most prestigious orchestras in all of Minbar region. The symphony orchestra has been praised for its high-quality performances, and its members are some of the most talented musicians in the Palean Arm.
Ahketun.
Officially known as the Ahketun Eperopolis (AEP), or Ahketun for short, is the second major city of Auphelia, located in the east coast of the Ahketun region of Auphelia, and south of the Greater Titan Coast Eperopolitan Area, the city is home to 7.85 billion people, and is one of the largest trade ports of Auphelia, and the only one with a major spaceport in the centre of its metropolitan area. The city is located on the eastern coast of Auphelian continent, the city also receives a moderate amount of rainfall annually.
The city also hosts numerous large number of regional businesses, financial institutions and major galactic corporations, as well as the Auphelian Stock Exchange. The city is also home to a large number of immigrants across the Palean Arm, who come seeking work and opportunity.
Ahketun Central Eperopolitan Spaceport.
The Ahketun Central Eperopolitan Spaceport (ACES), is located in the centre of the Ahketun metropolis, and situated next to the Central Authority District, and is considered to be one of the largest, and busiest in the Inner Palean Arm. The spaceport is measured to serve over 5.2 billion passengers monthly, and over 62.4 billion passengers annually. The terminal building itself covers 350 square kilometers, and is one of the tallest buildings in Ahketun. The spaceport is considered as a powerhouse within the Ahketun economy, and serves over hundreds of thousands of departures and arrivals daily. The spaceport also maintains a very large dock system that is capable of handling the most largest vessels ranging from small civilian vessels to colossal starliners.
Auphelian Ahkimetic University.
Ahketun is also home to the Auphelian Ahkimetic University (AAU), a prestigious leading intergalactic university that possesses numerous number of scholars and undergraduates across Auphelia, and enrolls over 150,000 students around Florathel. The university itself consists of over 7 separate campuses located in different parts of Ahketunian eperopolitan area, each with their own unique specializations and courses. The university's main campus covers over 50 square kilometers, which houses a number of facilities, administration, and departments. The university is one of the principal sources of city revenue for Ahketun, and provides a number of employment opportunities from major companies in favor of new graduates from this university.
Ahketun Grand Library.
The Ahketun Grand Library is also a notable campus in AAU, being one of the largest libraries in Auphelia with over 700 million books within its compilation. It holds many ancient texts that are not found anywhere else in the Florathel, making it an important research facility for researchers, analysts, and historians alike around the galaxy. The library itself covers over 6 square kilometers, making it the second longest building on the Central Authority District after Vincentius Palace.
Vincentius Palace.
Vincentius Palace is a large aristocratic palace located in the Central Authority District, previously serving as the official residence of the Vincentius Dynasty. It covers over 15 square kilometers, making it one of the largest palaces in Auphelia. The palace contains many luxurious amenities and facilities, such as a large private garden, a swimming pool, a movie theater, and a number of restaurants. It also contains a number of art galleries that contain some of the most famous works of art in Florathel. the Vincentius Dynasty was overthrown in the Ahketun Insurrection, and is now open to the public, serving as a museum and art gallery, as well as a popular tourist attraction, receiving over 1.6 billion visitors per year.
The architecture of the Vincentius Palace is highly representative of the Neoclassical baroque futurist style that was popular in Auphelia during the reign of the Vincentius Dynasty, The exterior of the palace is decorated with a number of ornate sculptures and paintings, and a tall spire where the interior is filled with lavish sculptures, antique ornates and ancient tapestries. The palace also contains a number of secret chambers and passageways that were used by the family to escape in case of an emergency. The palace represented the power and wealth of the Vincentius Dynasty, and served as a symbol of their ancient rule over Auphelia. Today, citizens of Ahketun regard the palace as a symbol of the opulence and corruption of the Vincentius Dynasty, and it is often seen as a symbol of the Ahketun Insurrection.
Letes.
Letes, often called The Citadel, is the third largest major city of Auphelia, officially known as the Greater Letes Eperopolitan Area (GLEA), located in the west coast of the Letes region of Auphelia, the city also neighbors the city of Ahketun. Letes is currently the third most populous city of Auphelia, with 5.2 billion residents. The city is the headquarters of all major Auphelian military and police organizations, being a crucial strategic location in terms of defense. It has been dubbed "The Citadel" due to its substantial amount of military presence and immense armored structures that tower over the ever busy streets that are filled with pedestrians at any given time.
Aside from being the center of Auphelian military activity and defense, Letes is a planetary cultural icon for many reasons. One in particular is the housing of almost all major broadcasting stations within its eperopolitan area due to it being a convenient location for communication with other parts of Auphelia. Most media anchor persons are located in this city, as well as most major production studios, who churn out various content that is viewed by billions every day across Auphelia's main continent. Letes also houses several important political buildings such as Auphelian Supreme Court building and Ministry of Terrestrial Defense.
Letes also functions as a vital economic hub where millions, if not, billions of people arrive each year just to buy goods or services at cheaper prices than outside cities, which has resulted in massive overpopulation and density problems throughout history; however recent developments have helped alleviate these issues greatly through more efficient living quarters, mass public transit infrastructure development projects, and increased security along with other safety improvements., As stated above due to the massive amount of people coming into and leaving from Letes yearly revenue streams have become extremely large resulting in large sums capital inflow, which allows for greater income tax revenue collection, which results in an even larger spending budget for the GLEA government, meaning higher salaries for workers thus elevated standard living levels, representing the gap between extreme wealth among typical residents and lower income residents, making it one of the wealthiest areas on the Letes region, apart from Titan Coast itself or other major cities encompassing Auphelia.
Letes has one of the most complex mass transit systems in all of Auphelia, which can also function as a military transport, which is made up by several transit systems, all separate from each other. The first being the monorail system, with has 12 lines that connect different parts of Letes to one another via ferries and tunnels, running beneath adjacent bodies of water. Secondly is a major transit network connecting every part of Letes through massive underground metro transit stations where metro lines are automatically stocked with fuel, and mechanically inspected every week for safety before entering service again. Other forms of mass transit include skycabs that run along elevated highways above ground level; however this form of transport may cause serious injuries in case something happens during flight such as power loss or engine failure due to their nearly complete reliance on artificial intelligence software controlling the cabs themselves; thus it is illegal for anyone other than authorized pilots to operate them at any time.
Auphelian Supreme Court.
The Auphelian Supreme Court is the planet's highest court. It is composed of eight justices, who are nominated by the Eperopolitan Council, and confirmed by a referendum. The court has original jurisdiction over cases involving the interpretation of the Auphelian Legalis, and it may exercise appellate jurisdiction over decisions of other courts if so provided by law.
Administrative divisions.
Auphelia is divided into eight regions, each governed by a district government. Each district is subdivided into eperopolises or gigalopolis; each eperopolis or gigalopolis has its own metropolitan government responsible for city governance. There are also several autonomous regions which have a certain degree of self-government within Auphelia, but are not part of any district: these include; Phanereion (the largest gigalopolis inside Inner Auphelia), Kaleana (the second-largest city in Inner Auphelia), Othruph (another large metropolitan area located in the Osthesia region), and Therese Island (an island chain off the coast of Ahketun).
Natural Satellites.
Taral.
Auphelia only has one natural satellite; Taral, which orbits closest to Auphelia and thus appears larger in the night sky. Taral experiences tidal locking and has only one permanent side facing Auphelia. The day length on the light side of Taral matches that of Auphelia's (39 hours); however, the dark side experiences an eternal night which never ends.
Etymology.
Many Auphelian natives refer to Taral as "the satellite" or simply "satellite". In some native languages, it is called by different names; in Valkari it is known as Umrao Leilé ("The Great Moon"), while in Ravaïtau it is referred to as Revuri Hulka ("The Night Planet"). The Kitrani name for Taral - Gosara Si'at- translates roughly into "mother star" or "star mother". Taral is also mentioned in the ancient and currently unknown script known as the "Celestial Rivers", where it is referred to by its oldest name, "Griéth".
History.
Taral was one of the first planets discovered via telescope on Auphelia, The moon's atmosphere reflects more light than other Drakath planets, and thus can be seen even with primitive optics. Taral has been studied manually for as a target for manned and unmanned exploration since early Auphelian history.
Impact Craters.
Taral has a high number of impact craters which appear to be the result of collisions with small debris over eons. The most notable one is called "Talek", or "The Giant's Mouth" in Valkari tongue - it is believed by some native Auphelians that an ancient space civilization lived on Taral, and ate animals which strayed too close to its mouth via large holes leading into the moon's core. Many also believe that Taral was used as an entrance to "Talek" by an ancient civilization, although no evidence has been found to support this theory.
Satellite Images.
Little is known about the dark side of Taral; however, it has been difficult to study due to the eternal night which exists there. Recent technological advances have allowed exploration of the satellite's dark face and many strange things have been discovered. An image taken from Auphelia, shows strange green patches scattered across almost all of Taral's surface - Auphelian and Florathel scientists believe that these could be large mining projects or even settlements, although this cannot be confirmed given that no signs of intelligent life have ever been found on Taral.
| Auphelia |
fandom.100th-millennium | # Auralia
System of Auralia
This piece of fiction takes place in the Greater Celestial Concord
Seated in the heart of a sprawling celestial civilization, the system of Auralia is highly acclaimed across Zalanthium's verdant stars. From the sprawling cityscapes of Indar and the interplanetary ports of Lyria to the underground urban centers of Diona, the system is a testament to the boundless force of society and its ability to expand anywhere. Over a thousand years of everlasting prosperity have grown Auralia's population to nearly a trillion people of myriad races and cultures, with the great economic opportunities and tourist attractions enticing countless people.
Worlds.
Inner Swathes.
Ryless
The great thunders of Ryless have scorched its barren terrain to no end, yet the scars remain shrouded by its noxious violet atmosphere. While the fiery temperatures and lethal conditions should have made it uninhabitable for any strain of life, the sheer flexibility of nature has given birth to exotic energetic organisms, blurring the line between the possible and the impossible. To this day, not one person has successfully set foot on the planet's surface, and only a couple of probes have explored it.
<br>
Indar
The world of Indar is believed to be the crown jewel of Zalanthium's dreamy forest of stars, a melting pot of countless distinct races and cultures across Cosmoria. The heart of Auralia's civilization, the planet's landscape is enveloped by an ever-present urban sprawl. It took many centuries of exponential growth and unceasing struggles for Indar to ascend to what many thought to be a mere dream, and an optimistic one at that. Home to a worldly society rich in culture and diverse in its people, Indar's wealth and prestige have endowed its people with a sense of pride and commitment to their home.
Despite the state-of-the-art technology and infrastructure of Indar, the planet is not without its share of problems. During the centuries in which the planet was urbanized, its natural state was so decrepit that many went so far as to refer to it as a failed world. The once-beautiful skies were full of toxic gasses, the planet's natural biosphere was destroyed beyond any help, and the oceans were becoming uninhabitable to life. On the more positive side, the people of Indar unified a century ago to undo the mistakes of their ancestors, and while it's impossible to hide the sins of the past, Indar is on a path to redemption.
Having never been unified under a singular political entity, Indar's urban sprawl is governed by a multitude of independent superpowers, many of whom are led by a diverse set of political factions. Over many centuries, the political scene of Indar has undergone periods of both grim conflict and great serenity, building up to the ongoing golden age of unity and compassion.
| Auralia |
fandom.100th-millennium | # Aureiga-Selos
The Aureiga-Selos System is the planetary system composed of the planet Aureiga and the moon Selos. It is located in the Melyos System, in Aylathiya.
Aureiga.
I am the first to see the whole of this beautiful world on which we live. We should not destroy her for short-term gains but preserve her. (Laia Geitas, first Humeiga around Aureiga, 25/07/16,848 BCE)Aureiga is a terrestrial planet harboring multicellular organic life located in the Melyos System, the homeworld of humeigas and the capital of Regnum Aureiga.
Overview.
Aureiga is an average-sized terrestrial world, with the estimated mass of 1 Standard Terrestrial Masses. It's diameter is around 12,756 kilometers. These properties combined give the planet a gravity of 1G, which is adequate for most sapient species. Aureiga is in a binary with the moon Selos, which also keeps the axial tilt of Aureiga stabilized. Aureiga has a temperature of around 6 °C on average.
Aureiga has a nitrogen-oxygen atmosphere with a pressure of 1 Standard Atmospheres, which is perfectly suitable for the majority of carbon-based lifeforms.
Geography.
As Aureiga is cool world, there is hardly any hot desert, and large ice sheets and tundra are prevalent across much of the planet. The planet is mostly covered with grasslands, plains and forests, as well as seas and oceans (57 %). Oceano Greto is the largest ocean. The planet has 6 continents:
The highest peak on Aureiga is the mountain of Alcim on the continent of Aurùp at 8,394 meters above sea level.
The continent of Aurùp is famed for the great tundras spanning much of its area.
Fauna.
Aureiga contains many very interesting species scattered across its surface. There are so many that it is still believed that there are still more to be discovered.
Lyne.
The Lyne live on the tundra of Tareita. They have an omnivorous diet, but eat mainly meat. With their fur, they can thrive in the deep cold of their main habitat. Most Lyne have a yellowish eye color, though it is not unheard of to see a Lyne with green or purple eyes. Lyne have famously sharp hearing. On average, they can hear the crunch of a dead leaf from 15 kilometers across a plain.
Gird.
The Gird are native to the savanna of Kàleip, but are now spread all across the planet. They have a primarily vegetarian diet but can be scavengers if need be. The Gird can run at nearly 90 km/h for 10 minute bursts, or around 35 km/h for long distances. This animal was one of the first domesticated for travel across the continent by the native Humeiga tribes in prehistory, and they were spread across the world for easy travel before invention of cars.
Cities.
Aureiga has many cities. Most of them are vastly expanded forms of ancient cities, because people generally move towards concentrations of population, and many are underground or in the sky. Most are fully self-sufficient.
Zàlepar.
Zàlepar is the capital city of Aureiga, located on the continent of Kàleip. It was one of the first cities to be constructed in the ancient history of Aureiga, and has been continuously inhabited ever since. The city is also famous for the Capitole, the district of the city where all government services in the Regnum Aureiga are conducted. The population of the city is approximately 910 million inhabitants. The city's outskirts are notably more modern than the so-called "old town" near the center, and if someone used to advanced cities visited the Oldenie Vilie (Old Town), they get a sensation of going back in time.
Dèya.
Dèya is the most populated cities on the planet with 14,231 million inhabitants. Interestingly, it was founded relatively recently, as many of the other cities were growing "too crowded" at the time of its founding. The city is famous for its unique elevation, looking almost like a craggy pyramid.
Selos.
The distant desolation has been conquered for the betterment of all people. (Alys Ridget, leader at the time of the landing of Valiam Merida on Selos, 13/04/16,799 BCE)
Selos is a barren, lifeless world in a binary system with Aureiga, located in the Melyos System. It is the first colony of Regnum Aureiga.
Overview.
Selos is the only natural moon around Aureiga, has a mass of 0.012302 terrestrial mass, a diameter of 3,474.80 kilometres and a surface gravity of 0.166 G.
The axial tidal of this moon is of 4°44'40.49" and is tidal locked to the planet, ie the same face of the moon is always face to the planet. But due with the eccentricity of the moon around the Aureiga-Selos barycenter, inhabitants of Aureiga can see roughly 59 percent of Selos' surface over its orbital period, and vice versa.
Selos is the first object other than Aureiga to be explored and colonized by the Humeiga.
Selos has very small amounts of volcanic activitiy across the surface as well a very weak magnetic field. Selos has no substantial atmosphere, as most gases can easily escape its gravity. Due to its distance to its sister world of Aureiga, they cause tidal forces on each other, resulting in Aureiga's sea levels changing, and the crust of Selos being flexed enough to crack it in some places, creating scattered volcanoes.
History.
Due to the surface color of the moon, most believed that life existed on the plains of Selos, like the plains on its sister planet Aureiga. But in 16,778 BCE, with the first probe image of the surface of Selos, it was absolutely confirmed that the surface was a lifeless desolation, with rocks strewn across the surface. In 16,799 BCE, the first Humeiga on the moon, Valiam Merida.
With analysis of rock material from Selos, there are many similarities with rocks of Aureiga. One theory to explain this involves another ancient world of the Melyos System smashing into ancient Aureiga, blasting it to pieces, and causing Aureiga and Selos to coalesce in their modern form.
Cities.
Cities on Selos are contained within domes, with a large underground section. The first, founded in 16,610 BCE was named after the first Humeiga on Selos. It is on this city there are a party to celebrate the event in question and some district have name of the crew of Valiam Merida. The second city took the name of the commander of the first relatively long-term base on Selos, Laia Geitas, and was founded in 16,515 BCE.
| Aureiga-Selos |
fandom.100th-millennium | # Aylathiya
Aylathiya is one of Cosmoria's three major arms, in conjunction with Zalanthium and Florathel. Aylathiya has three major civilizations within it, Martial Space, Sedrua, and the Payontari. These powerful civilizations, save for the Payontari, are made up of dozens of sovereign states. For most of history, these nations have squabbled over territory, access to trade routes, and resources. Today, however, has emerged a period of international cooperation where international organizations, such as the Greater Martial Consilium and Commonwealth of Aggregate Aylathiya, dominate politics.
The old order of single individuals, whether Magi or artificial intelligences, dominating entire star systems collided with a modern order where states, who can mobilize trillions of soldiers, can stand up to them. The friction between these two ways of doing things is responsible for much of the region's history, like a fault line in the political order from which all kinds of energy is released.
Most of Aylathiya is highly developed, with Hyperlanes allowing for quick travel to most stars. The current population is 32.4 trillion, a fraction of the population of the past. Consequently, the economy of the region peaked in the 15,000s BCE, only a handful of times approaching this historical maximum. Currently, its economy is about three fourths of this maximum.
Prehistory.
Life first came into existence in Aylathiya not on its planets but in the vast ocean of space. This life, analogous to the ocean-dwelling life forms most common in the universe, has evidence for its existence dating back at least 4.5 billion years. Since time immemorial, Aylathiya supported a stunning array of life since well before the first planets cooled enough to entertain seas of liquid water.
It would come to a handful of other planets, but the number of abiogensis events is about seven, three of which happening in space. This is a small number compared to the dozens of life-bearing worlds across Aylathiya. While some the life is descended from spaceborne life that settled certain worlds, the majority of habitable worlds were not born but built. The builder was Ma'eau, a force of creation responsible for most of Aylathiya's life. A naturally-occurring algorithm of sorts, Ma'eau unconsciously influenced life across Aylathiya to terraform worlds. The center of this network was Velevev, which became the host of planet-spanning brains responsible for coordinating the life of Aylathiya.<br>Aylathiya's quiet childhood erupted into chaos upon the emergence of the High Warlock. The entity gracefully swam across space, throwing stars, worlds, and anything else it could get its hands on deep in its deformed maw. Rather than waste time on the old and polluted stars of Aylathiya, their high metallicity seemingly distasteful to the being, the Warlock flew to the children of Cosmoria, its satellites. From there, the Warlock voraciously fed until nearly 1.2 billion years ago, when the fabled Cerulean Kings defeated the entity in a legendary battle only for it to crawl into the embrace of its finest meal, Cosmoria's final satellite of Sinister.
The Warlock's appetite would earn it the disdain of potentially Aylathiya's first civilization. Looking up from a nameless world, the population united in fear and rage as much of their home was destroyed. Forming into a singular collectivized being, the new "Bastard Son" vowed to bring down the High Warlock by any means necessary.
Initial Epoch.
The first civilizations of Aylathiya emerged as the life forged by Ma'eau began to evolve. The first species to "win" Darwin's game of life were the Hyperians, who emerged in about 8 million BCE. By the time they were leaving their home world to venture the stars, Florathel's Lareas Alliance had marked their star as part of their sovereign territory. The Lareas Alliance supervised the species as they advanced, forming the state of Hyperion in 7.82 Million BCE. This state was officially a vassal of the Alliance and used to stage further expansion into the rest of Aylathiya.
Civilization, however, did not last long. Just as quickly as it emerged was it extinguished by the Andvaris Swarm, a swarm of self-replicating probes. Every major government, supply chain, and space station would eventually be destroyed, locking nearly all life in Aylathiya on their home worlds. The exception was Ma'eau, who was not registered as a nation but a force of nature by the swarm. It repaired the ecosystems of Aylathiya but purged most of the species intelligent enough to potentially evolve sapience. Ma'eau did not want to risk another attack.
The next civilization to form was again in Martial Space. The remnants of Hyperion formed the Cosmic Commonwealth of Mages, a civilization of mage-nobility where single individuals ruled billions. They were quickly replaced by the Oberherr League, an even more extreme example of oligarchy. Instead of Mages, it was ruled by so-called "Overlords," individuals capable of operating on planetary scales. This powerful beings, mostly artificial intelligences and Noosphereic Disturbances, ruled for 150,000 years before collapsing into infighting.
Angelic Epoch.
Zaphenim & the Dökkálfar<br>The next civilization, again in Martial Space, formed not from native life or an association of powerful individuals, but from the rule of a single unquestionable authority, Father Zaphenim. The being, spontaneously manifesting within the Lux Aeterna, had unparalleled power so far within Cosmoria. His first order of business was the destruction of the Overlords, a seemingly impossible task for all but this powerful Spirit. After centuries of fighting, the last isolated drones were destroyed, the last planet conquered, Thalsiedeln.
Zaphenim was the representation of a new way of life; Thaumaturgy, the practice of magic. With his potent abilities, Zaphenim molded a new people in his image, the Dökkálfar, who would serve as the populace over which he would rule. This was the beginning of the First Aeternal Society. Using his sublime abilities, the Aeterna Crystals were forged, advanced devices capable of granting Thaumic abilities to the Dökkálfar. As magic spread through society, it would forever cement itself as not only a quirk of intelligent life or just another field of scientific study, but as a lifestyle for all in Aylathiya. By the end of his days, Zaphenim manifested the billions of "Cores" which exist in the Aeterna Today.
Sachitel & the High Warlock<br>As Zaphenim's time in Aylathiya reached its end, an heir would take his place. This heir, the second Angel, would be known as Mother Sachitel, her authority over Zaphenim's domain equally potent. Even though Zaphenim's domain had fractured into thousands of organizations and nations by the time Sachitel entered the scene, she quickly united it in a quick but bloody series of conquests. This was the Second Aeternal Society.
Sachitel, her heart aching for her newly acquired people, set her mind on creating wonders such as the Hedonist Worlds, her primary goal being the abolishing of suffering in her subjects. As she neared her goal, however, Sachitel simply left her domain, leaving it to the Cherubic Sentry, another of her creations. Wandering Cosmoria, Sachitel eventually discovered the High Warlock. She formed a pact with the being and connected to its mind. Consequently, her magical ability increased dramatically at the cost of her sanity. Sachitel became an "Icon" for the Warlock. Armed with a new directive, Sachitel revitalized her already prospering worlds, warping them for better or worse. Saying her last of final goodbyes to an unrecognizable populous, she disappeared and left the civilization to its own devices.
After her departure, the Cherubic Sentry attempted to maintain order, only for the various Hedonist worlds to fracture into independent planet-states. There was little reason for conflict in the ashes of Sachitel's realm however. The people were content with remaining on their wondrous homes.
Rinayo & Isayo<br>As the deeds of Zaphenim and Sachitel became lost to history, the self-proclaimed brothers Rinayo and Isayo shook Aylathiya's new order. While their predecessors entered into a Cosmoria where none existed that could realistically mount an effective counter to their power, the brothers emerged in 970,000 BCE, a time of emergence for Aylathiya's first naturally-evolved civilizations.
As arbiters of their sense of justice, they personally began a nearly genocidal conquest across Aylathiya. All creatures, wriggling monsters, and other living things they believed were their rightful subjects. Not only did they enact their wrath on anyone that did not submit immediately, they relished conquest. Every civilization called out in horror or glee upon their arrival. During their crusade, all were either eliminated for blasphemy or gifted for meeting their expectations. The destruction of entire species was little more than a game to these two.
They attacked the now-sapient Ma'eau, the only individual in the universe whose power could be comparable. Even so, these two possessed Thaumaturgy whereas Ma'eau could only attack via conventional means. For centuries they warred against the being, eventually causing it to fraction into dozens of disparate minds, each one only managing the ecosystem of one planet. Ironically, their meddling caused an explosion of intelligence across Aylathiya, as Ma'eau lost its ability to keep intelligent life in check. It is for this reason that most intelligent species in Aylathiya emerged so recently.
Sinful Children<br>Most Angelic legacies fade with time. Dökkálfar shatter, Hedonist Worlds decay. Like weeds, the era of Overlords returned, spearheaded by the dozens of fragments of Ma'eau that now dominated Aylathiyan politics. The next one to form was the Resonant Divinity, which shocked the universe by besting fragment of Ma'eau in its system, Thanatos. While it was unable to expand much beyond this system, it cemented that Ma'eau was a shadow of its former glory.
Ohko's Civilization
Banishing the overlords once again was another Angel, named Mother Ohko. It had been so long since the collapse of the Second Aeternal Society that the Dökkálfar had diverged, forming the Svartálfar and Myrkálfar species. It was no small task destroying the Overlords, Ohko was no Zaphenim; she was unable to create her empire without cooperation. Unlike previous angelic civilizations, hers operated similarly to the more ancient Cosmic Commonwealth. Power had to be decentralized since she could not personally respond to every threat, necessitating large armies. She personally trained thousands of Magi who themselves would fulfill the roles of generals as they too trained others to resist the constant external threats.
Her civilization expanded to over twenty stars, usually signing treaties with the local remnants of Ma'eau to allow for settlement. Her civilization became something of a police force to keep the various high-powered beings in line, the only one refusing to submit being the Resonant Divinity. It continually resisted every incursion into its system, even resisting several of the Overlords which were paid to attack it.
Holos
Holos was no regular Overlord. Spontaneously manifesting in about 500,000 BCE, the being began making a name for itself by exterminating all life in the Tryvya system. It was similar to the incorporeal beings that controlled the Oberherr League, but far more esoteric. Ohko herself often spied on it, each time coming away with more questions than answers. Sometimes it behaved as a machine, other times like the monsters she had been fighting, and still other times it behaved like Ma'eau. The being created the Administrivia, beings whose name greatly underestimates their abilities.
In 309,937 BCE, history is said to have began as Holos inflicted itself upon Aylathiya, capturing Ohko and destroying her civilization. The seemingly indomitable being would have likely destroyed everything in the universe were it not for the Ekrosian Guardians, an uncountable hoard of protectors created by Eve to shield Aylathiya from Holos's grasp. Hal Drusus, Ohko's second-highest ranking subordinate, did much to delay Holos' advances while Eve crafted the Guardians. Hal Drusus ultimately died for his efforts, while Eve lived on to effectively become an Overlord, who ruled most of Eos.
Return of Civilization
Eve did her best to maintain Ohko's empire, but it largely fractured, forming dozens of minor states throughout Aylathiya. She remained ruling a portion of Martial Space, but her civilization was a shell of her forbear's. The Dotsk formed their space-faring civilization around this time as did the Arkhosians, who formed Dotskensk and the United Provinces respectively. Furthermore, the Ror Units had begun their nomadic lifestyles in space.
Perhaps the most important player in this era was Ma'eau, who brutally suppressed the formation of new Overlords, allowing for these primitive civilizations to flourish in the backdrop of a serene region. Since there were no highly technological civilizations occupying worlds, Ma'eau spurred the evolution of new species, Humans, Vexlores, Vlanoans, Bahattes, and Ekrosians.
Sydiah & Sedrua
Aylathiya was overdue for another angel by the 130,000s BCE. Finally, Mother Sydiah emerged.
Sedrua
Wane of Reality
Formulative Period.
A new civilization, the Triumvirate Civilization roared onto the intstellar stage by the 80,000s. Its meteoric rise to prominence was a source of anxiety for the waning Sedrua. A conflict over the planet Hathia became the casus belli for the massive Triumvirate-Sedrua war in 61,814 BCE. While the Triumvirate was much younger than Sedrua, it soon became apparent that invasion of either party would be impossible. Sedrua would lose the conflict, and a significant amount of territory in 59,763 BCE.
What followed was an era in which the Triumvirate was the sole superpower in Aylathiya. While other nations such as the QPA were formidable, truly they could not hold a candle to the first Martial State. Sedrua's blisteringly fast decline after the Sedrua-Triumvirate War caused it to shed valuable territory such as Avolast and vast tracts of space that would go on to form the Commonwealth of Aggregate Aylathiya. Vurilia Jutopati would seize power and guide Sedrua to a more isolationist phase. Several thousand years later, a coup took place, installing Thonde Yutira as the leader of Sedrua.
Upon observing the Triumvirate become increasingly unstable, the Commonwealth grew wary of a potential lashing out. Defense was made against the Triumvirate in the following years. More concern appeared after, as Sedrua finished licking its wounds proceeding the rebellions. While Sedrua remained isolationist for many centuries more, the Commonwealth thought it was best to defend itself from them as well. In the following millennia, the political climate was stable enough to allow for regular expansion and trade. The Commonwealth began to evolve, changing from a type of alliance to a confederacy.
Common Epoch.
Post-Triumvirate Period<br>The Common Era begins with the collapse of the Triumvirate Civilization in 1 CE. The Post-Collapse Period is defined by the general chaos experienced by most inhabitants at the time, particularly within the territory once dominated by the Triumvirate. Even though Erstes Konsortium would soon replace the Triumvirate as its leaders fell into obscurity, the economic ramifications of not just Aylathiya but all of Cosmoria losing its largest economy would remain for millennia. The Commonwealth in particular faced great stagnation. The Triumvirate was one of its largest trade partners; its collapse brought about an era of economic decline.
While the QPA attempted to take the place of the Triumvirate's economic dominance, the territory left behind by the Triumvirate proved impossible to govern, let alone influence from the outside. The great powers of the universe had no choice but to stare at the congealing remains of the Triumvirate, effectively taking no action to colonize this space. Sedrua saw its own upheaval causing it to abandon its isolationism. Tension returned as both the Commonwealth and the QPA aligned themselves along common interests.
TheUn'oit Ascension in 10,000 CE saw the ascension of Erstes Konsortium to great power. It would lead directly to the Great Empyreal Crusade as the nation of Empyros failed to conquer Erstes Konsortium and would end up absorbed into it.
Expansion Era
Contemporary History
Ecology.
"Main Article: Ecology of Aylathiya"
The ecology of Aylathiya is diverse and highly influenced by both the natural and artificial species that populate the region's wild areas. While many places have life common across their wild areas, Aylathiya is strange in having a robust space-based ecosystem. Most star systems have been at least partially colonized by space-based life.
Natural Flora and Fauna.
Aylathiya has a large number of natural flora and fauna known as the "Noirae." Noirae, singular Noirum, are a domain of life that presumably have a single common ancestor given their use of the same genetic material. Noirae are most commonly space-based organisms; however, numerous planets have become host to naturally-forming ecosystems featuring Noirae through panspermia.
Common Noirum species include The Pestilence and Maledicta. Outside of these prolific species, most other species are heavily localized to a particular system or region. There exists a small subset of the Noirae that are capable of producing warp bubbles, often for faster-than-light travel. These warp bubbles, operating on ludicrously small amounts of energy, still allude the grasp of scientific understanding. Many scientists hypothesize that this subgroup, known as the Celiratids, have an artificial origin.
Artificial Ecosystem.
Artificia are a form of life common to Aylathiya that rival the Noirae. Artificia are space-based forms of life descended from the ancient self-replicating probes of previous civilizations. Some Artificia have origins so far back in time that the civilization that created them is entirely unknown. Over one thousand of these craft are thought to have evolved into Artificia. There are also twelve models of extant self-replicating von Neumann probes that have not diverged enough to be considered Artificia. Aylathiya's long history of civilization has resulted in the release of thousands of von Neumann probes.
Probes launched millions of years ago still persist to this day and even the most robust protections against "mutation" in von Neumann probes usually breaks down over long enough time scales. As such, Aylathiya is filled with dozens of species originating from a handful of probes. Common classifications of Artificia are "Yggdrasil," "Sora," "Raqia," "Antero," "Avid," and "Celestio." Each classification relates to the model that "species" within the class evolved from. The most ancient of the Artificia are the Yggdrasil at over 10 million years old. The newest is "Celestio," having only recently formed due to the unstable nature of some of the Celestial Plague.
Anomalous Ecosystem.
There are space-based life whose origins are neither "natural" nor "artificial" but a third category, "anomalous." Creatures within this category are by far the most diverse and also the most dangerous. Commonly, anomalies emerge through the manipulation of the environment by natural agents in unexplainable ways. Put differently, anomalies often emerge not through abiogenesis and do not diversify through Darwinian means, they simply exist as they are in their current forms. Natural forms of life may become anomalous through as of yet unknown means.
Examples of anomalous forms of space-based life include The Ekrosian Guardians and the precursors to the Naidaran species. They exhibit strange qualities that cannot be reproduced naturally or artificially within the realms of known science. The most common anomalies are the Ekrosian Guardians, a species who forms when cosmic dust spontaneously arranges itself into a form of life.
Abiotic Ecosystem.
Abiotic elements of the ecosystem, excluding von Neumann probes which are considered artificial life, are simply known as "Abiotics." Trillions of self-repairing spacecraft sometimes roam space for millions of years. They usually remain in wild areas, often destroying each other or life-forms for the resources to self-repair. Most of them are military craft but many automated harvesters continue to gather resources to this day. Many nomads raid these crafts for resources to resell them.
Many modern ships, whether manned or unmanned, also become unwitting participants in the ecosystem. Ships not built to be in combat, ships that cannot out-maneuver predatory lifeforms, or ships that accidentally enter the territory of aggressive organisms will almost invariably end up destroyed. Most ships flying through unclaimed regions need military escorts to ensure safety. Even though the risk is well-known, millions of ships, usually from border worlds, end up destroyed every year.
Esoteric Ecosystem.
Aylathiya's most elusive life-forms belong in the Esoteric Ecosystem. These creatures, named Esoteria, have some sort of relation to Thaumaturgy. Whether they are inclined to use Thaumic abilities or are made of magical energy, Esoteria have a grasp on some kind of Thaumic power. Much like a Magi, Esoteria can manipulate and use this power. Unlike a Magi however, most Esoteria are not sapient. Rather, they wield their power rather haphazardly, or at least with a sub-sapient level awareness.
The most threatening Esoteria are the fabled Spirits, powerful entities from the Lux Aeterna. They are comprised of "Cores", strange orb-like creatures with hardly a mind to speak of. When combined however, they form hyper-intelligent, hazardous beings like the Angels. All Spirits have potential when it comes to thaumaturgy as well. While not particularly malicious, most Spirits are still dangerous in this regard.
Most Spirits are not as intelligent as an Architect or Angel. Core Spirits and Pylon Spirits are the most common, and they roam around Aylathiya like brain dead creatures. Core Spirits are simply Cores with some amount of intelligence. They originate from the Aeterna, traveling through spontaneous rifts to Aylathiya. Angels are technically Core Spirits in this sense. Nonetheless, they are mostly fragile beings only useful for "Harmonic" Thaumaturgy.
Pylon Spirits are rarer, more dangerous relative to Core Spirits. Rather than a Core, they are made out of mutated Pylons, which take the form of ghastly, hyper-intelligent creatures. Across history, Pylon Spirits have become crises on their own, thrashing entire planets like toys. The Pylon War used these beings to attack other nations directly. Such was also a side-effect of the Wane of Reality, where a Pylon Spirit named Her Sorcerer led an army of thousands.
Notable Anomalous Phenomena & Objects.
Ambrosian Remnants.
Amaranth Echoes.
Amaranth Echoes, also known as "Fragments of Creation," are unusual strands of Thaumic energy that take the appearance of small, amaranth colored spheres of electrical light. They are invisible to the common eye, but those attuned to magic can observe them when they manifest. However, they bear a distinct feeling. They cannot be understood or felt properly. Instead, they feel 'hollow' to the touch of a Magi. As described by Sydiah's encounters, Amaranth Echoes feel 'distant, empty, and unpleasant.' It is as if something exists yet does not at the same time. They cannot be moved, changed, impeded, destroyed, or manipulated in any means. Even the most powerful of Magi can not do much but strain against the Echoes. However, several Magi have reported to 'connect' to the Echoes through great focus and concentration.
Once done, the individual will experience rapid flashes of various mismatched events. According to Aylathiya's most proficient historians, they are events that have yet to occur. However, a central theme amongst these events is the act of creation. Most will depict someone or something creating something, be it a machine, a star, a race, or a child. Such events also show beings of powers so immense they have not seen anywhere in the Universe, waging conflicts that would surely end star systems in moments. The landscape of the events involves the same peculiar starlight that shares in the same Amaranth colors the Echoes themselves do.
Amaranth Knight.
The Amaranth Knight is a name given to an enigmatic entity which emerged in Aylathiya an unknown amount of time ago. It appears to be a being of immense power, as only few in the Universe can compare itself to its observed strength. The Knight appears as a large humanoid figure of amaranth-colored light, dawned in an enigmatic set of imperishable armor. It wields a large blade of burning amaranth-laden flames, which manifests itself from the air by the Knight. The Knight appears to have great vehemence with destroying all that is deemed wicked, as many thousands of powerful people have perished to its vigorous strength. It is currently owned by the GM, who took the Knight from the Cabal of the Amaranth Truth during the Amaranthian Heist.
The Amaranth Knight seems to lack sapience. Instead, it functions more like a machine. It only moves about and acts upon the world when it is activated through unjust acts. As well, it lacks the ability to speak with in its own voice. Instead, it has been observed to speak in a variety of different voices and genders. However, each phrase is said randomly but when pieced together they make full legible sentences. In two specific instances the Amaranth Knight will always vocalize one of two words depending on the situation, with the voice used being made up of those used in other phrases. These words include "Worthy" when an individual who has been noted for their heroic deeds appears before the entity. While once the Knight engages in combat it will say "Unworthy" before destroying the target.
Triumvirate Artifacts.
Within Aylathiya there exist trillions of probes that bear the insignia of the Triumvirate Civilization. These objects are considered anomalous because there is no historical record for them. While historians debate over whether the Triumvirate actually created these or not, the scientists attempt to uncover their properties. Roughly half of these objects are four-dimensional with tests using wormholes first confirming this in 3,470 CE. It is still unknown how four-dimensional objects could be created.
Other artifacts include weapons that, while confirmed to be of Triumvirate origin, also defy explanation. The most notable example of these craft are the "ERS Moon Signal", the "TRS Platinum Disco", the "TRS Night Running", and the "VSS Readymade". All of these ships possess unique abilities well beyond even the normal capabilities of the Triumvirate itself. While the "Readymade" displays four-dimensionality like many of the smaller artifacts, the rest of these artifacts have no analogs in the common smaller probes.
Other artifacts include Demiurge and Holo's Ring, two remarkably large objects located within Martial Space. These objects have a special relationship with the Lux Aeterna, allowing them to draw and distribute energy from it.
The Ekrosian Guardians.
"Main Article: The Ekrosian Guardians"
The Ekrosian Guardians are a collection of anomalous lifeforms, machines, or other objects that pervade much of Martial Space. An Ekrosian Guardian forms as dust or other debris spontaneously reorganizes itself. Many believe this phenomenon to be artificial in origin. They vary wildly in both size and intelligence. The smallest guardians are on the scale of microorganisms while the largest are on the level of planets or even larger. Each Guardian bears a thirteen-pointed star, has the same genetic material (if applicable), and has little to no memory of their creation (if applicable). Those few Guardians that are both sapient and at least partially remember their origin credit Eve with their creation.
The Mayuneh Crypts.
"Main Article: Mayuneh Crypts"
The Mayuneh Crypts are a series of artifacts located throughout Martial Space, responsible for the creation of the Llæns species. In the past, Llæns aged backwards, were entirely infertile, and had no memory of being born. Primitive Llænes believed that they were created by gods or, later, spontaneously generated. It was only after they industrialized that they discovered the Crypts. As technology advanced, they began to stop this aging process and used cloning to create a more manageable population. The Crypts still produce Llæns to this day through entirely unknown means.
Upon scanning, they appear empty. Additionally, they do not emit any radiation nor do they bear any distinguishing symbols or features that would clue into their origin. There have been numerous attempts to break into a Crypt; however, all energy directed into one transits the object, causing it to leave the other side. 100% of the energy transits through a Crypt, making it functionally invisible. Neutrinos, despite being notoriously hard to reflect, are reflected by Crypts. Their origins, age, composition, and purpose are unknown.
Related to the Lux Aeterna.
Aeterna Cascades.
Aeterna Cascades are exceptionally powerful and rare events, only found to record in Via Aylthia across all of history. They can spontaneously appear after a notably powerful Spirits exits the Lux Aeterna. This cascade can eliminate a large amount of detectable energy, though only Magi can detect the brunt of it. The rest is given off as a stray wave of neutrinos and assorted electromagnetic radiation. After an Aeterna Cascade, the resulting Spirits might decay, though the strongest of Spiritss can adapt to reality.
Spirits.
The Spirits are a group of magical entities who are born out of Aeterna Cascades. While most Spirits expire soon after exposure to reality, powerful ones are able to conform with ease. Spirits are made up of Cores, usually characterized by a shining white appearance, like that of a Core in the Aeterna. Upon entering reality, Spirits possess great potential in Thaumaturgy. This is thought to be a result of their link with the Lux Aeterna.
Aeterna Crystals.
Aeterna Crystals are rare crystalline containers which hold great power. They are known to be containers of special Aeternal Energy, created by the First Aeterna Society millions of years ago. It is thought that their purpose was for bestowing or enhancing Thaumaturgy for any individual, allowing them to gain immense strength in a very short period of time. These crystals take on the appearance of bright, cosmic-looking gemstones which are warm to the touch and emit a dim, white glow.
Aeterna Crystals operate after one shatters it, releasing the trapped Aeternal Energy to the closest Pylon, typically that of the user's. It is thought that there are less than 100 full Aeterna Crystals left in Aylathiya. The first to re-discover the Aeterna Crystals was Vurilia Jutopati during Aylathiya's Totality. He learned of their immense potential, eventually using one to overcome Thonde Yutira and reinstate his leadership over Sedrua. Vurilia once vowed to keep the Crystals safe against Sydiah, spending much of his time collecting and storing them away.
Other Information.
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Civilizations.
Deep in the confines of Aylathiya, there exist a multitude of civilizations, which have sprung up from and in the absence of Sedrua. These factions have spread and made their home all across the universe. Deep culture, which resides from nations of ages past, still affects the ones today, which allow civilizations to share a commonality. As of the modern-day, the political landscape is relatively peaceful, with civilizations still being created and administered. The C.A.A. reigns as Aylathiya's most populated faction, while the Greater Martial Consilium is arguably the most powerful. The QPA stands as the technological capital, unwavering in the face of its enemies. The ancient kingpin Sedrua on the other hand has its reputation preceded far behind it. Despite its age, it still retains Aylathiya under a firm grip. These four major forces are known to wield a vast majority of Aylathiya's potential.
Defunct Civilizations.
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| Aylathiya |
fandom.100th-millennium | # Azurullya
""I once looked towards this galaxy with wonder. It was small, but it would be a serene, isolated paradise for my people. Oh, how wrong I was..." "
One of Cosmoria' smallest galaxies, Azurullya blazes with deep cerulean light. Its ringed form and dense halo of stars churn and flow faster than any other body of stars in all of the Cosmos. But lurking within the turbulent glow of Azurullya are its twisted sections of reality. Stains on order and uniformity through the universe. Aberrations unto a wonderful galaxy, tainting it with unpredictable effects, cursing it with irregularity and chaos. Within the cosmic rip-currents of Azurullya, few planets have bore life, and fewer still allowing civilization to rise. From other worlds, there came an exodus of people, seeking a home within the whirlwind of stars. These settlers later formed the Theocracy of Silverstar, an empire which now seeks to tame the cerulean beast they live in, that they may have peace within its uneasy starflow.
Azurullya's starflow is ten times denser and many, many times faster than that of every other galaxy. The sights of the night sky are a unique wonder throughout Cosmoria. Rotating every 4,000 years, no stars stay in place long enough to have anywhere near permanent maps. Night skies shift and flow throughout the years, never returning to their original form. One can only hope that the stars do not lead one's home world to cross paths with one of Azurullya's millions of aberrations.
Although the Theocracy is an unusual form of government, it has had positive impacts on the environment in Azurullya. Political and religious unity are one and the same, which, under the impeccably stable rule of Moonmoon, creates one of the most unified nations in the known universe. This unity allows for elaborate projects to be undertaken and completed. The common values shared by the nation keep morale high through its ongoing colonization. Through the combined efforts of the Theocracy, life in the tumultuous galaxy is at least manageable for most people.
Azurullya contains just 53 stars, none of which are older than 3.8 billion years. The interstellar medium also seems to share this age. Isolated stellar systems and a lack of supernovae also suggest that the galaxy has not been the site of any major star formation bursts in the past. All sources show a constant state of being, however that saying can apply to such a chaotic galaxy, since 3.8 billion years ago. No evidence of any matter in the galaxy exists before that. The galaxy is younger than any other galaxy in the universe, but theories seem to suggest that it may have had a sort of "refresher event" caused by one of the Shrieking Eye's ancient aberrations. Much like the process of starbirth, it is believed that a wave of chaos and creation happened to the galaxy, causing all matter to be destroyed and recreated.
Galactic Geography.
Core.
Azurullya's core is a strangely peaceful region. The stars nearest the center of the galaxy move slowly and predictable compared to the outer regions, almost as if they are afraid to be noticed by the master work lurking at its center. It is the densest region of all Azurullya, and yet the stars seem nearly frozen in comparison to everywhere else. At the center of the core, there are a great and terrible duality. Two monolithic structures float there. First, the king of kings, the great monument to destruction, Aurumios Laeschaude. Enshrined in the light of nine towering stars, encircled by hundreds of thousands of planets, beckoning for people to come and live near the edge of all. Second, the screaming effigy of creation, the Womb of Chaos. Twisting the laws of reality, it cries out, tainting Azurullya with aberration after aberration.
Thavius Arm.
The Thavius Arm of Azurullya is what one would call the most chaotic part of the galaxy. Stars rip past each other at such blinding speeds that one cannot even map out the sky accurately for more than a week. Why then did the Theocracy of Silverstar build its capital here? Housing many trillions of people, the central system of the Theocracy is one of the few safe havens from the aberrations of the galaxy, being lucky enough to never have been tainted by them.
Aberrations.
Azurullya is not a quiet galaxy that plays by the rest of the Universe's rules. Azurullya is driven, it seems, to be independent from everything else. Thousands of materials and objects that do not abide by the wider Universe's laws exist within this galaxy's reaches, far too numerous and some far too powerful and large to contain. Within the domain of Azurullya, all are subject to the rules within.
Thyridium-type Aberrations.
Thyridium-type aberrations are unorthodox materials that originate from within and remain almost entirely inside of Azurullya. While some of these are newer and more local, a majority of Thyridium aberrations can be found throughout all of the Cerulean Vortex.
Sphaera-type Aberrations.
Shaera-type aberrations are celestial bodies with extraordinary properties. Usually, material from Sphaera aberrations will contain muted properties of the original. Through this, completely destroyed Sphaera can disperse and become a new Thyridium aberration. Alternatively, some Sphaera are the result of Thyridium aberrations coalescing in high amounts on a celestial body.
Deagami Nebulis - A Series of Extraplanar Nebulae.
The Deagami Nebulis are a collection of 7 nebulae that have not dissipated into the vortex of Azurullya for billions of years. They remain bright and each have anomalous properties that affect everything inside of them. Additionally, each one appears to be connected to a tiny, unique plane known as a Deagami. Deagami are unfathomably difficult to access.
Sapienma-type Aberrations.
Sapienma-type aberrations are bound to a person. They usually manifest in the form of an unnatural ability or form. These are the rarest type of aberration within the galaxy, as they can almost never be passed down through bloodlines and only last a few hundred years at most.
| Azurullya |
fandom.100th-millennium | # Ballistic Weapons
Ballistic weapons, also called "kinetic weapons" or "slug throwers", are solid-shot weapons that fire physical projectiles as opposed to energy-based ones. Despite being considered low-tech by many across the universe, they still see excessive use on many worlds where advanced technology is not readily available, such as on a recently-settled colony planet.
Ballistic weapons come in many shapes and sizes, ranging from pistols to rifles to enormous starship-mounted cannons. Their ease of manufacture makes it so that nearly anyone can get their hands on a ballistic weapon should they have the proper materials. This makes them popular with many criminal groups, who often lack the proper means to manufacture energy weapons.
Ballistic weapons also have a few advantages over their energy-based counterparts. They are often built tougher than energy weapons, allowing them to take much more punishment. They are also much easier to repair and maintain. However, the main drawback they have is ensuring that the user has access to a constant supply of ammunition. Unlike the rechargeable power cells seen in energy weapons, ballistic weapons can't just collect their bullets back after they get fired.
Types of Ballistic Weapons.
Auto Rifle.
The auto rifle is perhaps the most common type of ballistic weapon seen throughout the universe. They are usually seen across low tech worlds and in the hands of criminals and second-rate militaries. Despite this, their ability to put down a higher rate of fire than their energy based counterparts and being able to use many different types of ammunition keeps them in service.
Auto Carbine.
The auto carbine is a smaller variant of the auto-rifle, often equipped with a folding stock. They are often used by scouting and special forces units, as the auto carbine is far lighter and easier to aim than a regular auto rifle.
Shotgun.
Shotguns are close-range weapons that fire shells that burst into pellets over a wide area. This makes them excellent for use in tight, urban environments and in crowd-control situations.
Sniper Rifle.
A sniper rifle is a long-range, high-accuracy weapon designed to take out targets from a distance. Their heavy-caliber shots are capable of punching through thick armor or putting down the hardiest of foes with ease.
Leadsprayer.
Leadsprayers are lightweight, fully-automatic sidearms that fire a spray of bullets at anything in front of them. Despite their high rate of fire, their low-caliber rounds are poor at dealing with armored foes.
Hand Cannon.
Hand cannons are heavy-duty pistols that fire armor-piercing shots. The recoil produced by these weapons makes them rather unwieldy, but the sheer power they provide is often more than worth it for most users.
Heavy Autogun.
The heavy autogun is a large, high-caliber weapon used to provide sustained fire. Due to their weight, they cannot be carried into battle normally, instead being mounted on a tripod or on the pintle-mount of a vehicle. They also sometimes come in double-barreled or even triple-barreled versions.
Rotorgun.
The rotorgun is a multi-barreled weapon capable of laying down a punishing rate of fire. The weapon's ammunition is often carried in a backpack worn by the wielder, which connects to the gun itself via a belt.
Autocannon.
Autocannons are large, powerful weapons that fire a hail of high-velocity shells. These versatile weapons see many uses on the battlefield, often in anti-infantry or anti-air roles. They are the primary armament of many light combat vehicles across the universe.
Heavy Cannon.
Heavy cannons are powerful, vehicle-mounted weapons designed to destroy other armored targets. They are capable of firing a wide variety of shells, such as incendiary, EMP, or armor-piercing shells.
Artillery Gun.
Artillery guns are siege weapons designed to destroy targets from extremely long ranges. They are usually kept far behind the frontlines so they can unleash powerful bombardments while also being safe from most forms of counterattack.
Starship Cannon.
Starship cannons are the largest type of ballistic weapon in the Universe. These weapons are capable of hurling thousands of tons of explosive shells across space or burying a planet in ordinance.
Notable Users of Ballistic Weapons.
TBA
| Ballistic Weapons |
fandom.100th-millennium | # Bastard Son
"Note: This information was collected via interviews between The Sod and Gabriella Way"
A planetary amalgamate flies freely through the galaxy, seemingly ignorant of the gravity of other large space objects. Despite its disconnect from any star, the planet illuminates itself brightly with constant and incredible bioluminescence. The darkness of nearby space is lifted with the glow of the hundreds of colors of the wildlife. But, what stands out most is the monolithic throne on the north pole of the planet. It shines a vibrant, green light for hundreds of miles on the surface of the planet. And, in it lies the only intelligent life form on this colorful bulb. That life form, with pitch-black skin and a right-hand that radiates blue light, has named itself The Sod. A bright, red print of a left hand shows itself on The Sod’s face as it looks to the sky. Its smoldering, white bodysuit stretches as it forms a cobalt fist upwards, directly towards the High-Warlock.
History.
Pre-Slumber.
When the High-Warlock was birthed from Aeterna, countless solar systems were destroyed and displaced. One such solar system, whose name is unknown but posthumously named The Hive, was populated with countless intelligent, carefree creatures. That all changed when they watched their beloved star be consumed in front of their very eyes. All of the endorphins being funneled into them via photosynthesis were snuffed out, converting all of their positive emotions to negative ones. Every soon-to-be dead soul felt an immense, burning rage at whatever was crawling out of the ether. Together, they vowed to get revenge on the High-Warlock, which they called "The Bastard", by whatever means necessary. This vow brought every destroyed soul together to form a singular, collective being. It contained all of the best traits of every being that made up its entirety. Before it lost consciousness, it used its new, immeasurable power to take every displaced planet that was flying from The Bastard and haphazardly form a super-planet. For hundreds of thousands of years, the super-planet floated aimlessly through the galaxy as The Hive's fused souls slept.
First Post-Interview Journal by Gabriella.
"At this point in the interview, I hadn't gotten over the uncanny feeling that I was being looked right through, despite The Sod's lack of eyes and every other notable facial feature. Or maybe, it wasn't that I was being looked through but directly into. The depths of my soul being investigated is both a curious and terrifying idea equally. I wonder what it saw? In moments, I wish I had such an ability. It's admirable, really. Then, I'd be able to get an idea on what's going on in that unreadable head."
"Its tone wasn't particularly helpful either. It drifted between a stark monotone and rocketing aggression. Though, the aggression never felt pointed at her, but rather past her and into the darkness. Perhaps that was a side-effect of being looked through. Or just maybe, it was trying to kill The High-Warlock with its distant rage. Either way, I'm extremely excited to learn more. Hopefully, I'll survive my next sleep cycle. There's no night here since the planet doesn't rotate, but The Sod said it would be perfectly okay to let me camp out. I suppose it saw that I had no malintent."
"I do have two additional things to share. After we finished our interview, it had to tend to something on a different part of the planet, giving me enough time to illustrate the throne that it seems to rest on for most of its days. I also have a particularly notable quote to share from this interview. Both will be seen below."
"The Bastard thought nothing as it slaughtered BILLIONS of INNOCENT lives! Those children whose futures were as bright as the star he consumed. There is no excuse for that. Now, all of that anguish resides within us. We hold all that was lost within a single body. A body refined and built for unlimited, unadulterated power. Decided through millennia of deliberation and democracy. For one simple purpose: there will be no judge, no jury; only an executioner."
Intra-Slumber.
The Sod didn’t begin to dream until nearly a millennium had passed. Then, as the planet careened through space, its sleep became restless and disturbed. It saw countless worlds brought to chaos and ruin over and over again. In the moment, The Sod assumed it was all just a vision. But slowly, it began to realize that this was reality. The power it held was greater than it had thought possible. Near omniscience grazed its sleep and fueled the fire that burned its soul. At every corner of the universe, there was suffering, both deserved and undeserved. Yet, some of those who deserved suffering seemed to avoid it effortlessly. They had to be punished by someone. But, The Sod was not that someone. It focused on the only fugitive it could picture. The titanic outline of The Bastard encapsulated its consciousness, baring down a wicked smile. For endless, indistinguishable years, The Bastard taunted The Sod and attempted to drive it mad with its unchanging gaze, but the combined ability of billions of souls fought off the insanity.
Its nightmare came to an end and soon it attempted to design an infinite number of ways to destroy The Bastard, attempting to locate a weakness. With each failed experiment, The Sod evolved further and further. Infallible perfection capable of achieving what was necessary neared. Just as it reached the cusp of understanding true victory against The Bastard, it startled awake unceremoniously. Staring into the endless stars on the unturning planet named Bastard Son, The Sod made distant eye contact with The Bastard for the first time in more than one billion years.
Second Post-Interview Journal by Gabriella.
"I've begun to understand more. I've seen THEM. The Sod isn't an it, it-or rather they- are a they. They aren't a singular being created from the decisions of a collective: they ARE the decisions of the collective. I met eyes with each individual soul over what felt like millions of years of conversation. At least, that's what I've comprehended. I have a feeling I've only truly spoken to the collective. I may have to dive a bit deeper in order to understand each individual decision more."
"On a brighter side, I survived the night! The creatures here seemed to avoid me from a distance that allowed me to see them but not to truly interact with them. I hope to learn more about the life on this planet in our next few interviews. Everything here is so interesting and there being no true "ages" to this planet just adds another layer of curiosity, along with the abnormal construction of the planet. The lack of rotation makes gravity feel particularly heavy and odd; the orbit seems to fluctuate in speed and shape. I can't quite put my finger on it. Hopefully, I'll be able to report more soon enough."
Post-Slumber.
When The Sod found the end of its stasis, it found that the planet always faced towards The Bastard. The horizon was gray, barren, and uninteresting. A perfectly smooth surface spanned the thousands of kilometers of its circumference. Like a smog, depression smothered it due to the lost knowledge of The Bastard’s death and dull ambience of Bastard Son. It wandered for a few short decades, kicking up a cloud of dust behind it as it walked.
After many isolated years, The Sod realized it didn’t have to be the only one walking the stone features of the planet. It curled its open fist and the elements bent to its will, raising the ground around it and bringing it out of the gravity of Bastard Son. A massive chunk of the planet dismounted from its restraints, being manipulated into another sentient creature. With each clutch of the fist and wave of the hand, a new aspect of its first child took form. Her elongated body, covered in slime, extended into six, nearly planet-length tentacles. Almost as a moon, her form beamed a pale light as she gurgled a roar into the eternal darkness. There, she orbited the planet aimlessly for a year before swimming away from her parent.
In that time, The Sod continued to create and shape a prolific planet, melding the ideal conditions. Dust and dirt swirled into luminescent flora and fauna of untracked number. Each living being embodied a dream it once had, bordering near a perfect genome. It worked tirelessly until, simply, it grew bored. Moments passed after its last creation before the throne rose from the ground and The Sod dropped into place, watching the planet that it had spent all of its moments on.
Third Post-Interview Journal by Gabriella.
"This interview was truly a massive, incredible breakthrough. I can't begin to describe how close I am to greatness here. I think with one, final push I'll become more than I ever have been before. I've been able to understand the magnitude of this situation further as well. I'm in the presence of someone who could be seen as a god. They are a creator of life: sentient life. But, for some reason, they seemed to avoid creating highly intelligent life. Perhaps, an upspoken rule within their council that stops them from taking such an intense action, or maybe its a lack of ability. There's no real way to know without specifically asking. I might make a point of asking."
"The Sod seems to have started to gain an iota of extra trust in me. I think maybe they see something beyond my current physical self. I've not noted everything they've said, but certain phrases or tidbits of information lead me to the most positive of conclusions. I believe they even invited me to a ceremony of sorts sometime in the next few days. What ceremony takes place with only one person? That's the question I hope to answer. They certainly know how to peak my interests. It always feels like they give me just enough to be satisfied but still want much much more. Tonight, I'll sleep completely out in the open. For, tomorrow, I roam with the wild!"
Living Creatures and Species.
Animals.
Junbit: A medium-sized, scaled creature with a quadrisected jaw soured through the sky. It's canine-like legs landed on the ground in a sprint before coming to an intense stop, front paws gripping the ground as it snapped at its prey.
Plants.
Fourth Post-Interview Journal by Gabriella.
"This world is so beautiful. Every plant, every animal, every body of water; they all work together in harmony. Despite their innate hunting of each other, they need each other. The living things make the planet breathe and the natural beauty is something beyond anything a society could create. Preserving history and, more importantly, preserving life is the most respectable job one could have. The Sod sits on this planet and preserves. They could fly and conquer galaxies. But instead, they choose to sit on their throne and tend to their preverbal garden. All for the purpose of spite."
"This is what the High-Warlock does. That BASTARD devours the lives of species after species for no purpose but hungry. A selfish, Sinister beast that consumes stands in the middle of a plantation of life. And those who worship this bastard are worse than him on his own. They see all of its destruction and wrath and their first thought isn't hatred but jealously. The long for a fraction of his power. You know what I say? Fuck that."
"The Bastard has run from battle and that means he can feel fear. If he can feel fear, that means someone needs to be the one to scare him. I reckon that nonexistence stimulates his fear. So, if we need someone to send a chill up his spine, then I will be the one. Or rather, WE will be the one. I make an oath to take the quest of vengeance into my own hands."
| Bastard Son |
fandom.100th-millennium | # Battlecruisers
Battlecruisers are a variant of cruiser that focuses more on firepower and speed at the cost of armor. These vessels are often at the forefront of any space battle, blasting away with their powerful guns as they zip past enemy ships. While their speed does help them evade enemy fire, their relatively weak armor means that anything that does hit them will deal much greater damage than on a regular cruiser.
Characteristics.
Battlecruisers may be around the same size as regular cruisers, but they have a few key differences that set them apart. For one, battlecruisers are often equipped with battleship or even dreadnought-grade weapons. Their engines are also much more powerful, making them extremely fast for their size. They can even outrun a corvette in some cases.
This power and speed comes at a cost, though. In order to properly fit these upgrades, a battlecruiser will have to strip down its armor significantly in order to make up for the added weight. This often leaves them with armor no stronger than that of a frigate. As such, they are far more vulnerable to attacks that a regular cruiser wouldn’t have much trouble dealing with.
Battlecruisers are regarded as being one of the more dangerous ships to serve on, with their crews often showing a much higher mortality rate than on other ship types. Despite their odd quirks, admirals across Cosmoria rarely fail to recognize the tactical value that these ships offer, serving as a powerful spearhead for the rest of a fleet.
Notable Examples.
TBA
| Battlecruisers |
fandom.100th-millennium | # Battleships
Battleships are large, powerful warships designed to engage in relatively close ranges with other starships. With their heavy armor, powerful guns and immense size, battleships are capable of taking a beating and giving one back. Despite their strengths, their low speed makes them an easy target for other warships.
Characteristics.
Battleships are usually bristling with heavy armaments, from huge megalaser turrets to plasma cannons. They are also often equipped with an array of anti-fighter weapons to deal with pesky strike craft. Many battleships come with their own fighter complement for further protection, though nowhere near the amount of fighters that a carrier can deploy.
Most battleships are heavily armored, designed to take immense amounts of punishment before going down. Thanks to their size, most battleships can also make use of powerful shield generators to further increase their defensive capabilities. It is not uncommon for captains to use their battleships as shields for their smaller allies.
Due to the weight of their armor, battleships are often rather slow compared to many other ships. To counteract this, many shipbuilders create “fast battleships”, which have had their armor stripped down considerably to make up for the lack of speed. These vessels are popular among nations who cannot afford to field fully-armored battleships.
Notable Examples.
TBA
| Battleships |
fandom.100th-millennium | # Birran
Birran is a white supergiant star in Florathel, around 450 light years from Carlea. Birran's luminosity makes it one of the brightest stars in Cosmoria, and it was the site of a key battle in the War of the Last Alliance that marked the turning point of the entire war.
Properties.
Birran is a very large star, with a radius of over 130 standard stellar radii and over 350 times that of neighboring star Maea. Birran is also quite massive, having over 18 Stellar Masses, and being born with around 20.5. It was born as a rare O type star. Unlike O-type stars, Birran is cool compared to them. It has a temperature of around 8600 Kelvins, and is classified as a white supergiant. Birran is very much evolved, far from the main sequence and well into its giant phase. It is in fact going through a blue loop and will become a red supergiant again in around 220,000 years.
Surroundings.
Early in the history of Cnara-Frealee, Birran was reached and colonised. Some of its original planets were disassembled to create an important dyson sphere, which would allow them to tap into almost 700 times the energy available to the next brightest star in their territory, Raea. Progress on this dyson sphere was slow at first, but soon it it became very quick as exponential starlifting came into effect and after a few decades the main part of the dyson sphere was completed. Then, an idea started to sweep the public of the Cnara-Frealee Federation - building a Matrioshka brain which could power many computer simulations and create a virtually identical online copy of the real universe. It was an exciting prospect.
In 55881 CE, construction started on what would become the first Matrioshka brain made by the Cnara-Frealee. The excitement for this was so high that after only 14 years, it was finished. Soon, many billions of minds were uploaded in the virtual reality. This was a testament to the growing federation's potential.
History.
Formative Years.
Birran formed a mere 17.6 million years ago inside the Enralka nebula, a small H II region and the closest of such to Carlea. It formed much like any other star, beginning as a very large Bok Globule and condensing to form the Birranian protostar 17 million years ago. It was a dull red, giant ball of gas which was still compressing, and then, 2 million years later, sparked into life as searing hot blue star.
Soon after its formation, Birran's system started producing planets. Birran's harsh stellar wind was fortunately not strong enough to prevent this, and 3 planets were formed. They have since been disassembled to make the matrioshka brain.
Around 3 million years ago, Birran started to evolve off the main sequence. It started to expand and cool, but also brighten and lose mass. This was because the star had exhausted most of the hydrogen in its core, and its core contracted and heated up, forcing the outer layers to expand. It became a blue-white supergiant and then a small red supergiant. Birran stayed this way for a while, but then around 300,000 years ago, it experienced a blue loop and the entire star briefly experienced fusion. Birran shrank down into a yellow hypergiant and then almost immediately to a white supergiant, and this is where it is today. Soon, Birran will become a red supergiant again.
| Birran |
fandom.100th-millennium | # Boile's Autocracy
A nation that rests in a massive expanse of dead ashen planets. Countless rocks of lifeless and cold metal riddle this black void that barely exists within the confines of normally life dense galaxy of Sinister. Within this huge dark blanket of uninteresting and cell-less space, there is a single life-form; Boile, the copper bishop. With his god-like ability to bend copper to his will, this single soldier from the planet of Limehold crafted an interplanetary nation. Androids and automated electronic systems connect and link to each other across the empty cosmos, mining and farming for energy and resources for this robotic nation's only living inhabitant. Him.
History.
On the technologically adept planet of Limehold, a man by the name of Boile laid hunched over his wife’s urn. Even with the immense medical knowledge of the most advanced civilization in the galaxy, none of it could bring her back. Crushed by the weight of loss upon his churning stomach, Boile decided to rent a traveler ship. He did not know where he wanted to go, he just needed to go somewhere. Everything he had was lost. As his newly obtained space craft lifted its metal body off of the bright surface of Limehold, Boile closed his eyes. He imagined his lover’s pearly smile, and the way it always reminded him of their future together. She always told him about the seventy kids that she wanted. Though he was indifferent about children, he loved the way that she rambled on and on for hours on end about her dreams to have a titanic family. Her voice tickled his ears like lightly plucked strings. His voice fried as tears jumped out from over his eyelashes. As he opened his blurry eyes, he was exposed to a bright light. The High-Warlock stood ahead of him, as if begging him to approach. Tears still rolling down his cheeks, Boile mindlessly pushed his control forward, telling his ship to speed at the star-like entity before him.
Boile’s gloved hand shook as he broke off a crystal from the High-Warlock. The fragment rolled around in the palm of his hand. It looked so eerily similar to the crystal in the promise ring he had given to his wife when they were still in tech school.
Now in possession of abilities from the Warlock, Boile used the last of his fuel to land on a desolate planet, just outside of Sinister’s red grasp. The sharp limestone crust of the terrestrial object that he sat on was so far from the center of the galaxy that the High-Warlock was nothing but a speck on his pressurized suit’s visor.
Though grief stricken and love starved, Boile grew bored. The view of the rest of the galaxy above him was gorgeous but the natural ruby beauty only reminded him of his lost maiden. He lifted his arms, pulling strings of copper out of the thick crust beneath him. Clouds of dust were kicked up into the atmosphere-less, low gravity void as he constructed copper towers and houses like toy blocks. He carelessly constructed giant polished copper playground slides, gargantuan sculptures of himself in multiple different weird costumes, skyscrapers that were bound to collapse, and rather phallic “art” pieces.
Boile's Playground.
As the days passed, the lonely rock afloat in the dark void became covered with copper structures. Copper plated nuclear power plants that automated powered factories littered the massive and plentiful craters, allowing Boile to construct much more than copper objects at a fast pace. This lonely hobby continued to expand as he mimicked the design of the traveler shuttle that he arrived on. The many densely packed, lifeless planets around the one that he initially arrived on were quickly engulfed in copper structures as well. Pristinely polished, shiny machines and automatons roamed each of the planet, constructing countless devices as well as artificially forging minerals necessary for Boile to survive. In his lonely paradise of copper toys, Boile often remembered his wife with memories of sadness, though he had gotten quite skilled at transforming his melancholy into what he called art. Each building he had pieced together was covered in beautiful patterns and highly designed copper sculptures. It was time consuming but he had nothing else in his life of true meaning.
War Against the Order.
As Boile’s self built nation rapidly expanded, an equally large nation, the Order of Cobalt Sorcery, became frustrated. After their extreme loss to Aria Woolwork of Limehold, the Order feared fighting a bishop for thousands of years, even going as far as fleeing entire planets at the mere sight of one. After these countless decades of escaping and cowering in fear, the lead strategist of the Order, Huri, suggested attempting a full scale attack on a bishop in order to heal their reputation as weak cowards. After careful thought, Huri chose another bishop that was born on Limehold; Boile. He was chosen not only because his nation had an absent military but because Vyro of the Six Siblings strongly advised in attacking someone from Limehold to show how much they have grown.
Boile laid on his back, stretching against the shiny copper ground as a ship that he recognized from Limehold landed beside him. He tiredly looked over as what appeared to be a female messenger Travi approached him. The woman handed him a piece of paper. Boile took the letter cautiously with his copper gloved hand. The paper contained a formal warning about the Order of Cobalt Sorcery’s plan to attack, written by Aria Woolwork along with the designs for a Dexter Rod. With a chip of confusion resting on his nose arch, Boile thanked the messenger as she flew away. He took a long sigh, sitting up with foggy eyes, the writing of Aria blurred in his vision. Exhausted from the pain of life, Boile seemed to gain an optimistic flare. Perhaps this incoming cobalt war will give him more of a purpose to live. With a lazy wave of his hand, the copper mechanical arms that constructed devices for him swiftly built a shiny rose gold plated dexter rod for himself. He did a double take as he looked at the final instruction of the note Aria made for him. It informed him that to make dexter rods stronger, he could remove the very center of a star and place the solid material at the ignition point. Although an absurd suggestion, Boile liked the idea of doing surgery on a star. There was one in his territory after all; he named it Pirant, after his wife.
Sending a satellite sized sphere of copper through the blazing surface of Pirant, Boile aimed for the core, a determined expression splashed across his brow. It felt like he had his hands stuck in mud, blindly searching for a lost object or something. He felt something solid touch the molten copper sphere, like a cage, he opened the mass of copper before dragging it out of the burning ball of hydrogen and out to his ship. The now baseball sized white hot copper barely had any mass left as he returned it to him with a luminous orange crystal peeking out of the falling apart metal. After the crystal cooled, he dropped it into his newly made dexter rod, giving it a bright, pure orange blade of twisting plasma.
Boile stood tall, looking up at the starless sky, his cloak waving in his copper planet’s artificial wind. Blue ships darted through the diluted blackness above, very obviously ready for attack. Boile ignited his dexter rod, leaving the copper floor underneath it warped and steaming. Like graceful tissues in the wind, six blue figures leaped from the ear splittingly thunderous ships above. The six figures landed with a powerful stomp, each wearing black capes and blue armor. The Six Siblings have arrived.
In complete synchronization spinning plasma blades were ejected from each of the Six Sibling’s dexter rods; five blue and one deep violet. Like swarming bees the siblings charged at him, their dexter rods twirling around them like the blades of a molten blender. Without even needing to move his body, the copper buildings around Boile twisted and contorted to protect him. Kraken-like tentacles of orange metal dove in to block each of the attacking siblings' blistering strikes. The six attackers raised their arms as cerulean minerals rose from the ground and spun to face him like a compass. Chunks of cobalt as large as buildings began to run towards before being completely dismantled by coin sized copper hands. Though he thought he should feel fear, Boile was calm. He wasn’t afraid to die, he just utilized his extremely honed skill of building like he always did.
Each of the six siblings were swatted away like flies as Boile shifted his style to a more offensive stance. Rings of copper that spun around him gained spikes as even copper from other planets began crashing into the battlefield around them like missiles. The dirt seemed to gain worm-like patterns as the trace amounts of copper within it began reacting to Boile’s creative mind. Though most of the Order seemed to be drastically weaker than him, two siblings in specific seemed to be getting stronger and angrier as time went on. Vyro and Pheo tore through the Boile’s defenses as they dove to shield him. Pheo’s strength came from his ability to control cobalt while Vyro’s came from her immense physical strength. Thick copper walls seemed to crumple from being merely grazed by her dexter rod. Boile became looser and less defensive as Vyro and Pheo began slowly gaining ground on him. He put a small bit more effort into the fight, moving his body along with the metal that he controlled.
The battle seemed to rage on for days and then weeks as the scale expanded. The Order called in battle ships to provide cover fire as Boile took to space, standing on a copper platform to propel himself. Moon-sized spheres of cobalt and copper crashed into each other, providing an even more chaotic battlefield for the fury-filled bishops. Like sparkling whips, Boile swung semi-liquid strands of orange metal at the blue warriors. The Order retaliated with their own many fast moving blocks of cobalt before stopping dead in their tracks. The now, fear strangled order looked on as unexpected reinforcements arrived to aid Boile. Limehold’s prime warship roared as it darted into view. Vyro’s eyes glistened with hatred as she caught a glimpse of Aria Woolwork aboard the shuttle.
In Limehold’s signature show of strength, words spelt in planetary amounts of iron flickered in the light of the Warlock. The exo-planet sized sentence read, “Last chance to flee. Again”. This intimidation tactic seemed to only make Vyro and Pheo angrier. In their rage they relentlessly attacked both Boile and the Limehold mothership almost simultaneously. Like a choreographed dance, the two switched places rhythmically, exchanging muscle tearing attacks to the two enemy parties. Huri, the strategist of the team, seemed to stay back while the battle of blue and orange exploded in front of her. Boile’s entertained smile only seemed to grow as Vyro managed to get close enough to force him to block her heavy swing. Though he didn’t care about the outcome of the battle, he at least had good entertainment during it.
As Aria Woolwork stepped onto the desolate exoplanet, caked in copper dust, the clashing of metal began to dull. It was as if the very sound that wrung through the minimal atmosphere stepped out of her way. She looked up to the black sky at a moon passing overhead. Without even moving a cell, it was split open like a blooming flower. Molten appendages of iron born from the satellite’s core reached towards the planet, aiming for the Six Siblings. As Aria entered the battle, everything seemed to accelerate. Copper, cobalt and iron flashed through Boile’s empty domain faster than the eye could even catch. Short lived sparks flew as the three elements collided and ricocheted off of each other. Blue, purple and orange streams of plasma exploded like fireworks in the jungle of loud collisions. Boile’s pointed eyes darted around him as he swung his dexter rod with enough power to crack a tungsten planet. His copper chunks and dust sped around him to protect him like a metal hurricane. He could feel any contact that his metal made with foreign objects as if it tickled his skin. Though there was something odd about it; there were only ever five heated points of contact at a time. Shouldn't there be six? He snapped his head around, quickly shooting his sight through his black realm of space. Countless meters away he saw Huri, the fourth sibling seemingly calling someone? Boile turned to Aria who was viciously battling Vyro. As their eyes met, she realized what was about to happen. Ear shattering booms pounded against their hearts as ships from the planet Tyrig appeared above them. Order of Cobalt Sorcery Insignias were crudely painted on each of the thousands of ships. Like spiders out of an egg sack, the hivemind known as Apiary threw her countless bodies out into combat. A bafflingly enormous amount of pale blue dexter rods ignited as the swarm of bishops approached the battle, adding osmium to the clashing copper, cobalt and iron.
| Boile's Autocracy |
fandom.100th-millennium | # Bombers
Bombers are a type of starfighter designed to destroy large, heavily-armored targets. They are often heavily armed, often packing weaponry powerful enough to destroy an entire armored column or punch a hole clean through a warship. However, their slow speed often makes them easy pickings for enemy fighters and anti-fighter defenses.
Characteristics.
Bombers are the largest type of starfighter, with many of them being twice or three times the size of the average fighter. Their increased size allows them to fit far more powerful armaments. Torpedo launchers, heavy plasma cannons, and even small-grade megalasers are all common sights on bombers.
A single bomber is often capable of achieving immense destruction on its own. However, when flying in squadrons, they are capable of leveling a city in minutes or easily destroying ships like dreadnoughts.
While powerful, bombers are often far slower than other types of fighters. This, combined with their low maneuverability, makes it easy for other types of fighters to chase them down. However, bombers are usually escorted into battle by fighter squadrons, meaning that enemy pilots will have to deal with them first before they target the bombers.
| Bombers |
fandom.100th-millennium | # Boreal Basic
Boreal Basic (𐌱𐌰𐍃𐌹𐌺 𐍅𐍉𐌽 𐌱𐍉𐍂𐌴𐌰, exonym: Xeno) is a partially constructed language which acts as the "lingua franca" between many nations of Aylathiya. It has a script of 26 characters, each denoting a different sound. Some variants omit some of the characters in their writing, as the species using them cannot make 26 distinct sounds. It originated in the 10,000s BCE in isolated regions within the Triumvirate Civilization. In 5,091 CE, it was adopted within Erstes Konsortium as a way to facilitate communication between its Human and Humeiga populations. It is one of two official languages of the Greater Martial Consilium and is a secondary official language within many states within the Commonwealth of Aggregate Aylathiya.
Family.
Boreal Basic is in the Erstes Group of the Aegan Language Family. The Erstes Group includes languages such as Tenshin. It shares a family with the other major language group, Terran. Terran languages are spoken widely throughout Martial Space around Scipio.
History.
Old Basic appeared sometime around 10,000 BCE among isolated Human worlds far from ancient Human core worlds. Originally the language of peasants, the language and the accent associated with it was often looked down upon by others in their nation. With time, however, the language would gradually become more common. In about 5,000 BCE, the region it originated in, around Thalsiedeln, was discovered to be incredibly resource-rich. The language soon shed its backwater reputation in favor of a sort of prestige by the 2,000s BCE. The region produced a large number of wealthy individuals and, by the time the Triumvirate Civilization collapsed, it became the official language of the nation to replace it, Erstes Konsortium.
After the formation of the Erstes Konsortium, its status as an associate state of Regnum Aureiga caused its language to receive many outside influences. The language of Aureiga, Lapeito, had its words permeated the language as the ruling class began to spoke exclusively Lapeito. The common class remained speaking Old Basic until the 10,000s, when they were no longer under the control of Regnum Aureiga. At this point, the nobility began transitioning to Boreal Basic.
Since then, the language has become largely standardized to preserve unity, thus its designation as a constructed language. It has not changed much since the 10,000s by design. The government of Ertes Konsortium decided the language should remain stagnant in both grammar and vocabulary. Virtually everything was required by law to be written in Basic, causing the language to be necessary to learn to survive. As the Confederacy of Borealis formed, this policy remained in place.
By the 50,000s CE, Boreal Basic spread all across Aylathiya. This spreading was largely due to the massive influence the Confederacy had at the time. For a time, in the early 80,000s CE, Boreal Basic was the default international language across Aylathiya. After the War of the Ancients, the language's prestige disappeared, causing other languages to take its place such as the Imperial Language and Lorati.
Vocabulary.
Roughly one third of Boreal Basic's 540,000 words are sourced from the ancient commoners that first used the language. Twenty-four percent can trace their origin to Lapeito, fifteen percent to Vexlorian languages, fourteen percent to the Tenshin language, six percent to Martial Common, and eight percent to other languages.
| Boreal Basic |
fandom.100th-millennium | # Brevis Cluster
| Brevis Cluster |
fandom.100th-millennium | # Brevis System
The Brevis System, when it was originally catalogued, was a normal binary system of two roughly equal-mass stars around 500 AU apart. It was located near the Garanka System, and was just beginning to be colonized by Marakat. The planet of Tarwin had recently begun the terraforming process, when something happened that no one could have prepared for.
The system seemingly vanished from existence in 88,430 CE. Contact was lost with the colonies at Tarwin and Sheyas at this time, although ships traveling through the area sometimes detect "ghost transmissions" emanating from their original locations as well as the locations of other habitable zone planets which were uncolonized at the time of the Vanishing.
Scientists have no idea how this occurred, although some as-yet unproven hypotheses have been put forward. The most popular of these is the Alternate Plane hypothesis, which postulates that the system was somehow shunted into an alternate plane, causing the Vanishing.
Properties.
The Brevis System originally had two roughly equal-mass orange dwarfs in a fairly elliptical 500-AU orbit around each other. Each star possessed a system of planets, with Telkron having seven and Weir having three.
There was a region surrounding the exact barycenter of the system with a radius of roughly 400,000 kilometers beyond which any craft was ripped apart by phantom forces. No one has any idea why this occurred, but telescopes aimed at the center of this region detected some sort of space station.
At the time of the vanishing, only two planets in the system were fully colonized and self-sufficient. Tarwin and Sheyas were located in orbit around the primary star, Telkron, before the Vanishing and were considered to be more prosperous then the other colonies on the more barren worlds due to their existence in the habitable zone.
Possible Explanations for the Vanishing.
Due to the bizarre and anomalous nature of this event, scientists have put forward many hypotheses to explain the disappearance. None of these have been proven, however.
Alternate Plane.
This hypothesis has the most (albeit circumstantial) evidence behind it. It still sounds quite far-fetched to most, as it postulates that the station sighted in the aforementioned zone of avoidance somehow shunted the entire star cluster into an alternate plane loosely connected to the main plane of Cosmoria.
This would also explain the ghost transmissions detected by spacecraft passing through the region, as modern models of physics postulate that certain wavelengths of light can pass through the barriers that exist between the planes.
Colonies & Areas of Interest.
Before its vanishing, there were several key locations within the Brevis Cluster.
Tarwin, Sheyas, and Surrounding Colonies.
At the time of the Vanishing, there were roughly 20 fledgeling colonies spread throughout the system. Two of these, Tarwin and Sheyas, were developed enough to become fully self-sufficient if the need arised. The need would arise much quicker than the inhabitants of the two planets expected, as the cluster was completely cut off from the wider universe soon after they completed colonization.
They probably quickly began helping the other worlds of the Brevis System become self-sufficient as well, but thousands would have starved before they finished this project. Presumably, barring unforseen catastrophe, the colonies have probably united into a nation and conquered most of the system by the present day.
Zone of Avoidance.
The Zone of Avoidance is a region of space surrounding the barycenter of the system around 400,000 km in radius. Positioned at the dead center of the Zone is a large station with an unknown mechanism making up most of its structure. Hypotheses abound about what this station was, but it was there in the days of Yanaris and wasn't there in the previous unification period and was probably constructed during the Years of Fire. Perhaps the station was designed to protect a state that took control of the system from the violent chaos of the time by offsetting it from Cosmoria if it was in danger?
It was not possible to enter the Zone of Avoidance, as any spacecraft entering it was ripped to pieces by phantom forces. These forces were probably generated by the station, as after the vanishing of the system and thus the station, it became possible to enter the zone.
Weir System.
The Weir System was the site of a small K1.5 civilization which the colony at Tarwin made contact with shortly before the vanishing. On the innermost planet of the star, Inkala, there was a powerful species which ruled the majority of their star system. Inkala was heavily populated and appeared to have the beginnings of a K2 and beyond.
However, after the Vanishing, no one has any idea what happened to the Inkalan civilization. Most believe that it eventually unified with the colonies at Tarwin and Sheyas or founded its own independent nation.
| Brevis System |
fandom.100th-millennium | # Brimstata
""Sing, o Priests of the Mother, of the sullied, tainted flame. Sing of the goddess once bright, turned to smoldering hatred. Of her endless grasping for perfection in a profaned land, of the wars her children caused, of the ultimate failure of her hand, scorched by the last flame she birthed."
"Mourn, o Warriors of the Wrathmoon, for the bloodbath that was our legacy. Mourn for your comrades lost in the scarlet forests and amber plains, for the gods we felled for the future of the world. Of the warring world of fire and pain, united only in battle and strife, left to shatter once again after the evil was quelled."
"Recite, o Scholars of the Ancient Era, the tale of the nameless Hero. Recite his journey across a freshly shattered world, one with trees and flowers just starting to twist by the hands of the Witch. His quest and allies, his creation of the Vessels. His final sacrifice to create the seal that lasted a million years."
"Remember, dear Astrins, the strength our sealing on this infernal rock has given our kind. Remember it well within your hearts each time you leave this world to find a new adventure."
"Look upon our planet, our world of reds and oranges and golds, our flame-encircled home filled with life and chaos. Look, people of Brimstata, out at the sphere you have conquered time and time again!""
"-Meirritz Zayshilor"
Among all of Glawiad's worlds, Brimstata has suffered the most. The continents it once knew have been shattered to islands time and time again, sustained only by the intense volcanism ravaging the landscape. Sealed away from the rest of the universe on the day the Twin Blights were eradicated, wrecked and scorched and corrupted for thousands of years by the Catastrophes it birthed, and subjected to countless political and religious wars over its million years of isolation, Brimstata has festered in the far reaches of Glawiad, slowly withering away in the collective memory of the realm.
Though disgustingly tainted by the hands of the Catastrophes, Brimstata has been harboring and nurturing populations of the strongest individuals in Glawiad. The hardships that its people have faced for a million years have made each generation stronger than the last, not in terms of Echoes or raw strength, but in competent leadership and civilization-building. Nations constantly warring over shifting boundaries and unstable resource supplies brough on an arms race of economic sustainability. Though events have sent the people of this burning world back into the stone age several times, the will to survive and preserve the legacy of their ancestors has persisted through the population for its million years of agony and strife.
= History =
Ancient Brimstata - Long-lost Paradise.
Brimstata was originally created in the early era of the Universe by the Primordials, the same way all other planets were. Brimstata's purpose was to serve as a paradise of beauty and relaxation for the Primordials during their endless lives. It served this way for around 100,000 years, a common safe ground for the Primordials while their brethren fought violently elsewhere, shattering moons and sending shockwaves across Glawiad in their enraged fervor.
As Death came into existence and the Primordials died off, Brimstata remained a beautiful paradise of greens and blues, continents shifting ever so slowly as its verdant moon loomed above. The people that settled and lived on the bounteous land came to be known as the Brymasti, and as they adapted to hallucinate the traces of Damir-Irrum, they began to worship the ring of light that represented noon. This figure eventually became two distinct entities of two religions: Sun, the god of light and glory, and the Mother of Fire, goddess of warmth and nurturing.
During the era of the Twin Blights, Brimstata's people remained on their world, refusing to go much further than the Skyshards they had access to. They sat and watched as the Haemagora and Apathesia approached their world, uncaring. Someone would take care of it long before it affected them, the people thought. There were too many people fighting it for them not to, they reasoned. They were wrong.
End of the Blights - Birth of the Witch.
The Twin Blights seemed to punish the slothful hubris of Brimstata's people. The Blights reached for each other as they had done for hundreds of years beforehand, and they connected in the sky above Brimstata. From the ripple of power that erupted outwards spread one force: Haemathesia, the Witch of Armageddon. She burst from nonexistence with a villainous cackle, splitting the skies with burgundy lightning and a promise to taint the universe until it was unrecognizable.
Through the sacrifice and calculated efforts of the Chaos Force, the Witch was able to be sealed within a barrier that was fated to last one million years, no more or less. The barrier covered all of Brimstata with a faint golden glow, keeping the Witch and all the people that did nothing to stop her arrival inside. The sacrifice of the life of the young Astrin who casted it allowed the spell to be a rule upon the realm of Glawiad itself, that none may pass through the barrier for its lifespan.
The people of Brimstata watched as their skies darkened, as the newly created force of raw evil and corruption writhed at the borders of their sky, unable to escape. She turned her nine blood-red glowing eyes to the ground, to the tiny playground she had to work with. Her wicked silent smile said more than enough about the future of Brimstata.
Era of Cataclysm.
The Witch was a patient monster. With such limited space, she had no choice but to savor the process of corrupting the matter and magic of Brimstata's people, lands, skies, and oceans. Taking upon herself a guise more similar to a Brymasti and less like her utterly unrestrained visage of unholy terror, the Witch wandered toward a town. The leaves of trees turned a blood red as she walked by them. Plants began to weep and wail, animals went feral and twisted into monsters of flesh and bone, and the ground beneath her feet erupted into a hollow black and amaranth flame. She found a sermon of the Children of Fire, those who worshiped the loving and caring Mother of Fire.
The Witch's blank gaze and eerie smile filled the gathering with paralytic fear. Grabbing the very flame from the brazier they had placed, the Witch spoke her corruptive tongue into it. The fire shimmered brighter, taking form as a young woman with flowing hair of flames. The icon of the Mother herself. The woman of flame opened her eyes, a deep crimson burning within, spreading through her form and twisting her into something new, something sinister. The Mother of Hellfire, as she came to be called, was born.
While the Witch delighted in taking the beauties of Brimstata and turning them into horrendously powerful monsters, soon to be known as the Catastrophes, the Mother of Hellfire began executing the curse she had been given: Perfectionism. Obsessed with creating the "perfect fire", she toiled, creating twelve children in the process, each more powerful than the last. Three times, she begged the Witch to give her a new Catastrophe, one she could study to make new fire. Three times, the Witch of Armageddon obliged. The final Catastrophe, the Dragon of the Infernal Grove, was still imperfect, but close enough to the Mother of Hellfire's ideal that it burned the hand that made it.
The Catastrophes wreaked havoc across Brimstata, sending it into a perilous era where the survival of anyone was not guaranteed. Continents were broken. Land sank and volcanoes rose by the thousands. The skies were clouded out with ash and smoke and the glee of the Witch of Armageddon. They ravaged the world for centuries, tainting everything that came into their path. The Brymasti slowly succumbed to the Witch's curses, their Echoes consolidating in fire as the treacherous forests and jungles became a bloody scarlet.
The Hero.
A lone warrior rose from the chaos. Wearing a horned helmet and never removing his armor, a hero gathered a circle of friends just as large as the ranks of the Catastrophes. He traveled across the world, seeking information and helping rebuild cities lost to the beasts. Starting from the weakest one, the Hero went with his party and sealed away the Catastrophes. They battled each one for days on end.
Months passed, and finally the Hero and his friends had one last feast. The next dawn, the Hero left with the one friend who had not been granted Vesselship to fight the Witch of Armageddon herself. While the others pleaded for him to take them along as well, the Hero refused, telling each of them that their role was to stay alive while he finished the job once and for all and restored Brimstata to its former peace and glory, or at least some reflection of it.
The Hero never returned. His friend came back, holding in his hands the Hero's helmet and sword and having a deep bloody glow in his eyes. The final Vessel had been created, the Witch destroyed, and the Hero killed as part of the plan to split the soul of the strongest and first Catastrophe.
The Vessels of Dissent.
The group the Hero left behind organized themselves into a council known as the Vessels of Dissent. Each one acted as a seal on their respective Catastrophe, and as a bonus, they had each gained a fragment of the power their Catastrophe once wielded. Though deeply hurt by the loss of their friend and comrade, the Vessels took their new world by storm and focused all of their efforts on rebuilding it to a state of peace and prosperity. A new world basked under the Sun Ring, one with plants the colors of flame and with an isolated future ahead of them.
When one Vessel dies, the remnant Echo of the Catastrophe is taken in by another, one who becomes that Catastrophe's new Vessel. Through the ages, the cycle of the Vessels has remained intact, never waking a single one of the sealed Catastrophes by leaving the soul unattended.
Cyclical Rebirth.
Brimstata, freed from the unifying threat of the Catastrophes, was allowed to build itself up again. Resources grew, populations expanded, and cities connected together to form nations. Religions changed and spread, with the most prominent still being the ones spawned from the Sun and the Mother of Hellfire. As the Brymasti and Astrins grew used to their world, they began seeking resources beyond their means. Small tensions became conflicts, and conflicts became wars.
Seventeen times, Brimstata was sent back into a new stone age. Each time, the traditions of storytelling preserved some knowledge of the Catastrophes, the Hero, and the Vessels. Religion increasingly became a part of peoples' lives at the same time most people lost faith, leading to skirmishes between increasingly zealous followers of religious practices and those who rejected the idea of benevolent divinity altogether.
Brimstata's people stopped antagonizing each other so much after a long while, allowing the longest period of peace the planet has seen since before the Witch of Armageddon was created. Technology advanced, religiosity averaged out over generations, and international trade and travel became easier. This era was known as the Karasota Lull. Unbeknownst to the inhabitants of the world of the flames, the million year time limit on the impassible barrier in the sky was running out.
Unveiling of the World.
One curious Astrin with an Echo thought to be weak, deformed so as to only have a right eye, looked up to the sky and the barrier above. A soft, faint golden sheen covered the night sky, tinting the Aestrai he saw beyond. Gathering the magic within his cloak, he flew up to the barrier, doing what millions had done before him. Touching the impassible shell of gold light, he felt something. A flicker of a memory, of an ancient Astrin laughing with several friends. He felt the grief caused by her death, and saw the tears she shed as her body was reconstituted into pure Essence.
Something flickered not far from the barrier. Though he could not pass through himself, the Astrin felt the faintest hint of power through it. Power strong enough to breach Brimstata's barrier. Power that reached his senses. Power he could use. Kneading the power with his hands, the Astrin felt the flow of it pass through the barrier. Concentrating it, he created a thread of this essence. He tugged, and a scraping sound that pierced the cosmos filled his very core. He pushed through, realizing that he had created a tiny hole. The barrier felt alive to him now. Its essence felt malleable. Using the enormous source of energy hovering nearby, he tore the barrier asunder. He was only trying to make a hole large enough for himself, but the whole of it broke - whether it ripped, shattered, or popped is indiscernible. Brimstata was open to the whole of Glawiad again.
The source of energy was a small raft floating in space. It appeared to have no energy of its own, but the source had scattered. Perhaps it was multiple sources. They were long gone now. Looking out into space, the young Aaron Neriota was filled with a new sense of exploration and wonder.
Fall of the Feltheous.
The most recent realm-wide disturbance in Glawiad was the death of the Primordial Grimm-Feltheous and the subsequent destruction of his legacy. The ether of souls, which carried peoples' consciousness on long after their deaths, was destroyed in an instant. Brimstata's people had been subject to death as it was intended for a long time, thanks to the particular philosophy and efficiency of their Reaper. While the destruction of souls did not immediately affect much on Brimstata, a cataclysmic time bomb had begun to tick.
Destruction of Souls and the Wrathmoon.
The few who noticed that souls no longer existed were the wielders of soul-related flames and Echoes. Among them was a single one of the Vessels of Dissent. Without souls to bind the Vessel to the Catastrophe, the seal was effectively broken. A few days were left until the Catastrophes were rejuvenated enough to break free of their prisons. He was not able to warn the others in time. Around the world, the Vessels all fell ill for 34 seconds, spasming and screaming the whole time. They all realized what was happening. The clouds above shifted from a sedate vaporous white to thick and ashy burgundy. The screams of a billion lost lives rang around the world at once as the Catastrophes awoke once again. The event now known as the Wrathmoon had begun.
An entire month of desperate fights broke out, with armies uniting to once again do battle against the dark gods of Brimstata. The Orikawa family, being one of the most knowledgeable groups in the world on the Catastrophes and their weaknesses, took up the main role of leadership. General Retsuho Orikawa was the man behind most operations during the Wrathmoon.
As the fights raged on, the age-old trouble with the Catastrophes was brought to light once more. Once killed, they would regrow from the core of Brimstata once more and continue wreaking havoc. It took until the 16th night of the Wrathmoon to find a way to kill the Catastrophes permanently. By forging metal from the very core of Brimstata into weapons, the corpse of a Catastrophe could be purged from the Coreheart of the world and their tie to it would be destroyed.
The last part of the Wrathmoon mimicked the Hero's journey so long ago. Catastrophes were felled, and the Vessels that had been serving as shields against the Catastrophe that could not harm them once again took up the mantle of the strongest fighting force on Brimstata. The final three nights of the Wrathmoon were spent in the final battle against the Witch of Armageddon herself, now more feral and malicious than ever before. Though it took many sacrifices and a spell that concentrated the whole of Brimstata's energy into one final rush, the Witch was killed once and for all, never to return.
The Wrathmoon is remembered every year with a week of mourning and three weeks of celebration. The champions who fought in the Wrathmoon are heralded as heroes, and the Vessels of Dissent are praised for their protection of the world. Though there is an air of melancholy around the month-long festival, the unity of Brimstata's people for this time is well worth it.
| Brimstata |
fandom.100th-millennium | # Buccaneer
The Mark II Multipurpose Armored Transport, usually called the Buccaneer, is a combat vehicle designed and used by the Golden Hand Syndicate. It is an armored personnel carrier (APC) that is capable of moving not only on land, but also through the water by swapping out its treads for propellers. Its versatile chassis has also been adapted into a number of other vehicles.
History.
The Buccanneer was originally known as the "BC-UNR Multipurpose Tracked Vehicle." They were designed to provide colonists with a form of protection against any threats they may encounter as well as being able to cross any terrain. The "Voyager" had several of these vehicles when it crash-landed on Vesroth, and the colonists took them with them when they scattered across the planet.
The clans found the BC-UNR to be an excellent transport vehicle. Its carrying capacity, along with the ability to run on nearly any kind of fuel, made it the face of supply convoys across all of Vesroth. However, the BC-UNRs lacked any real combat capabilities. While their outer hulls were quite tough, they lacked any form of weaponry. This meant that they were never seen in any combat roles.
After Konrad Sicallion united the clans and formed them into the Golden Hand Syndicate, he set about modernizing the Syndicate's aging technology. The BC-UNR was one of the candidates for modernization, despite never being used in a military role. The armor was strengthened, the cargo compartment was turned into a troop compartment, and it was given military-grade weaponry. However, its ability to cross large bodies of water wouldn't come until the Syndicate's first raid on the world of Fasia.
The Syndicate had extracted information about a cache of antimatter weapons being stored on Fasia from a captured Commune Federation officer. The weapons were being kept in a heavily-fortified compound on an island, one that was littered with anti-air defenses. The Syndicate knew that they couldn't send in their bombers without it leading to a slaughter (and potential damaging of the prize within), so they planned for an aquatic assault in order to take out the anti-air guns.
Initially, the plan was to use captured Federation watercraft in order to storm the island, but the captured boats lacked any weaponry of their own. The Syndicate then thought about using their BC-UNRs in order to reach the island, but these were incapable of crossing water. However, the Syndicate then had an idea. They would replace the treads on the BC-UNRs with the propellers from the boats. After some jury rigging, the BC-UNRs were ready to attack the island. The Federation troops stationed on the island were shocked to find dozens of these seeming land-bound vehicles storming their way through the water, blasting away at their base. Once they hit land, hundreds of Syndicate soldiers stormed out and quickly overwhelmed the surprised defenders, grabbing the antimatter weapons and speeding away before Federation reinforcements could catch them. This raid rechristened the BC-UNR as the Buccaneer.
Characteristics.
TBA
Armament.
TBA
Role(s).
TBA
| Buccaneer |
fandom.100th-millennium | # Buugresi
Description.
Buugresi, also known as "Bugbears," "Beastmen," and "Mongrelfolk" are an intelligent bipedal mammalian race found across planet Haven. The Buugresi are a member of the Edian Races, and are often regarded as the "black sheep" of their racial group, as the Buugresi are the most sparse and desperate of the Edian, making them a fairly rare sight across the world, as their population is far outshined by that of their sister-races. Due to their rarity, Buugresi are not often seen by members of most other races, and many of the other Edian Races remain totally unaware that they share in common ancestry with that of the Mongrelfolk, oftentimes mistaking them as a member of other racial groups such as the Lunalin Races, or as the fairly similar looking Ursalin Races. As well, their low number and relative obscurity has prevented the Buugresi from holding large sway in the course of world history and system of power, save for a few choice examples.
The name "Buugresi" translates from the ancient Edian word meaning the "Changed-Ones," as the Buugresi came about from several isolated Edian tribes and societies which retreated from the main Edian Empire, and instead chose to exist within the collective wilds of the world. Collectively, these sparse Edian societies all held the Divine of the forest and animals, Galaphon, as their chief deity, Forming their tribal settlements around the many Beast Totems which dotted across the world, erected by Galaphon's followers as monuments to their goddess. These Edia would then elect to change themselves to be in a more bestial nature, in order to reach a deeper connection to that of their goddess. Using alternation magics on the Totems themselves, they would change themselves and their kin into a bestial form, and their descendants would eventually lead to the modern-day Buugresi seen today.
As a consequence of their low population, Buugresi the world over have been given both a near-mythical status, and a great deal of mistrust by the wider Edian population. A commonly held belief by most is that the Beastmen are either not of Edian blood, and or are a perversion of it, leading to wide spread revulsion and exile from Edian communities. As such, much of the Buugresi population has rejected their Edian heritage, choosing instead to either join other racial communities, or remain isolated from the greater world at large, further contributing to their rarity amongst the known world.
Biology.
Appearance.
The baseline physical appearance of the Buugresi is as if someone had taken various different races of the world, only to combine them into a singular being. As such, the Buugresi are universally very easy to identify, holding the most unique physical features of any Edian race. Typically, a Buugresi will possess a large and tall stature, standing at an average height of around seven feet, (2.1 meters) and an average weight of five hundred and sixty pounds. (254 kilograms) Complied with this tall stature, the Buugresi will often possess a well-toned and muscular frame, further adding onto the great body weights they often have. These massive bodies were specially developed to allow the Buugresi to operate as a fierce, unwavering bestial hunter, able to hunt down any would be prey neigh indefinitely, and shred them apart with their extreme strength once they are captured.
Covering the body of the Buugresi is a several layers of thick fur coatings, the level and thickness of which varying depending on the individual Buugresi, though most commonly, collective Buugresi across the world will have noticeably long and fluffed out fur coats. The colors in which this fur can adopt vary quite heavily, from faded browns and blacks, to vibrant whites. and even sometimes deep navy blues. While obscured by their fur coatings, the skin of the Buugresi is extremely tough, often hardened over through thick layers of calluses. This thick and tough skin specially developed to allow the Buugresi to withstand the harsh climate of their native wintry environments
An individual Buugresi will often times possess a well rounded face, with a muscular and well defined jawline, a large rounded beastlike snout, and extremely jagged and sharp teeth, with their two bottom canine teeth protruding out as large fangs similar to that of their sister-race, the Oathreni. Due to the fact that the Buugresi are primarily predators and hunters, their faces tend to be somewhat animalistic and hound-like, with their jaws having a tendency to be set wide open. Much like the rest of their bodies, a Buugresi's facial features are typically covered in a thick layer of fur, further helping to hide their true appearances.
Another defining feature of the Buugresi, particularly those living outside of the cold mountainous areas where they are native, is the shape of their ears. Buugresi will often times have large, pointed ears, similar to that of a fox, and often times sporting a long and tapered tip. The coloration of the Buugresi's ears may also differ from each other, with the fur coloration of the ears sometimes adopting a color totally separate from the rest of the fur covering their body, or it may fade into the surrounding fur. As well, the position of the ears can vary depending on the Buugresi in question, with some having them on the top of their heads, while others on the sides.
Physiology.
As a whole, the Buugresi are a physically powerful race, possessing incredible strength and endurance. A Buugresi's body is well suited to their environment, being hardy and adapted to the cold climates they live in. Due to their adaptability to these harsh conditions, the Buugresi's bodies are well equipped to handle the great stress of combat, especially when fighting against opponents wielding magic. Even their skeletal structure is exceptionally well suited to their environments, as the Buugresi possess relatively large and thick bones
| Buugresi |
fandom.100th-millennium | # CFF
| CFF |
fandom.100th-millennium | # Cargill Enterprises
Cargill Enterprises, officially Cargill Enterprises Corporation, is a Tairanian intergalactic technology conglomerate headquartered on Cors Tairane in the Ioleria Prime system. It is one of the largest and oldest companies in Tairane Federation, with primary interests in planetary agriculture, advanced food fabrication and processing, industrial manufacturing, intersystemic energy production, interstellar logistics and shipping, OEM product manufacturing, and space-wide aftermarket applications. The company also has a major presence in the financial sector, with large holdings in several banks and other financial institutions in Tairane. Cargill Enterprises is a major contributor to the Tairanian economy, and employs millions of people across the Tairane System.
Cargill Enterprises was founded in 4206 CE by CEO and Chairman Rorden Cargill. The company started as a small agricultural business on Cors Tairane, but quickly grew into a large and successful enterprise. Cargill Enterprises soon began to expand its operations into other areas, such as spacecraft manufacturing, advanced electronics, and information exchange solutions. The company also began to acquire other businesses, including banks and financial institutions. By 4250, Cargill Enterprises had become one of the largest corporations in Tairane Federation, rivalling Fenris Corporation.
In recent years, Cargill Enterprises has been focusing on expanding its operations into the intergalactic market. The company has established a number of subsidiaries in other star systems, and is currently in the process of constructing an interstellar network of production facilities, distribution channels, and customer support services. Cargill Enterprises is also working on developing new technologies that will allow it to tap into the vast resources of the various asteroid belts within Tairane space.
The conglomerate has been criticized for its aggressive business practices, and has been involved in a number of several legal disputes. However, it remains one of the most powerful and influential corporations in the Tairane system.
History.
Cargill Enterprises Corporation, or commonly called Cargill Enterprises, was founded by Rorden Cargill in 4206 CE. Rorden was the eldest son of the affluent and prominent Cargill Family, and inherited a large sum of money when his parents died. He used this money to start a small agricultural business on Cors Tairane, his small business venture quickly grew successful, and Cargill began to expand his operations into other areas, such as commerce and finances.
In 4250 CE, Cargill Enterprises had become one of the largest corporations in Tairane Federation. The company continued to grow rapidly, and by 4270 CE, it was one of the most powerful economic forces in Tairane space. In recent years, Cargill Enterprises has been focusing on expanding its operations into different markets. The company has established a number of subsidiaries in other star systems, and is currently in the process of constructing an intergalactic network of production facilities, distribution channels, and consumer support services
Initial Public Offering.
Cargill Enterprises went public in 4207 CE, shortly after its founding. The company's initial public offering (IPO) was very successful, it offered 523,221,200 shares at a price of ₭2,000 Tairanian Kuda (TRK) per share. The IPO raised over ₭1 trillion TRK initially, and Cargill Enterprises' share price has since risen to over ₭4,000 TRK. The company is currently worth over ₭52.5 quadrillion TRK. Shares were primarily sold on the Cors Tairane Stock Exchange (CTSE), and are now also traded on the Tairane Federal Stock Exchange Market (TAISEM).
Ownership structure.
Cargill Enterprises is a publicly traded company, with shares listed on the Cors Tairane Stock Exchange (CTSE) and the Tairane Federal Stock Exchange Market. The company has a total of 523,221,200 shares outstanding. The Cargill Family owns a controlling stake in the company, with over 50% of the shares. Other major shareholders include Fenris Corporation (8%), Agerche Commercial Bank (5%), and Cors Investment Corporation (3%).
Logistics.
Cargill Enterprises has a large and sophisticated logistics operation that helps the company move goods and materials around the Tairane system quickly and efficiently. The company owns a number of interstellar shipping vessels, including freighters, haulers, tankers, and passenger ships. Cargill also operates a number of space stations, which are used to store goods and materials en-route to their destination. In addition, the company has a fleet of automated drones that are used for local deliveries.
Cargill Enterprises' logistics operation is overseen by the company's Chief Logistics Officer, Aria Cargill, who is responsible for ensuring that goods and materials are delivered to their destination on time and in good condition. The company has a team of experienced professionals that work around the clock to keep the logistics operation running smoothly. In addition, Cargill Enterprises has developed a number of proprietary technologies that help it to optimize its shipping routes and improve its delivery times.
Financials.
Cargill Enterprises is a publicly traded company, with shares listed on the Cors Tairane Stock Exchange (CTSE) and the Tairane Federal Stock Exchange Market. The company has a total of 523,221,200 shares outstanding. The Cargill Family owns a controlling stake in the company, with over 50% of the shares. Other major shareholders include Fenris Corporation (8%), Agerche Commercial Bank (5%), and Cors Investment Corporation (3%).
As of 4270 CE, Cargill Enterprises had a market capitalization of ₭20 trillion TRK. The company's revenue for the year was ₭4 trillion TRK, and its net income was ₭5.2 trillion TRK. Cargill Enterprises' share price has been volatile in recent millenniums, but has generally trended upwards over the timeframe. In 4270 CE, the company's share price peaked at ₭4,500 TRK before falling back to ₭3,800 TRK.
Subsidiaries.
Cargill Enterprises has a number of subsidiaries that help the company to expand its operations into different markets. These subsidiaries include:
| Cargill Enterprises |
fandom.100th-millennium | # Cargo Freighters
Cargo freighters, often shortened to just freighters, are ships designed to carry large amounts of cargo across space. They are typically used by large-scale shipping companies or by government organizations. However, this hasn't stopped criminals and smugglers from getting their hands on freighters as well.
Characteristics.
Freighters are typically built in a utilitarian fashion in order to maximize their efficiency. As such, most freighters share many design commonalities despite coming from several different manufacturers. Features such as powerful engines, strong hulls, and basic, edged designs are a common sight on freighters across the universe.
As freighters are usually prime targets for pirates and other criminals, they are usually accompanied by other ships in order to keep them safe. However, many companies often fit their freighters with their own weapons systems.
Criminals also make great use of freighters in their operations. These are usually freighters that have been stolen and then fitted out with illegal modifications. They are typically seen transporting all kinds of contraband.
Subtypes.
Light Freighters.
Light freighters are designed for small-scale hauling operations. They are usually used by smaller shipping companies and independent haulers, although criminals also make extensive use of them, as they are relatively easy to acquire and maintain.
Bulk Freighters.
Bulk freighters are enormous vessels designed to carry extremely large amounts of cargo. Most bulk freighters are owned by large corporations, as maintaining these ships is quite expensive. However, this hasn't stopped some enterprising individuals from getting their hands on one.
Passenger Ships.
Passenger ships are designed to carry large quantities of people from one place to another. Many of these ships are modified freighters that have had their cargo bays turned into passenger bays.
Notable Examples.
TBA
| Cargo Freighters |
fandom.100th-millennium | # Carlea
Carlea is the fourth planet around the star Maea in the Cnara System. A cool, temperate planet with abundant life, Carlea is the homeworld of the Carlean species and one of the two capitals of the Cnara-Frealee Federation.
Overview.
Carlea was named by the native Carleans in prehistory, after one of their gods. It is a planet filled with life, tens of millions of lifeforms of all sorts. One of those lifeforms that lived here was the Carlean species, an intelligent species that would later rise to conquer a good portion of the galaxy and create the Cnara-Frealee Federation.
Carlea is one of the most important worlds in Florathel, as it is the capital world of the Carleans, the intelligent species it gave birth to, and the Cnara-Frealee Federation, the most powerful nation in Florathel. Carlea was the site of the ancient state of Erlas, one of the first planetary nations in all of history before it was wiped out by the Swarm, would later play a key role in the War of the Last Alliance.
Moon System.
Carlea, orbiting so close to Maea, has no natural moons. However, occationally a quasi-satellite gets temporarily captured. The lack of major moons makes vast orbital infrastructure very easy to set up.
Space infrastructure.
The space within Carlea's sphere of influence is positively stuffed with various rotating habitats, space stations, transport spacecraft, space farms, and solar collectors. This often makes it very tricky to find where one actually wants to go without navigation. Luckily, among the things floating around Carlea is a portion of the Galactic Positioning System, a project funded by the United Nations of the Florathel as a whole to help citizens navigate easily. Carlea was one of the first planets for it to go up around due to its importance.
There are also many rotating habitats around Carlea. There are in fact so many that over half of Carlea's population isn't actually on the planet. These rotating habitats are mainly fed by low gravity space farms, carefully designed to be as efficient as possible.
Geography.
Carlea has a static-lid crust, leading to a relatively flat seafloor, with no trenches and no undersea ridges. This means that the continents don't move around the crust, unlike tectonically active planets. However, large portions of crust have been shoved upward creating two large contients, Reana and Porania. Each of these continents contains massive populations, filled with trillions of Carleans and other species, living in tall arcologies.
These two continents are divided by a vast ocean with no real way to split it up into multiple oceans, so it's just called "Carlea's Ocean". This ocean is filled with hundreds of islands of varying sizes, from tiny spits of sand barely poking above the water to vast islands almost continents in their own right.Interestingly, most of the planet is covered in forests, and the deserts are being artificially cooled down and terraformed. Along with the endless forests, Carlea is covered with taigas, large snow-capped mountain ranges, frozen wastelands (not much of them anymore though), small deserts, a few regions of arid badlands, and a few swamps near the coasts.
Continents: Reana.
Reana is the equatorial continent of Carlea, containing many species of life and is mostly covered in tropical rainforest. The continent is partially submerged, with only ~fifty percent of its land area protruding above water. Reana is home to many coral reefs, and is thus the most biodiverse continent on Carlea.
Larenna City.
Reana is home to the city of Larenna, the most populous city of the planet. Larenna is a floating city hovering over the rainforests of the continent, to avoid disturbing the fragile ecosystem there.
Targa Archipelago.
The Targa Archipelago is an archipelago filled with many islands, which are set aside as a nature preserve. It has many species of animals and plants found nowhere else on the planet, including the Pyre Frogtrap, a carnivorous plant that looks like an alarmingly large jaw, capable of eating animals as large as frogs. The carnivorous plants here evolved because of the low soil quality (it's actually sand), which required extra nutrition to allow the plants to grow and reproduce.
Aalles Rainforest.
The Aalles Rainforest spans the eastern above-water portion of the continent, and has many many types of plants, some of which remain uncatalogued to this day. It contains both the rainiest place on Carlea and the place where lightning strikes most often, Lake Marelaka. Some Carleans have chosen to live in this rainforest in small huts suspended from the vast trees.
The Rainforest contains massive trees in excess of 400 meters tall, and a small portion of the rainforest has a massive collection of buildings suspended from the massive branches. This city is relatively primitive, as it has to make sure not to damage the trees upon which it is built.
Zelles Rainforest.
The Zelles Rainforest is a rainforest on the western above-water portion of the continent, and it is relatively similar to the Aales Rainforest. It has many unique species and is the most biodiverse region of the planet. On the eastern shore of the rainforest, there is a space elevator port, which was placed twelve kilometers offshore.
Alatara Desert.
The Alatara Desert is the driest portion of the planet, on the southwestern shore of the northern above-water portion of the continent of Reana. It is caused by a rain-shadow effect caused by the Pellot Mountains, which block water vapor carried on the wind from reaching the location of the desert. There are some places in the desert which haven't seen rain in all of recorded history.
The extreme conditions of the desert necessitate similarly extreme species there. One species lives in the relatively wetter regions of the desert and can live for over eleven years without a single drop of water. Another lives on the shoreline and digs trenches to guide water into a drinking trough. However, there aren't very many species that live here.
Pellot Mountains.
The Pellot Mountains are extinct volcanoes caused by a roving hotspot breaking through the crust. They are the highest mountains on Carlea, and are the anchor of another space elevator. They aren't very biologically diverse, but a few species have managed to gain footholds there.
Continents: Porania.
Porania is the southern and least populated continent of Carlea, and is mainly covered in dry forest and savannah. Porania only has one major city, Arkos, off the northern coast of the continent.
Salapar Forests.
The Salapar Forests are the most ecologically diverse area of Porania, filled with various sorts of birds and other plant and animal life. The forests are home to one or two uncontacted Carlean tribes, meaning that travel is restricted due to the possibility of disease spreading. Uniquely for such a populated planet, most of these forests are not well-explored.
Anacreon Savannah.
The Anacreon Savannah is a hot, dry, but still quite biodiverse region of Carlea, with many species of large animals populating the endless grasses. It is quite dry, but there are many rivers, lakes, and seasonal waterholes here, which allow animals, and even lonely Carleans, to survive and even thrive here. The trees are relatively sparse and widely spaced, and are often quite tall to avoid their leaves being eaten by foraging animals.
Letza Ice Cap.
The Letza Ice Cap is the coldest portion of Carlea, covered in kilometers of ice. Almost nothing lives here due to its extreme lack of precipitation. The Letza Ice Cap is home to the Great Dry Valleys, a series of snowless valleys deep in the center of the ice cap that have not seen a single drop of rain for millions of years.
However, many lakes lie hidden deep beneath the ice, with very interesting fauna adapted to the complete and utter blackness beneath kilometers of ice.
Islands.
Alerus Island.
Alerus Island is a medium-sized island in the middle of the ocean. It is mostly covered in a small forest, surrounded by beaches. Because of the island's remoteness to landmasses, the island has many unique species from millions of years apart from the rest of the world, and has a population of only a dozen Carleans studying the unique native fauna.
Lakes.
Lake Paracraibis.
Lake Paracraibis is a freshwater lake very close to the shore of the continent of Reana. the lake is located very close to the equator, and is hit by rain and lightning storms almost daily.
The lake also has eleven mysterious thin obsidian spires almost three kilometers in height spiking out of the center of the lake, which are unexplained to this day. Because of the spires' height, many plants have found a way to grow up the spires to collect large amounts of light from above the everpresent cloud cover.
Climate.
Carlea has a rather varied climate, with each portion of the planet having its own unique climate. Like most temperate worlds, its climate is mainly varied depending on latitude with some areas creating hot deserts and others creating patches of frozen wasteland.
Most of the landmasses are covered in temperate forests filled with endless types of flora and fauna, not all of which are even documented yet. However, the north and south poles are covered with large ice caps where only the hardiest life-forms of Carlea can survive.
The atmosphere on Carlea has a composition of 69.8% Molecular Nitrogen, 25.1% Molecular Oxygen, 1.2% Argon, and trace amounts of other elements, including carbon dioxide, ozone, and an abnormally large amount of noble gases than was expected from it's location in the system. It's biosphere has altered the atmospheric composition in several ways: Firstly, 1.4 Billion years ago, Photosynthesis was developed, releasing an insane amount of oxygen into the air, rendering most ancient anaerobic species extinct, and over millions of years after that, indirectly creating an ozone layer that protects life on land by deflecting or absorbing lethal ultraviolet radiation, which is admittedly pretty rare in the Cnara System anyway. Aside from this, the thickness of the atmosphere protects surface life from most asteroids, that could otherwise destroy large areas of land.
Flora and Fauna: Overview.
The iron core of Carlea is less active, producing a magnetic field, albeit somewhat weak. The lower flow also means there is no plate tectonic activity. Earlier in its history, there was far greater activity, bringing heavy metals to the surface. Since the crust froze, the nutrients and materials have remained stable.
Life evolved almost immediately in the oxygen depleted, storm ridden salted oceans, lightning initiating the reactions creating amino acids and other simple biologic monomers. Chemosynthesis consumed poisons in the atmosphere, followed by photosynthesis which filled the skies with oxygen. After the heavy rains created by comets, and the heavy bombardment of failed planetoids, life flourished in the shallow seas that covered the planet.
Bacteria-like life was followed by eukaryotic-like life, both encased by cell walls that acted as shields against the somewhat more intense radiation that penetrates the weaker magnetic field. One driver of evolution was the widespread use of plasmids, loops of DNA that rapidly transfer between individuals. Whereas eukaryotes as we know it do not use this mechanism, the more advanced cells of Carlea evolved to continue utilizing these, enabling the widespread sharing of genetic material between species.
This was to guide the remainder of evolution for the planet, since species as a whole were not to be in direct competition with one another. One species would benefit from its neighbor, leading to multiple species occupying the same niche. Asexual and then sexual reproduction for all species are controlled by ‘braking’ proteins that limit offspring by available resources, which prevents population collapses as seen on most other planets.
Plants rapidly diversified, from algae to simple floating plants that sail the high seas. The shallow oceans receive light on the bottom, where even the dim rays toward the red end of the visible light spectrum allow the growth of broad-leafed plants that are grey in color, and cover the ocean bottom. Scant light power has led to great biodiversity across the ocean floors, as the plants have evolved creative ways to overcome these limitations, with leaves growing to several meters in size across, catching not only light, but the rain of dead material from above, and eating them like animals.
Coral reefs are everywhere, and each riot of coral is capable of photosynthesis and consumption of plant and animal material. This resulted from the widespread sharing of plasmids, even among advanced individuals.
On land, there are swamps, deserts, and rainforests, all stricken by low soil quality and intense radiation from above. Plants and animals alike have cellular structures carrying cell walls forming incomplete shields that still allow flexibility and movement.
Rainforests hold colossal trees over 400 meters tall. Their height does not compare to their depth, boasting roots that penetrate a kilometer into the crust, the roots capable of surviving a dense and hot crust interior. These anchors serve primarily as miners, transporting heavy metals and minerals from the crust to the surface. This bonanza of nutrients has led to impossibly dense forests. Smaller plants have used the same plasmids that code for the roots of the trees, with some grasses and squat shrubs also having kilometer long root systems that grow slowly but steadily, inexorably exploring the interior for every possible nutrient.
Over time, the trees have exhausted their attempts to spread to new biomes, and finally settled on expending excess energy creating ultralight spores that are shot into space in bubbles of hydrogen and helium. These are capable of surviving a vacuum near zero Kelvin.
Animal life is similarly diverse, with sea life of squid and fish that form the bulk of the complex food web. Most animals are slow growing and developing. The infrequent development of a species that is more aggressive and competitive has invariably been ‘infected’ by plasmids that brake growth and development, and any evolutionary arms race returns to the status quo.
| Carlea |
fandom.100th-millennium | # Carleans
Carleans are a species of intelligent dragonlike reptiles, hailing from Carlea in the Cnara System. They are primarily located in Florathel, and are only just beginning to spread out outside it to the rest of Cosmoria. Carleans are mostly known for their cooperative, fair and peaceful attitude, and their species has only participated in a single major war.
With a history of rapid advancements, they became an interstellar civilization very rapidly Over many millennia, Carlean subspecies have originated, the descendants of the colonists of strange worlds, genetically engineered to live in their environments without support. As they colonized the Cnara Cluster, they came across the Frealee System, a system with a nascent planetary civilization at Darvikus. They spent a few years decoding their language, started a dialogue, sent a whole bunch of technology plans, and the civilization there rapidly rose to their own level. They joined the Cnaran Federation, their system was named the second capital, and the federation was renamed to Cnara-Frealee after the War of the Last Alliance.
Appearance.
Carleans are blue-gray winged reptilian creatures around fifteen meters long. Their long necks are lined with structures that look vaguely like gills. A Carlean's underbelly is covered by lighter, less stiff scales, and late in a pregnancy or after consuming a massive amount of food, these scales become slightly translucent. The tail of a Carlean has a set of long, thin spikes which can be shot like arrows in the case of danger, but this capability is useless as of the modern day.
Biology.
Subspecies.
Carleans are spread throughout the stars, and as such certain members of their species are adapted to many different environments. The most major among them are described below:
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The Skara subspecies is the most common of them, and the closest to their ancestral form in the skies of ancient Carlea. They are considered the "baseline form" of the carlean species.
The Verenn subspecies of the Carleans is found primarily on low-gravity planets, and as such has relatively shorter wings. However, there are some unexpected physiological changes, such as the fact that the gestation period is longer for no apparent reason.
The Deralka subspecies is found primarily on worlds with relatively thin atmospheres compared to Carlea itself. As such, they have lost the capability of flight, and their wings are vestigial. Deralka have the interesting capability of swallowing and digesting incredibly large objects, and they more commonly give birth to 4 or 6 children.
</tabber>
Respiratory System.
Carleans have a relatively simple respiratory system evolved from their marine ancestors. Air travels in through gill-like structures to the lungs, where oxygen is extracted and carbon dioxide is put back in, then deoxygenated air is blown back out. Carlean lungs, being required to take in enough oxygen to sustain a creature of this size, are quite large and span the length of the neck.
A major benefit of this system is that it never interfaces with the digestive system. This eliminates the risk of choking, though it does cause a few limitations in speech, as the openings cannot be used as efficiently to articulate sounds.
Digestive System.
Because of their huge size, Carleans need to eat a lot. To help facilitate this, Carleans evolved to have this odd-looking extendable jaw that can extend up to several meters from the individual in seconds, grab something out of the sky, and swallow it. This jaw can "unhinge", allowing a Carlean to ingest objects up to the size of itself. The esophagus is also rather stretchy, allowing for rapid conveyance of very large food items to the stomach.
The stomach is a relatively simple affair, made up of a really stretchy bag that produces extremely powerful acid to digest food. Interestingly, it has an incredibly high capacity, with the potential to contain and digest another Carlean. This gives you an idea of how much food they can hold at once, so they can eat less often.
After the stomach's contents are fully digested, they are passed through a really long wrapped up tube, the intestine. This absorbs all the nutrients and water in the liquified soup before it's voided.
Carleans have an interesting capability to consciously switch off the production of stomach acids. This serves two purposes, both of which are mostly obsolete in the modern technological society. The first purpose is to allow a Carlean to swallow huge amounts of food and regurgitate it for their young. The second involves protection. If a Carlean is under threat and near her young (or anyone's young, really), they can simply gulp them down and turn off digestion, protecting them in her belly until the threat passes.
Nervous System.
Being intelligent species, Carleans have rather large brains. Due to the large size of their bodies, Carleans have evolved to have incredibly fast nerve impulses to be able to reach the other end of the body in a reasonable timeframe.
Senses.
Carleans have six main sensory inputs: vision, scent, taste, hearing, touch, and a thing called "proprioception". The first five work about how one would expect, the only difference being that the Carlean visual spectrum is significantly wider than, say, Humans. Proprioception, the sense of things happening within the body, is much sharper than in most life-forms. For example, a pregnant Carlean could acutely feel everything their unborn children are doing in the womb. No one's entirely sure why this sense evolved to be so sharp, although parasites which were prevalent before cohesive societies on Carlea could explain this.
Reproductive System.
They reproduce ovoviviparously, which means that the eggs are inside the mother's womb up until a few days after hatching. This means that the eggs do not require hard shells. Carleans almost invariably give birth to sextuplets (roughly 97% of the time) with the next most common numbers being 4 and then 2, with any other number occurring extremely rarely. The Carlean gestation period is approximately 1.5 standard years long, though there is some variation either way with the longest and shortest on record a truly insane four years, and two months respectively.
Demographics.
Carleans are almost solely found in Florathel, especially within the Cnara-Frealee Federation and neighboring states. The only known Carlean habitations outside of the region is the CFF embassy to Sagittarium and to the Shev'ra.
Culture.
Carlean culture has been influenced throughout the millennia by their pacifistic nature and other important properties.
Religion.
There are many minor religions scattered through Carlean space. However, most Carleans today and throughout their history are primarily atheist, as only 14% of the Carlean population follows any religion.
Language.
The Carleans once had an incredibly diverse set of languages, but as the planet unified, many died out. Today, a single language is spoken by the vast majority of the species, with loanwords from hundreds of extinct ones. This language places heavy emphasis on the pitch of syllables, with a subtly incorrect pitch potentially drastically changing the meaning of the word. Due to the unique Carlean respiratory system, a translating computer is required for other species to speak to Carleans, and fortunately these devices are commonplace.
| Carleans |
fandom.100th-millennium | # Carriers
Carriers are starships designed to carry large amounts of starfighters, bombers, and other strike craft into battle. They often come equipped with enough fighters to turn the tide of entire battles. Despite their size, they are highly vulnerable to attacks from other warships, staying behind the frontlines as their fighters do the work.
Characteristics.
Carriers are massive, sometimes being twice or even three times the length of a cruiser. Most of their interior space is dedicated to fightercraft, with enormous hangar bays capable of storing and servicing hundreds of ships at once. These are often located near the front of the ship to further accelerate the deployment of fighters
There are many ways a carrier can deploy its starfighter complement. Many carriers use magnetic launch systems, sending out their fighters at high speed. Others use top-mounted flight decks, loading their fighters up in groups. Some even use thaumic wormhole generators, sending their fighters on short-lived trips through the Lux Aeterna so they can teleport right next to an enemy.
Since a carrier’s primary focus is that of long-range fighter deployment, they are highly vulnerable to attacks from other warships. At most, they might pack a few capital-grade guns, with their other weapons dedicated to defense against fighters. To counteract this, carriers will often hang far behind the frontlines, usually with a few escort ships for further protection.
Subtypes.
Light Carriers.
Light carriers are designed more for patrolling along a nation’s borders rather than proper fleet actions. However, they are still highly prized by nations that cannot afford full-sized carriers, especially since they can deploy their fighter compliments faster than other carriers.
Supercarriers.
When regular carriers aren't enough to achieve orbital/aerial superiority, the supercarriers are called in. These immense ships can carry thousands of starfighters and other spacecraft at a time, ready to be unleashed upon enemy ships like a swarm of angry insects.
Notable Examples.
TBA
| Carriers |
fandom.100th-millennium | # Cassiopeia Prime
| Cassiopeia Prime |
fandom.100th-millennium | # Catastrophes of Brimstata
A little girl looked on her favorite tree. Glittering lime and emerald, the tree danced and sang in the morning breeze. She giggled and smiled, dancing along with it. The winds changed. A woman, blindfolded several times over and enrobed in what looked like stitched-together meat, sauntered over to the girl. Without moving her lips, she asked why the girl loved the tree so much. The girl pointed to the leaves and babbled in nonexistent words. The woman smiled with an expression of peace, and walked over to the tree. She lay a single fingernail into the trunk, at which point the tree contorted and wailed, turning a bright crimson and dripping with burning blood. The girl shrieked in horror as the woman lifted up one of her many blindfolds. The burgundy eye that stared at the girl reflected only the ashes of her ashes, the girl's whining having been returned to the void by the Witch's empty fire.
The Catastrophes of Brimstata were a collective of over 30 individuals bordering between monster and intelligent force of evil. While all once sharing a connection to the world's coreheart, the exact origin and goals of each Catastrophe vary wildly. The first multitude were created by the Witch of Armageddon as corruptions of concepts that she felt would scar the people of Brimstata the most. However, one other Catastrophe, the Mother of Hellfire, did have a hand in the creation of several more, even producing 12 more Catastrophes on her own.
=Witch of Armageddon=
Haemathesia, more commonly known as the Witch of Armageddon, represented the combination of two other terrifying evils. She was the unholy and perfect merger between cold, cruel detachment and insatiable bloodlust. Born in Brimstata's skies with a will to turn the universe around her unrecognizable, the Witch of Armageddon's true aspiration was to become queen of a realm consumed by torment and impossibilities.
The Witch herself possessed two horrifying Echo-adjacent abilities. She could distort the very fundamentals of concepts she understood and touched. A particular habit of hers before she was first sealed was learning the beauty in an aspect of nature from local Brymasti before destroying it before their eyes. The other ability she once wielded was known as the "empty fire". It was not actual fire of any sort, but the way it flowed resembled it. The empty fire disintegrated objects into ash, and then reduced the ash to a simple airy powder that smelled of regrets and grief.
Had the Witch not been limited to Brimstata, she would likely have quickly realized her true capabilities and leveled planets. Even the small sliver of the Witch of Armageddon's power granted to her Vessel is enough to cause nations to tremble. It is for this reason that the Vessels of Dissent are seen as an authority above and outside of any nation on Brimstata. No nation, family, or settlement wants to risk the wrath of a Vessel of one of the Catastrophes. The full power of the Witch of Armageddon has the potential to cause an apocalypse that extends far beyond just Brimstata.
As the progenitor and most powerful of the Catastrophes, the Witch of Armageddon was feared across the world, even while sealed. Though the most tame and "benevolent" piece of her soul was rent for the Vessel creation process, it is said that a little bit of her malice lingers in the souls of her Vessels to this day.
=The Spawn of the Witch=
The Witch of Armageddon created the majority of the other Catastrophes of Brimstata. Through her malicious wanderings, the ranks of chaos grew, festering over the world of fire. The power each one possessed varied dramatically, ranging from a simple unkillable violent beast to a threat that could end nations when pushed to its limits.
Mother of Hellfire.
The first creation of the Witch of Armageddon. Born of the flame from a sacred brazier in the middle of a sermon, the Mother of Hellfire was a corruption of an ancient religion of Brimstata. Her true name, Solwyn, was forbidden knowledge from all but the inner circles of that ancient religion. Her creation did not hinder its progress. It merely reshaped that old faith into the Children of Hellfire.
The Mother of Hellfire was originally worshipped as a nurturing deity who would help the flame of passion and magic grow in her faithful. After her rebirth by the hand of the Witch, this twisted into a frenzying perfectionism. She looked with scorn at the filthy Brymasti around her, so weak with magic, so unaligned with the flame. She strengthened them for a while, giving their Echoes more fire-attuning and making them resistant to burning, but it was not enough. The Mother of Hellfire sought a flame that could burn anything into nothing - concepts, structures, other fires, people, even the Witch of Armageddon herself. She called this project the "perfect fire", and began attempting to create it.
In her fervent research into flames, the Mother of Hellfire found that fire mixes quite a bit more with other aspects of magic than they would with each other. She decided to create more compound flames, seeing how the added magic would strengthen and alter the fire itself. None of her research lasted very long, so she devised a plan. If the Witch would go and create more Catastrophes, why not the Mother? Twelve times, her most proud research into fire became milestones engraved on the world in new Catastrophes. It was only when the Dragon of the Infernal Grove was born that she stopped, for she could not touch the Dragon without being scorched herself. Her research could go no further, and the child that could carry her legacy was a mindless beast.
The Mother of Hellfire wielded a vermillion flame that sputters and sparks with blood. The quintessential hellfire that she produced burned stone like wood and spread with a mind of its own towards living beings. Those consumed by the hellfire are said to have their soul burnt away before their body perishes. Despite the destructive nature of it, temples to the Mother have collected hellfire and placed it in their sacred braziers, welcoming her blessings despite her perverted perfectionism.
As a major religious figure, the Mother of Hellfire's fame spreads to her Vessel as well. The Vessel of the Mother is often heralded as a chosen prophet of sorts; ironic seeing as most of them gained the title after killing the previous Vessel. The Mother of Hellfire's Vessel is welcomed into every temple to the Mother and given very preferential treatment. They are the celebrity of the Vessels, and have been since the initial sealing of the Catastrophes so long ago.
Amorphous Pestilence.
Shambling around in a formal suit and wearing a suspicious scarf, Jovannas wandered from city to city, leaving behind only mangled and pus-filled corpses along the cobbled roads. Known worldwide as the Amorphous Pestilence, this Catastrophe's trail of death extended to all living beings. Anything that came near the mysteriously dressed man would be consumed by horrible convulsions and discoloration, their body ceasing to move and leaking foul pus-like compounds. The original forms of whatever suffered at his hands was lost, unrecognizable. While exposure to the remains of his wanderings isn't guaranteed to be lethal, they cause severe illness in anyone who comes into contact with them for thousands of years after the body dies.
Not much can be said about the Pestilence's personality. By the nature of his ability, he had to be alone for his whole life. Perhaps he travelled to the cities of the Brymasti and Astrins because he wished for social connection. Maybe he just enjoyed seeing their bodies deform and expire. Or perhaps he had no mind at all, merely wandering the world aimlessly and happening upon unfortunate amounts of people. Watchers from afar have noted that he looked up at the sky a surprising amount.
The Amorphous Pestilence "wielded" a power known as the Omnipresent Plague. While normally a passive radius of inescapable and universal pathogen, it could be channeled or strengthened, even altered to give different effects. The knowledge of the active portion of the Omnipresent plague is entirely due to the succession of Vessels of the Amorphous Pestilence, as the actual Catastrophe had no social connections or need to alter the properties of the plague.
Laments of the Departed.
Meren is an ancient Astrin word for grief. It is only fitting that this was the name of the Catastrophe that feeds off of such emotions. The Laments of the Departed was what appeared to be an amalgam of the souls of the deceased. This was not the case, however, as it was actually a small orb that added apparitions of the deceased to itself when it fed on grief. Over the thousands of years it existed before its first sealing, the Laments grew to an enormous size, becoming something resembling a whirlwind of ghosts. It called out to the living in the voices of their loved ones, urging them to save them from its grasp. All a ruse. It killed the gullible people and absorbed their energy into itself.
The Laments of the Departed was not just a wailing cacophony of apparitions. It had a set of abilities that seemed specially designed to kill unsuspecting prey. Its mimicry of the dead is the most well-known, but among its other abilities are inducing deep and physically impeding sadness and creating spiritual lightning from the energy it has absorbed over the millennia.
The power it wielded, known as Tortuous Lament, stems from the regrets and grief of its surroundings. The Vessels of the Laments have used the absorption process of these emotions to help people across Brimstata, strengthening their own power in the process. With the emotions they collect, the Vessels of this Catastrophe have been creating unique methods of subduing criminals or other enemies for many millennia.
Dragon of the Tempest.
The Dragon of the Tempest, Kratatheryx, was created when the Witch of Armageddon found herself in a thunderstorm. Taking inspiration from its lightning, she caught a bolt of it and molded it into a serpent-like form, whispering her soft lullaby of corruption into the white-hot arc. The lightning became the Dragon of the Tempest, and while its legless form may have hindered much of its destructive capabilities, it still cracked the skies in half with its raging storms.
Kratatheryx was not known for wreaking havoc in cities or on land. It passed through the upper skies at rapid speeds, leaving a trail of enormous storm clouds in its wake. Reducing deserts to flooded mud plains, setting forests on fire and hurling the trees around, and sending chains of tornadoes across open steppe, the Dragon of the Tempest was feared more for its effects on the local landscape more than the actual lethality of its proper form.
The sky-splitting lightning that Kratatheryx unleashed with its mighty roars became the weapon of its future Vessels. Granting with it the power to control the weather, at least locally, the lightning that the Vessel of the Dragon of the Tempest wields is the strongest pure lightning of any Catastrophe.
Hadal Spectre.
Shiloth slept at the bottom of Brimstata's deepest ocean undisturbed for thousands of years. Slowly meditating and absorbing the essence of the world around it, this Hadal Spectre grew in power without fighting at all. It was once called the Peaceful Catastrophe. However, the immense beast decided one day to lift its head out of the sea, carrying with its presence a crippling wave of madness for miles around. Connected with Brimstata on a psychic level, the Spectre had gained a form almost impossible to comprehend and knowledge beyond any mortal being.
The Spectre remained at the bottom of the ocean until the Hero of Brimstata travelled to it with his trusted friends and killed it, taking part of its soul and implanting it in the first of its Vessels. The person chosen to be its Vessel had fortified their spiritual self and knowledge of magic to an extreme degree, just barely allowing them to accept the power without mentally breaking.
The power that the Hadal Spectre wielded is known as Depth Glimmers, appearing as little glowing orbs of liquid light. Within them are the capabilities to command pressure and motion, to unleash madness and crippling psychological weight, and to peer into the minds of others. The Vessel succession process for the Spectre is more voluntary, as the previous Vessel gives their successor decades of spiritual training before allowing themselves to be killed for the harvest. Because of the requirements to contain the Hadal Spectre's Echo Fragment, its Vessels have always had a reputation for being mysterious and otherworldly.
Lantern of Frost.
At the heart of the blizzard at the North lay Krisvatan, the Lantern of Frost. Now the mantle of tending to the Northern snows passes to her Vessel, but the legends remain the same. A woman seemingly made of ice and draped in robes of snow, the Lantern of Frost found people lost in her blizzard and beckoned them with her ice-white lantern of cold flame. Guiding them back to her tower, she waited until they had settled in before locking them in a room. She allowed the blizzard to flow in, giving the traveler an impossible task to complete in order to earn their freedom. Of course, none made it out.
The Lantern of Frost delighted in her little game of hospitality. Her cold smile widened ever so slightly when she saw the realization in her prisoners' eyes that they could not escape. Even those with robust flames could not melt the ice she created, at least not for long enough to escape from her icy tomb. She danced through the long and tall hallways of her palace, humming to herself in the sounds of glaciers shifting.
The Lantern of Frost was a cruel deceiver to all except the Hero of Brimstata. Wielding ice and cold itself with enough strength and diligence to make blizzards blow for millennia, the Lantern shuffled across a graveyard buried in snow. Once killed, her power was transferred to the first of her Vessels. Known as the Core of Frigidity, this power allows the Vessel to be immune to all cold and frost, and control them as well. It is the antithesis of the Brymasti's culture of magic. It is said that the heart of the Lantern's Vessel will be partially frozen over, taking their empathy in exchange for the gelid mistress' abilities.
Almighty Reflection.
The dragon of nacreous mirrors, Celespharix, the Almighty Reflection that peers into the souls and thoughts of all who dare gaze up upon her magnificent form. The Witch of Armageddon delighted when the simple shard of glass she found became such a regal-looking creature. Millions of facets of shimmering reflective crystal make up the beast's body, creating warped reflections of the world within. When one peers into the eyes of their distorted self within the dragon, it is said that all of the flaws and thoughts they keep secret shift into the outward appearance of what they see.
Celespharix was the only one of the Three Catastrophic Dragons with a semblance of intelligence. While rumored that she gained this intelligence from the people she was around, memory archives from the Witch's Echo Fragment show that she had knowledge of Brymasti language from the time she became a part of the world. Her speech carried a tone of unshakable superiority and pity for those below her. She sighed with the sound of crystal shards scraping against each other, disdain in every second of her lustrous existence.
Almighty Reflection's main ability was to manipulate the glasslike crystal that makes up her body to an impossibly precise degree. She would often simply kill those who came near with a needlelike shard of her body like a tiny beam of light straight to the heart. When her victims were fast enough to avoid that, she would overwhelm them with a glistening blizzard of razor-sharp pieces of herself. Avoiding this would result in Celespharix's true wrath: summoning multitudes of crystal copies of her victims, forcing them to fight off many versions of themselves. This ability, called the Omnividite Shards, has been passed on to her Vessels and been expanded upon. The shards apparently had the latent ability to redirect Essence through either reflection or refraction, as if it were light.
The Vessels of the Almighty Reflection gain a sheen to their bodies. They make noises like ice sculptures as they walk and see through the thoughts of others. When cut, they do not bleed. When bludgeoned, they shatter. So long as the core in their hearts is not destroyed, the Vessels of Celespharix can recover from any injury. The cost of this is said to be the detached regal pity of the Catastrophe, and the violent nature that accompanies it.
Harbinger of Drought.
The once lush jungle now remains a billowing, scorched ocean of sand. The skies seem to mock the inhospitable wastes below as the crumbling ruins of a once thriving town are slowly buried under the pale beige sea. The Sun Ring beats down upon the world below in a way its decrepit visage never could. All hope is lost for the return of life to this place, for it has been tainted by the Harbinger of Drought.
Her true name was Haeshasi, but none who encountered her knew that. Wherever she walked, the dirt would dry and crack until all that was left was sand. In her wanderings, she made many trails across the world, which would later become the centers of long roads, However, the Harbinger of Drought was not remotely useful. She lingered in towns for weeks, draining the water from the atmosphere, the people, the world around her. Within three months, all the people were mummified husks and the heat of the day beat down upon the parched air like no other place in the world.
The Harbinger's hums and whistles can be heard in the winds of her deserts, even after her sealing and death. No reversal of her ability seems to work for longer than a week, requiring immense effort to push back even a small village's worth of the arid biome. Only two known permanent undoings of this exist on Brimstata: One oasis where the Hero first sealed her, and one where she was finally slain during the Wrathmoon.
It remains unknown what the Witch of Armageddon corrupted to create such a passive and yet destructive Catastrophe. Perhaps it was the essence of a desert she found her way to. Regardless, the subtle and slow cruelty of the Harbinger of Drought served to decimate many of Brimstata's shattered landmasses and turned them into a region known as the Desiccated Sea. The ocean becomes thick and briny here, and the only land for enormous stretches of distance is inhospitable desert. The permanent scars that the Harbinger left upon the world are more than any other Catastrophe could lay claim to.
The Vessels of the Harbinger of Drought wield her signature Dune Song, calling and bending many aspects of the environment. They can pull water from almost any material, set the air ablaze with unignited flame, move sand as their own limbs, and orchestrating sharp winds. They do not cause the passive desertification that the actual Harbinger did, but they may still wreak famine across the world as they see fit.
Grieving Sun.
An armored man with absurdly long golden hair and the ring of the Sun itself as his crown let out another defeated sigh. Corpses lay around him yet again, and not one had put so much as a scratch on his armor. He could not be killed by any warrior with even the slightest tinge of empathy. The miserable tale he wove of tragedy was a lie that even the Grieving Sun himself was convinced of. Born of the unattainable false light of the Sun Ring, Lelibas the Grieving Sun was the Witch of Armageddon's only other experiment with twisting a religious figure.
While the Sun Ring's Faithful did not alter their faith to fit the visage of this new Catastrophe, the Grieving Sun saw the faith as a testament to the weakness he felt inside. His tears flowed on the battlefield, becoming glowing drops of honey-colored light and spinning into unfathomably sharp rings. While recounting hymns to his supposed lost daughter and lamenting his alleged fall from the heavens, the bladeless hilt he wielded became the cradle for a circular saw of illuminant death.
The Grieving Sun's demeanor did not match his methods. Wielding a halo of gleaming light above a hilt of engraved stone, he mercilessly dismembered all who opposed him. For all his crying and stories, he was still a Catastrophe. A city was once unfortunate enough to cross paths with his bereaved wanderings. No survivors remained in the aftermath, and a poem the size of the city was written in rubble and blood. At times, it appeared the Grieving Sun did not even notice how he murdered people.
Eventually slain by the Hero's most heartless companion, the Solar Tears passed on to the future Vessels of the Grieving Sun. Ironically, the power needed to slay the Catastrophe almost completely prevented the use of his power. The first Vessel of the Grieving Sun was said to have used artificial liquids and gases to get the Tears of light flowing to decimate his foes. Rotational energy forges the tears of the wielder into nigh-unbreakable rings that can then be controlled by the one who released them. However, a sliver of the Grieving Sun's delusion is said to infect each one of his Vessels.
Onyx King.
As the Sun Ring created the Grieving Sun, the Midnight Eye was so corrupted to become Modos, the Onyx King. Unlike the sniveling wielder of repentant light, the King brandished a crown of a thousand onyx swords that bent to his will. Attacking only in the night, the Onyx King was a supposedly silent killer, though the howling winds at night were attributed to his victims' unfortunate cries.
The Onyx King was a master of undoing peoples' psyches slowly. Robbing them of sense after sense and slowly encircling them until all they could perceive was through the lens of pain, the wispy laugh of this Catastrophe was a signal of inescapable death. He was a vicious killer, unraveling the bodies of people with the size-changing onyx shards of his crown or skinning them with coarse clouds of ash. The victims could not sense it, but they knew that he was smiling with his wicked toothy grin at their mangled bodies.
Gifted with the ability to hinder the senses of people with clouds of incredibly fine particles, the Onyx King wielded a malevolent power known as Nightash. When entering the body, it can shut off certain sensations. Outside of the body, it allows acute alteration of local environmental factors as if it were an extension of the wielder's body. Testing by the Onyx King's Vessels has shown that Nightash is actually incapable of reducing pain, but can be used to amplify it to over a billion times its normal sensitivity. The cruelty of the Onyx King's methods is said to leak into the core of each one of his Vessels, turning their hearts just a little more sadistic when they fought.
Wolf of the Typhoon.
At the edge of the coasts, there were two wolves. One lay beyond the shore, frolicking in the violent seas. The other stayed on land, mournfully howling at the open ocean. The one of the sea, Kerysbos, was responsible for maritime destruction of impeccable degree. More often called the Wolf of the Typhoon, this giant seafoam-colored lupine beast plagued sailors of Brimstata for millennia. Able to call cataclysmic hurricanes and flood entire cities, the Wolf's visage is still seen in the howling winds of the monsoon.
The Wolf of the Typhoon was not malicious in nature; it simply reveled in the chaos of the seas, the turbulent waves and crackling stormy skies. Though it didn't mean harm intentionally, its kill count was likely in the billions. It traveled across the ocean, creating a permanent typhoon wherever it went. Cities noticed the storm before it arrived, but they could never evacuate in time. The Wolf was simply too fast, sprinting across the open ocean towards any landmass it saw.
The Wolf of the Typhoon was said to be attracted to valuable metals and gems like a magnet. Sailors had to be quick and make sure their route was far away from the Wolf, lest their ship be sunk by its gargantuan paws. Given the incredible speed of the Catastrophe, sailing was almost impossible for commercial purposes back in the Era of Cataclysm.
Though sealed by the Hero, its Hell Typhoon remains in the Vessels as a supreme power. Giving them boons when out at sea, giving them the power to call the raging maelstroms the Wolf once did, and granting the ability to run on water. The chaotic essence of the Hell Typhoon is hard to master, but Vessels of the Wolf manage to find freedom in its power.
Hellhound of the Mist.
At the edge of the coasts, there were two wolves. One lay beyond the shore, frolicking in the violent seas. The other stayed on land, mournfully howling at the open ocean. The one of the land, Kharobos, was the herald of a slow, creeping death over many coastal towns. While one of the weaker Catastrophes, it still killed millions during the millennia it roamed the world.
The Hellhound of the Mist's five white eyes pierced through the foggy nights it brought with it. The silver sheen of its fur allowed its slender body to blend in with the vaporous blanket it brought with it. The somber howling of the Hellhound brought true fear to many, for its curse was a slow and terrible one. Those caught within the fog of the Hellhound of the Mist would lose their memories, senses, or ability to command parts of their bodies. Each night one inhaled the fog, they would be afflicted with this curse again. While the Hellhound could travel across the entire world in a week, it seemed to linger for far longer than welcome in coastal port cities.
The Hellhound of the Mist was created by the Witch of Armageddon after she got lost in the fog whilst wandering near the sea. Taking inspiration from the obscuring of her surroundings, she created a creature to reside within and add an element of fear to the already eerie weather. The howls of the Hellhound can be heard only within the fog, pounding against doors and flowing through streets as a wispy echo.
The Hellhound of the Mist became a legend to incite fear into children, urging them to close and lock their windows when a foggy night approached. Elderly people who suffered memory loss were said to be sinking into Kharobos' maw. The Hellhound of the Mist eventually became synonymous with old age, as the silver hair and thinner bodies of the elderly resembled aspects of Kharobos itself; accompanying age-related diseases helped solidify the image.
The Vessels of Kharobos are said to have impeccable memory, lustrous silver hair, and a white glint in their eye regardless of light. The Unfeeling Mist they wield carries with it the weight of age and time that the Hellhound of the Mist encapsulates, despite not aging its victims whatsoever. The thematic burden of the power is said to be heavy on the shoulders of the Vessels.
=Innovators of Hellfire=
The Mother of Hellfire's perfectionist drive to create the true, pure flame led her to create twelve children, Catastrophes more powerful than herself, in order to reach the apotheosis of fire. She would have continued, had her twelfth creation not been too powerful for even her to handle.
Inverted Burner.
After bargaining with the Witch of Armageddon to make a subject suitable for testing, the Mother began learning the true potential of altering flames. The Mother of Hellfire's first milestone in researching fire, the Unburning Flame, was kept within and made into Lokann, the Inverted Burner. The flames produced were deep blue, dark, and seemed to flow in reverse. They would return ashes to their original form, and this was later revealed to be a mere hint of their true power. Although the power contained within the Unburning Flame was great, the Mother of Hellfire viewed the Inverted Burner and their ability as a mere starting point.
The Inverted Burner grew to hate the Mother of Hellfire. While they were the first of the Hellfire Siblings, the oldest, they were seen as a simple starting point and the weakest of the twelve. Lokann stormed from city to city, uncooking food, littering the area with fresh corpses raised from their neat ashes, and putting out every source of light a settlement had in a massive temper tantrum. Though most of their flames' effects were inconveniences at best, the reversal of energy flow was fatal to anyone directly touched by the Unburning Flame. Still, the brooding rampage of the Inverted Burner was a nuisance for most, simply requiring more work to be done to get things back to normal.
The Inverted Burner was one of the first Catastrophes laid to rest by the Hero. The Vessels of the former have been historically much more competent with the Unburning Flame than the actual Catastrophe that wielded them, an extremely rare thing to happen among the Vessels of other Catastrophes. Even while the ability to reverse the flow of energy and un-burn things is a terrifying power in the right hands, the legendary childishness of its first wielder has severely diminished the weight behind it.
Crackling Hound of Damnation.
Phidoros, the second of the Hellfire Siblings, was an attempt by the Mother of Hellfire to refine her own hellish blaze. The result was the most unstable and explosive fire in the history of flames, contained within a feral beast with the least intelligence of any Catastrophe. The foaming spit the Crackling Hellhound of Damnation produced sparked and detonated in a neverending trail of destruction. Insanely useful fire being held within extremely unfitting Catastrophes is unfortunately something of a major theme with the Hellfire Siblings.
The Hound took an entire island as its territory, leaving a trail of destroyed rubble and singed rock in its wake. Within a couple of centuries, the entire island was a flattened mess of gravel and ash, shattered by the snarling rampage of the feral monster. With nothing to take its omnipresent anger on, it festered in a blind mess of burning spittle and growling. If an unlucky group of travelers made their way to the island, they would be torn apart in a frenzy of frothing explosions and booming yaps.
Had the Crackling Hellhound of Damnation actually used its ability properly, it would have discovered the incredible properties of the Erebal Fire. The deep red fire explosively reacts with organic matter, sputtering and blooming into a veinlike spreading structure, enveloping the unfortunate victim in a crackling cadmium inferno. The Vessels of the Hound have to actively suppress the reactivity of their saliva, as the Erebal Fire.
Siren of Undeath.
The third experiment of the Mother of Hellfire, Laumes, was a scourge on the seas. Her perfectly sculpted form was inspired by the deceptive beauty of another Catastophe, and just like her inspiration, the Siren of Undeath caused death by calling unfortunate victims to herself. As she sung out to sailors with her silky voice, they would be immediately smitten with an inner warmth and go towards her. This warmth felt like the warmth of love for around 36 seconds before their flesh would be consumed by a rotting indigo flame and be melted away. The miniscule embers carried in the Siren's song caused a spreading necrosial burn throughout the bodies of her victims.
The Siren of Undeath hated her beautiful form. She resented the Mother of Hellfire for giving her such a deceptive form, and wished she could look more cruel and malicious. The Siren wanted her casualties to squirm and run away and hold their breaths as she murdered them, not for them to run to her in an infatuated stupor. Her hatred caused her deep pearly heart to ooze a jet black darkness, enhancing her ability to such an extreme degree that her final outburst killed a whole island nation with a single sung word. This was, of course, just before her sealing by the Hero's band.
The Scorching Necrosis that the Siren once wielded has been turned over to her Vessels. Fueled by hatred and malice, the indigo embers degrade flesh in a disgusting process between rotting and cremation. The skeletal remains, filled with indigo fire, are controllable by the Vessel as they would control any of their own flames.
Wanderer of Ebony.
The fourth of the Hellfire Siblings, Ikhoratt is a refinement and expansion upon his older sister's despise for the Mother of Hellfire. He carries with him a black flame that seems to consume all light near it as it burns rock and metal to wailing ash. Taking several islands in his malevolent wake, the Wanderer of Ebony reduced them to monochrome charred masses of bone, stone, and a deep obsidian flame whispering over the hillsides. His hatred for all life reigned supreme in his near-silent waltz across Brimstata, earning him a visual reference in Brymasti depictions of death.
The Ebony Smolder was the cruel flame that the Wanderer wielded. It spread like hands reaching for the nearest life, with only occasional slate-colored embers looking out as eyes to search for new victims. The fire seemed to consume light and muffle sound, dragging everything it encompassed into the cloak of oblivion. The cruel horned glare of the Wanderer of Ebony was the only thing that could be seen through the phantom inferno.
The Vessels of the Wanderer of Ebony are said to be tainted by his malice and become withdrawn from the world, carrying with them a power that can cause only misery and destruction. The result of the Wanderer's pure disgust with the world is a purity of spirit that is fabled to make his Vessels angels of death.
Bishop of White Embers.
Taking the Unburning Flame and the Ebony Smolder, the Mother of Hellfire turned the pure black cloudy flame into a glittering ivory pyre. The pure brightness of this flame gave the Mother hope that it could be the key to the perfect flame, but alas it was not. The Catastrophe created to hold this flame was Vindictus I, the Bishop of White Embers. Carrying an immense devotion to purity and unity, the Bishop travelled the world as the fifth of the twelve Hellfire Siblings. In pure opposition to his predecessor, Vindictus I offered with his convincingly Brymasti-esque body to liberate Brimstata of evil. His snowy flame burned away all but the "purest" part of an object or person. He would immolate several villages he controlled, forming a sort of suicide cult around himself.
The purity of an object was determined by the Bishop himself. The thing he considered purest was a certain white crystal, made of the core matter of a dead Aestra. However spread through Brimstata it was, this matter existed in such trace amounts that it could not be drawn out into any substantial objects. The Bishop saw the specks of purity everywhere, but everything he burned away seemed to fade to nothing.
As the Bishop slowly went mad with powerlessness, the Hero found him. Vindictus I begged for the release of death, and though the Hero obliged, the binding he had to Brimstata as a Catastrophe brought him back to the living world again and again. Only when the Hero's party came back with the offer to seal him away did the Bishop find rest, willingly passing on the burden of purifying Brimstata to the first of his Vessels.
Each subsequent Vessel has had a handful of materials that they found to be the most pure and beautiful thing in the world, being unable to burn it away with the Ivory Ember. The more kindhearted and awe-filled the Vessel, the weaker they were.
Eventide's Phoenix.
After the apparently massive success of the Bishop of White Embers, the Mother of Hellfire began combining and using the previous milestone flames to further her efforts. Taking the unsullied flames of light and dark, the Mother created her sixth child, Ractoris. The phoenix created from the merger of light and darkness, complete and equal opposites, had a calm demeanor, as if it was born already enlightened. Its avian call unleashed a flame that was simultaneously dark and bright, a pale mauve light that came to be called the Duskflare. The Phoenix's fire could cling to and burn almost any material, spreading through fluctuations in light. However, it burned everything incredibly slowly, as it seemed to be fighting with its own internal nature
Eventide's Phoenix flew across the world much like any other large bird would. Its song was delectable to the ears, and yet it unknowingly set the trees it perched in on a course for slow destruction. The Duskflare was empowered by will, burning matter away as quickly as the user forced it to. Yet the Phoenix was an aimless observer in Brimstata, and so the forests it set aflame would replenish as quickly as they burned. The Evening Grove is the most famous of these forests, now perpetually burning and regrowing by the slim will of a Catastrophe that no longer lives.
The Eventide's Phoenix was a symbol of peace and unity, despite being one of the most powerful Catastrophes. Its Vessels have one of the most controllable and destructive flames, yet the reputation of saintly calm to live up to. It is said that the Vessels of the Eventide's Phoenix can hear the voices of the previous Vessels, guiding them towards enlightenment.
Funerary Pyreholder.
The seventh of the Hellfire Siblings, Oviiz represented the burning desire to overcome death. Hand-crafted with the themes of passing and souls, the Funerary Pyreholder was a horrifically grim reminder of mortality and the inagent nature of the deceased. While the Siren of Undeath controlled the charred husks of her victims, the Funerary Pyreholder completely reconstructed the bodies and partially remolded the minds of his departed subjects.
Sporting the signature appearance of a robed animal, the Pyreholder raised five lanterns above their head, held in place by the lanterns they were in. Little ribbons of the cyan flame darted through the ground, letting the dead burst forth. The parts of their bodies that had decayed were replaced with the flame, and their speech appeared to be coherent. The undead followers of Oviiz carried them in an ornate black palanquin, reciting their poetry in languages that had long since died out.
The most menacing part of the Pyreholder is that their claims of fully resurrecting the dead in body and mind could not be reasonably refuted. As the living dead walked and spoke, nothing seemed off about their behavior. However, the ground they tread upon was drained of life, and no soil touched by the Funerary Pyreholder or their reanimated followers would ever be fertile again. They claimed that the world was simply offering its energy to the Pyreholder's growing army, and that the world was theirs by rite of the Mother of Hellfire's creation. The Funerary Pyreholder was a devout believe in their creator as a god, believing the Hellfire Siblings to be prophets.
As found by their Vessels, the Flame of Soul contained with it the properties of memory. Taking the memories of the cells and bones within a body to recreate a projected consciousness was what the Pyreholder had done. However, the flame could inflict other memories on to things. Making plants return to saplings and seeds, reversing dirt to infertile stone, and inflicting every previous injury on a being with the cool cyan blaze was simply child's play. As usual, the nature of the Catastrophe severely underutilized its ability's potential. Burning away the memory of an object or person from the world was the most powerful feat of one of the Pyreholder's vessels. This would be, however, the final flame with use beyond destruction that the Mother of Hellfire would create.
Alchemical Hellhound.
The eighth Catastrophe created in the pursuit of perfection was Kaeros, the Alchemical hellhound. More tame than the previous Catastrophe of its kind and much more refined, the Hellhound sent liquid burning jade through the veins of its victims, turning them into a blazing puddle within seconds. The very nature of its bite was to disassemble all living matter into more of its terrifying Necrosian Venom.
The Hellhound wandered the world like the many Catastrophes before it, unleashing a corrosive wave of death upon Brimstata's settlements. Surpassing even the Amorphous Pestilence as the primary icon of plague, it burned its way through city after city with the acidic fire that undid the elements to achieve its will. The way its venom rearranged matter to serve as more fuel to burn is how the Alchemical Hellhound got its title, after all.
Once slain and sealed by the Hero's rising legion, the Hellhound's Necrosian venom was passed on to its first Vessel. The Vessels of the Hellhound were famed for their immunity to all poisons, and the seemingly innate ability of transmutation they came to possess. The mind of a scholar with the reconstructive power of the Hellhound has made many a Vessel that conquered and ruled nations.
Angel of the Night.
The Mother pleaded for a second Catastrophe as a subject from the Witch of Armageddon, as her research had come to a halt. The Mother of Hellfire believed that she was getting close to the perfect flame that could burn matter and concepts into nothing. The Witch begrudgingly obliged, taking a vision from the inaccessible night sky and turning it into a Catastrophe that resembled a knight. The Mother of Hellfire used his strange aestral energy as a base for the ninth of her ever more terrifying children: the Angel of the Night, Aexriel. With four arms, a spiked ring surrounding its spherical eye-smattered head, and a lack of anything below the middle torso, the Angel was a devastating figure of destruction.
The Angel of the Night was said to lay dormant in the daytime, but this was not the case; it simply flew around Brimstata to stay within the night. No place was safe from its presence. The Angel was said to be omnipresent, watching over the ones who slept in the night and slaughtering those who it noticed awake. No two deaths were ever said to be the same, as the silent watching Angel wielded nine incredibly diverse fires: the Nine Celestial Flares, famed for spawning entire schools of fighting styles that mimicked each one.
The Angel could annihilate entire cities with a blink if it so wished. It spoke only in warped reverberations that sounded like water being turned inside out. None figured out its code of who lived and died. Its silent arbitrating of the deeds of man were an enigma up until the Hero managed to seal it. The battle was one of the most intense that the Hero went through on his journey to end the Era of Cataclysm, even more so than the three Catastrophes above it in rank.
The Nine Celestial Flares are a collection of nine fragments of an ununitable flame. Each one carries a signature hue, as well as a protrusion of flame from the body that appears when one of the Flares is used. The Angel used varying weapons in addition to these protrusions, and so it is tradition that the Vessels craft their Flares into these weapons as well to fight. The Vessels of the Angel master each of the nine schools of fighting dedicated to following the Flares in order to become closer to their own abilities.
Divine Burning One.
It is unknown what revelation allowed the Mother of Hellfire to create this monster. A towering effigy of fire, enshrined in a pure gold blaze of light, adorned with two enormous wings of holy flame, was born into Brimstata as another destructive savior. Aetos, the Divine Burning One, was unleashed upon the world.
The Divine Burning One was an incredible force of destruction, being able to vaporize stone and metal almost instantly. It spoke in booming commandments that ravaged the skies with their force, demanding that the mortals submit to it. Several Catastrophes saw them as a figure of authority, more powerful than the Mother of Hellfire and more composed than the Witch of Armageddon. The Divine Burning One created a fringe religion all on their own, as the places they deemed "worthy" were untouched by Catastrophes for many millennia. Looming in the sky above, Aetos became a constant threat, even more than the previous creation of the Mother of Hellfire. Though they would likely fight if given the chance, the day-dwelling Divine Burning One and the night-stalking Angel would never meet.
Aetos was a tyrant of a Catastrophe. They demanded temples be built to worship and house their colossal body. Empires ruled by a Catastrophe rose, for a time. The Divine Burning One's hubris ended up being their downfall, as the golden holy blaze they rampantly wielded ended up becoming the catalyst and power source for an incredibly powerful binding spell, allowing the Hero to finally strike the god of flame down.
As the fifth most powerful Catastrophe, the Divine Burning One's golden flames are recognized worldwide as a symbol of unchallengeable power. The Godflame, as it is called, has a signature hue and was long considered a religious artifact all on its own. While the Vessels of the Mother of Hellfire are seen as an important part of a cycle, the Divine Burning One's Vessels are entire religious celebrities, carrying much command over the followers of their faith.
Cosmic Serpent Mooneater.
With the final commissioned Catastrophe from the Witch of Armageddon and a combination of several of her creations' fires, the Mother of Hellfire created her penultimate child, the gargantuan serpent Uetyr. This ungodly snake was large enough to encircle Brimstata multiple times, and was the only Catastrophe that felt legitimately cramped by Brimstata's barrier. The Cosmic Serpent Mooneater coiled around the world, thrashing around and crushing mountains with its mighty girth. The few times its head descended to the surface of Brimstata, enormous craterous bites were taken out of the world.
The Cosmic Serpent Mooneater was actually bound less strongly to Brimstata than the other Catastrophes, able to press against the barrier without being forced back as violently. During the reappearance of the Catastrophes during the Wrathmoon, the Serpent was able to reach far enough away from Brimstata to take a bite out of its moon Hiresi. This may be due to its gigantic size and length, or possibly a sign that the flames it produced could contest the coreheart's bindings.
More terrifying than the Serpent's size was its impeccable Violet Flames, powerful as the Godflame and with another special property. The Violet Flames of Lunation burned away all other magic without fail, spreading up the flow of it to burn whoever dare cast spells against the supreme reptile of Brimstata. Many tales of the skies lighting up with intense violet streaks of light were born during the Era of Cataclysm.
Vessels of the Cosmic Serpent Mooneater must revoke all other paths of magic, lest they be consumed by the Violet Flames of Lunation that burn within them. The immense power and authority that comes with the title of the third strongest Vessel, as well as the necessary dedication to their new power, has turned many of the Vessels of the Serpent into detached tyrants.
Dragon of the Infernal Grove.
The pinnacle, the peak, and yet so, so far from perfection. The final success and utter failure of the Mother of Hellfire. The Infernal Grove and the Dragon that its flames created. A beautiful oasis of the purest and hottest fire known to the universe, deep within the core of Brimstata, untouchable by any but the Dragon of the Infernal Grove, Vaserix, and his Vessels. A new dimension of fire had been reached, one that could vaporize mountains in an instant with its helical blooming infernos, and yet its sole inhabitant was a nigh-mindless beast. The Mother of Hellfire, though being made of incredibly refined flames herself, was burned when trying to so much as touch the newborn Dragon.
Vaserix lay to rest in the Infernal Grove for many millennia, only attacking when travelers got too close to his territory. The spiraling trees and grass of the Grove were sacred to the Dragon, and his unfathomable power named him its sole protector. It may be that the Dragon had a personality and inner life, but if that were the case, then the four-winged pillar of refinement refused to show it in favor of executing his singular mission.
The Dragon of the Infernal Grove was the only Catastrophe whose power even came close to rivaling that of the Witch of Armageddon. The flames he produced are said to have put the only scar on the Witch that any being did before the Hero or the champions of the Wrathmoon. The Grove Inferno which he unleashed is by far one of the most iconic flames on all of Brimstata. Coiling around with its signature blooming mango spires, the Grove Inferno is unmatched by any other fire. So pure and powerful is it that not even the Violet Flames of Lunation are more than a mildly uncomfortable warmth to the one who wields the Inferno. The Witch's Empty Fire may be more capable of destroying things, but it is not actually fire.
Though there are three draconic Catastrophes, only Vaserix comes to mind when "The Dragon" is mentioned. The other two may as well be glorified snakes in comparison to his might. The capability to topple every nation on Brimstata, the will to defend his Grove to death and beyond, and the mystique behind his rare appearances truly made the Dragon of the Infernal Grove the most worthy of the title.
However, the title also does summon an image of the Dragon's Vessels. The power they wielded was barely within their own control, for the most part. The spiraling inferno was difficult to shape or move, and so many Vessels opted for omnidirectional annihilation. One, however, has conquered the Grove Inferno and truly gained control over it. The scorned son of the Orikawa family, reclaimer of his title and major contributor in the Wrathmoon, Shu'dai Orikawa.
=Commissions of the Mother=
Three times, the Mother of Hellfire begged for the Witch of Armageddon to give her new Catastrophes to study, to give her concepts that could be altered to help create the perfect fire. Three times, the Witch obliged, delighting in the Mother's maddening spiral of research and toil. The most unusual of the Catastrophes, these three bore the parentage of the Witch and the Mother, neither of whom acted to raise the damned curses.
Paladin of the Heavens.
Possibly the only Catastrophe with a definitive code of honor, Khawaign was created by the Witch of Armageddon at the behest of the Mother of Hellfire. His power was drawn from the mysterious and inaccessible Aestrai, inspired by the rapidly changing power the ancient Astrins presented and the allure of the untouchable night sky.
Clad in glittering horned cosmic armor and bearing a massive build, the Paladin of the Heavens set out across the world to vanquish the worshippers of the Sun Ring. He demanded that the Brymasti recognize the power that the heavens held, urging them to look past the curtain of daytime and into the canvas of the night. When those faithful to the halo of midday opposed him, the Paladin raised his hand and formed hundreds of blades of astral energy, cleaving the closed-minded heretics with unsettling efficiency. He would never harm those who had not already refused him, nor would he destroy the homes of innocents.
However honorable his intentions may have been, the Paladin of the Heavens still slaughtered millions whose only crime was devotion to an old religion. His raw zealous binding to his oath is what led him to battle through the wastes of Brimstata. When the Divine Burning One was born and demanded that all worship them, the Paladin was the first to dissent, attacking several of the Catastrophes that folded to the tyrant's golden fire. At one point, he even managed to find his way into a battle with the Grieving Sun, a catastrophic incarnation of the Sun Ring the Paladin so deeply despised. Although he lost the fight, the injury he left upon the Grieving Sun remained permanent and the contest he put up was surprising.
The only time the Paladin of the Heavens deferred to any other Catastrophe was when the Angel of the Night was created, a refinement of his power and the entire reason the Mother wished for the Paladin to be made in the first place. Khawaign believed the Angel to be a representation of the heavenly power he so brazenly wielded, truly enlightened to the secrets of the night.
The Heavenly Blade that the Paladin wielded was passed into his Vessels after his sealing by the Hero. Glimmering iridescent blades of astral energy become flying arcs of explosive light in the hands of his Vessels. Intense training is required to effectively use the Heavenly Blade to its fullest potential, but most of the Paladin's Vessels had a background in swordsmanship before taking up the mantle. One incredibly notable thing is that the Heavenly Blade and the Paladin himself got immensely stronger when Brimstata's barrier was undone, since it was now actually open to more than the tiny trickle of astral energy that leaked through before. While the Paladin of the Heavens was initially almost on par with the Mother of Hellfire, his reappearance during the Wrathmoon showed strength surpassing Catastrophes up to the Harbinger of Drought.
Monk of Inversion.
The first of the Catastrophes that the Mother of Hellfire directed the Witch of Armageddon to make, Sebinath became the start of a long spiral of terrible creation. The Monk of Inversion, as they were called, traveled the world in search of opponents to fight, people that could challenge them and make them stronger. Battling their way through villages and temples with fists of burning lavender, the Monk learned new techniques and strength from each fight.
They became a walking repository of fist styles, mastering each attack after their opponent used it once or twice. Slowly developing their prowess in hand-to-hand combat, the Monk of Inversion had yet to actually take advantage of their actual ability. The thrill of combat was too enticing to ruin it with the Counter Mirror, the fist that could turn things inside out. The Monk had a posse of warriors that would train until near death just to keep up with the growing Catastrophe. While at first the Monk of Inversion was barely stronger than the average Brymasti, they rose in power and skill to be stronger than even the Mother of Hellfire, dwarfing the supposed refinement of the Monk's ability with their sheer strength.
The warriors that the Monk kept around eventually could no longer keep up and enhance the Monk's ability. They had reached their biological limits of strength, and Sebinath had not. Enraged, they used the Counter Mirror for the first time, turning their followers into piles of unrecognizable flesh and shattered bones. Once breaking the sanctity of combat, realizing that they could no longer learn from the weaklings they lived with, the Monk of Inversion turned to a life truly befitting a Catastrophe. They rampaged through entire armies, scattering rocky fields with fresh blood to feed the few plants that grew. Overturning homes, causing peoples' limbs to turn backwards, making the air itself solid and sharp, and overall causing mayhem, the Monk became a menace to Brimstata, an incarnation of martial arts gone berserk.
Only the Hero managed to fight off the Monk of Inversion at its peak, somehow keeping up and deflecting the fists that inverted everything. Even when the Monk realized that they could turn attacks back in on themselves by allowing themselves to be hit, the Hero still had a massive advantage in combat, eventually sealing the Catastrophe and creating the first Vessel of the beast. The Vessels of the Monk see nothing as static, as everything can be overturned with the Counter Mirror. Thousands of years of study and practice have developed the Counter Mirror into its own martial arts style, known as the Palm of Reversal.
Palladium Scales.
The final time the Mother of Hellfire's research halted, the final time she panicked and groveled at the Witch of Armageddon's many bony feet, tears of scarlet in her vermillion burning eyes, the Witch cackled. She acted hesitant, hemming and hahing over the details of the proposed cost for creating yet another directed Catastrophe. "Perhaps I should erase you for overstepping your bounds, Solwyn," the Witch suggested, "Unless you can find something of more worth to offer in exchange." The Mother of Hellfire pleaded and begged and negotiated, sobbing over her failure to progress towards perfection any longer. The Witch reveled in the Mother's sorrow, and after the long night of deliberating, the Palladium Scales was born. The Mother of Hellfire left, drained of energy and with the newborn Catastrophe in tow. The Witch of Armageddon smiled over her new possession, the price the Mother paid for her new toy.
The Palladium Scales was kept in one of the Mother of Hellfire's labs, as she somehow managed to form in an immature state. The Mother failed to raise the Catastrophe, instead seeing her diminutive state as an advantage she could use. The Palladium Scales was given the name Litaros, locked in a special chamber to study her powers, and neglected until the time for research came. Litaros grew over the course of six years, during which she received less and less attention from the Mother of Hellfire. Though eventually freeing herself with her incredible control of gravity, the Palladium Scales was filled with an irreparable loneliness and a burning hatred for families.
The Scales sought out the weak and dependent people of the world, lashing out at them with gravitational batterings. She would crush them into the ground with forces so strong that it would create glowing fissures in some ethers of reality. Permanently enraged at the mere concept of connection, at the simple thought that people relied on and trusted each other, the Palladium Scales marched through armies, berating them for being so weak as to rely on teamwork. She destroyed villages at the slightest reminder that children were "raised" there. She was filled with rage, vowing to destroy all those who could not rely on themselves, but she had long forgotten why.
As time went on, the omnipresent rage of the Palladium Scales made her control over gravity stronger, more acute, more precise. She appeared to have control over all of space itself, twisting organs and folding cities inside out. However, she also grew a distorted appearance, a form more befitting that of a Catastrophe. Long gone was her flowing hair and soft face. The Scales had become a metallic golem with cracks revealing a gruesomely green inner light. She ceased to speak, only screaming in her violent attacks on society.
The Hero of Brimstata quelled the raging storm of gravity with his ever more powerful found family. The fight was intense, but the Catastrophe fell, leaving her Palladium Scales to the Vessels who inherited her power. The power to alter gravity took much time to learn, and the research of past Vessels is still the only thing keeping the current one from being incompetent. However, a word of caution is spoken about the Scales' Vessels. It is said that her isolationist anger burned so strongly within her that her Vessels are tainted by it, slowly growing more distant and hateful as they use her ability.
| Catastrophes of Brimstata |
fandom.100th-millennium | # Celeas
Celeas, also called the Celeas Empire, is a powerful nation in the Lowiras. Celeas is presently in the grip of a vicious autocratic regime under the Rautha Dynasty, which has absolute control over every aspect of the nation.
Rising from the core of Lowiras from the planet of Kenedir, the powerful Krazalan species expanded through the galaxy until they bumped against other nations, including the Zopoque. The ruling Rautha Dynasty spreads propaganda which says that the Celean state rules the entirety of Lowiras, which is flatly false, but any who question the self-proclaimed God-Emperors of Lowiras abruptly vanish off the streets.
Capital.
The capital of Celeas is the planet Telach, recently relocated from Kenedir due to severe overcrowding. Telach is home to many government institutions and trillions of individuals, and is very important to the history of its patch of the universe.
Telach itself is an ordinary habitable planet, covered mostly in shallow oceans. The government institutions are all on specially designed "chandelier cities", to avoid disturbing the fragile ocean ecosystem below, which the current God-Emperor is very interested in. Telach is also the home of many important figures in Lowiras galactic history.
History.
Celeas began as an egalitarian democracy centered around the Doret System known as the Assemblage of Twelve. The twelve worlds of the system, lit by the soft blue light of Doret, lived in harmony for hundreds of years. Kenedir, Kanden, and Eyoras, the three most major planets of the system, were the most prosperous worlds in all the galaxy.
Unfortunately for everyone else, a rich family known as the Rauthas slowly wove themselves into positions of power in the Assemblage's political system and began to corrupt the once-glorious democracy of the Doret System. Dalanad Rautha, the most famous of the dynasty,
won the office of the Lord President of the Assemblage of Twelve, and attempted to control the media and other services to ensure a second term. Dalanad's policies only appealed to the most extreme members of the population, and so he was too unpopular for even the most distorted propaganda to save him.
After a centrist politician, Cenedras Jalak, was elected in a historic landslide victory, Dalanad stirred up his supporters into a frenzy, culminating in an all-out invasion of the government buildings on Kanden and Eyoras. Although his supporters were a small fraction of the total population, when gathered together they were enough to overcome the meagre defenses surrounding the two campuses. Jalak and most of the more sane government workers were brutally ripped apart by a mob, and for weeks the buildings smelled of rotting flesh as their heads were mounted on the lightpoles.
Dalanad Rautha now had regained control of the Assemblage of Twelve, and began to install yes-men politicans which would pass everything he suggested. He had one of them propose sweeping amendments to the constitution to remove most elements from the Declaration of the Rights of Citizens, a major part of the document, as well as removing term limits and giving the Lord President "emergency powers" for the "duration" of the "emergency". These were passed depressingly quickly, and so ended the peaceful democratic era of the Krazalan species.
Dalanad died of a severe cardiac artery disease only 3 years into his reign, allowing his daughter Thalira to take over from him in the new Rautha Dynasty. As she had grand designs of drastically expanding the nation, she enacted a law to rename the Assemblage of Twelve, which was fourteen by this point anyway, to the Celeas Empire, after the region Doret was found in.
Thalira is widely considered the most influential of the Rautha Dynasty, as well as the most moderate. Under her reign, citizens were not murdered for speaking out or protesting, although they still got tear gassed. That is a really low bar. Thalira probably singlehandedly ensured the continued survival of the Rautha Dynasty by having a full 93 children over her lifetime. The current God-Emperor of Lowiras (the official title of rulers of the State) is the first since Thalira herself whose mother was not Thalira.
Under Queen Thalira Rautha I, Celeas expanded at high speed into the unclaimed space surrounding the Doret and Alseker Systems. Due to the general lifelessness of the inner portions of Lowiras, Celeas was able to expand greatly through the reigns of Thalira and her children. Only now is the nation beginning to bump against other nations, including the Zopoque. Tensions are high, and historians are only waiting for the next war to start.
| Celeas |
fandom.100th-millennium | # Cemayus
Overview.
Cemayus, also known as Cemaya and formerly as Xove V is a warm terrestrial planet located in the Upper Core Worlds of the Hasteria Supercluster. This world is the Home Planet of the Cemayan Species, a major species of Hasteria that is extremely numerous, and has a few subspecies.
Cemayus is a large world, being about 16,032 Km in diameter. Its primary terrain consists of wide grasslands, mushrooms forest and oceans. A standard day lasts 30 hours, while a year last 216 days. It is the 4th planet of the system.
Cemayus' cities are small and sparce and incorporate the local environment into the architecture. the planet also has very few factories, and the few that do exists produce very little pollution due to strict emission standards
Early History.
Like many worlds on Hasteria, very little is known about its formation, with its earliest known history being the rise of the Cemayan species from sentient plants. The earliest satellite was sent from an unknown nation took over 300 photos and gave it the name of Xove V. The Cemayans were left alone for millennia and renamed the word to Cemayus. Contact with the outside world was archieved with the Havonians, and began trading with the larger Cluster
Exodus Era.
During the Exodus era, the Volvorans decided that the peaceful plantoids had to be assimilated, including their Menrinidian and Runzeonidian brothers, launching multiple attacks. The defenses of Menrinidies and Runzeonides saved both worlds, but Cemayus, lacking any Surface-to-Space Cannons, caused mass damage to Cemayus itself. While the Volvorans never actually touched Cemayus, millions of Cemayans, Menrinidians and Runzeonidians died from the chemical attack.
Recovery Era.
Cemayus would remain highly contaminated for centuries, which lead to a mass decline in their population. Despite their dire circumstances, the Cemayan government stayed strong, and recovery efforts began. Very little information exists of this era.
Prosperity Era.
The recovery efforts were largely successful, and with the Federation and EUN presence, Cemayus has seen an explosion in tourism, trade and population. Cemayus's 3 moons also have colonies on then, with Cemas (one of its moons) currently undergoing terraforming as of 100.000 CE.
| Cemayus |
fandom.100th-millennium | # Cerulean Kings
"Oh, how I yearned to understand the secrets of the Deagami. Now it feels like I've found a lost part of my own family. These people are such unique wonders of the Universe. I feel honored to even stand alongside them."<br>"-Moonmoon"
The Cerulean Kings are an ancient order of 7 siblings, whose presence has only recently become something known to any. The direct children of Azurade, created by her hand, each Cerulean King is but an experiment to further her ultimate goals. The Cerulean Kings were created over a long timeframe, beginning some 1.8 billion years ago and only ending with the creation of Silverstar 290 million years ago. Their power is unbelievable to most peoples of the Cosmos, rivaling even the Angels of Aeternalist doctrine. Perhaps it is for the better that they have chosen to keep Azurullya as their home.
=Forms=
The Cerulean Kings are not physical lifeforms in the traditional sense. Their body is bound to a large mass of energy, usually taking the form of a star in its dormant state, within their respective Deagami Nebulis. While in this state, which is their base and natural form, they experience time at an astoundingly different pace to most life. While seconds pass for them, the stars of Azurullya pass through their nebulae and swirl around them. Stars are born and die within hours for these sleeping monsters. When awoken, their forms are much smaller, but contain similar levels of energy. The form itself is fluid, allowing the Cerulean Kings to warp their bodies to their own desires. One constant with their forms is the color of their eyes, which take the hue and glow of their dormant form's "star". The colors of these do not necessarily correlate with the primary hue of each King's nebula.
=Names=
The Cerulean Kings have a specific pattern to their names. Each one has three names. The first name of a Cerulean King is one they choose themselves, to prove their life and will to all. Second is the name of their plane, to remind them of their origins, no matter how long they live. Third, the name of Azurade, to bind them all together and to evoke the image of their creator's power. Together, the Cerulean Kings are a family, united under common birth and form and name.
=Deagami=
The primary source of power for the Cerulean Kings is their Deagami. Each one is the manifestation of a tiny plane, which each span likely only a few hundred light years. These planes, however, are incredibly potent. The incredible difficulty needed to enter such planes is met only with oblivion, as all foreign matter and energy is assimilated into the plane's overpowering radiance within a few seconds.
The Deagami planes are named after the nebulae that result from their intersections with the Local Cosmos. Each one represents a certain concept, which is not necessarily reflected by the nebula's effects, but through a certain ability of each Cerulean King. This ability is a property contained within their Ichor, a blood-adjacent fluid that exists in vast quantities within each King. The abilities displayed through use of Ichor are sometimes called hemomantic abilities, but this is not entirely the case. The concept of each Deagami can be inferred through the Ichor's properties. For example, Silverstar Ravenfogg Azurade's Ichor preserves objects and beings, even ridding people of chronic conditions. Thus, the Ravenfogg is said to be the Deagami of preservation.
While it was once believed that the Cerulean Kings were the cause of the Deagami Nebulis' odd properties, the recent emergence of all 7 of them has proven otherwise. While they now have a semblance of control over the effects within each of their realms, the nebulae have not waned in power in the slightest. The true cause behind the Deagami Nebulis is now clear: the leakage of energy from the Deagami planes. This energy is difficult to detect, requiring the use of Esoteric Thaumaturgy.
=Thaumaturgy=
The Cerulean Kings, hand crafted by the first soul in this universe, have no Pylons in the Lux Aeterna. They are incapable of any Thaumaturgy relating to it. What they do have, however, is their Deagami. Each Cerulean King is a full conduit for a plane of their own, resulting in the purest Esoteric Magi in all of creation. Born with instinctual knowledge of energy manipulation, each King has honed their Thaumaturgy to nigh perfection.
=Language=
The seven Kings have long drifted through Azurullya. Through light, they spoke through the vast expanses of stars. Aythraani, they called it. Their language of light, though quick to the dormant Kings, was seen as the slow ebbing in the light of the Deagami Nebulis. The Kings can occasionally be witnessed speaking through Aythraani even now, locking eyes as they flash their thoughts between each other.
=History=
Creation.
Azurade is not a passive being. Though she watches the slow evolution of the Cosmos in fear, she does not cower and wait for the end. One of Azurade's plans to keep her galaxy burning eternally seems to be the creation of the Deagami. First, 1.8 billion years ago, the Dreamhaze was created, carrying with it the concept of "memory". It roamed slowly, watching and noting the births of its younger siblings. Second was the Viritacloud, glowing with amber-green might. Third was the Nullheart, dimming the passion of hearts once bright. Fourth was the Nightmarelunen, plunging Azurullya into wrathful night. Soon after was the Wondertsuki, fighting the Nightmarelunen for its place as "right". Sixth was the Auramest, worshiping the first child of Azurade, the eternal light. And seventh, at last, was the Ravenfogg, whispering to the souls wandering its dull white.
Silverstar's Escape.
Out of the Cerulean Kings, something was different about Silverstar. He seemed to hear the voices of the ones wandering into his domain, and soon became fascinated with them. Though he was Azurade's final child, of whom she felt so proud that no others were created after, he found a way to break the form he was given. For a while, the Ravenfogg went dim. Silverstar had taken on a new, smaller form. With this, he looked up, outward upon his vast skies. Captivated by the saffron spires he saw glowing far away, he decided on his first destination.
The Great Awakening.
Recently, the secrets of the Ravenfogg's whispering were understood. Moonmoon, the leader of Azurullya's people, used a series of artifacts and aberrations within his reach to return Silverstar to his awakened form. From here, not a thousand years passed before the other Cerulean Kings had also been awakened. Now free to experience and change their home at the hastened pace of mortal lives, Azurullya is now under the partial dominion of its eldest residents once more.
| Cerulean Kings |
fandom.100th-millennium | # Characters of Indar
This piece of fiction takes place in the Greater Celestial Concord
Overview / Locations / Characters
<br>
Paryn Solum
Paryn Solum is an outsider to the comforts of civilization, having lived in deep space since his youth, surrounded by empty swathes of vacuum and sleeping by the galaxy's sights. Following his family's untimely death, Paryn migrated to Indar's urban sprawl to forget his past and start all over again, yet found the lawful side of life to be dull. Ever since, he's been smuggling illegal commodities, primarily weaponry, in the deeper slums of Indar, hiding from the eyes of law.
| Characters of Indar |
fandom.100th-millennium | # Cheliv
Overview.
Cheliv, also known as Danruiphus or Kivos, is a cold terrestrial planet located in the Jewel System of The Jewel. The planet was a colony of Dronorus, which was a colony of Havonis Prime. It is the Homeworld of the Chelivian Species.
Cheliv is about 11,945 Kilometers, with its terrain comprising mostly of cold tundras, frozen lakes, crevasses and mountains. This planet is known for its ski resorts, and its shipyards, where the Anarvis Yards shipyards are located. A day last 32 hours, while a year lasts 618 days. It is the 7th Planet of the System.
Early History.
Danrui's history begins when 4 colony ships from the nearby planet of Dronorus landed on a valley near the Comcester River in 2,000 CE. By the 20th year of the 2,000s, Cheliv, then known as Danruiphus had a population of 34,500 people, mostly comprising Havonians. Danrui Yards was founded in 2,659 CE and was acquired by Anarvis Yards. Comcester City became the Capital City on the 700th Anniversary of Cheliv colonization, with the previous capital being literally buried in a freak snowstorm.
At some point in the early 20,000 CEs, Adaptation of the cold climates lead to the Chelivian Subspecies.
Modern Day.
Cheliv continues to maintain positive relations with its neighbors. Its Hospital Ship Fleet and medical advancements rival those of the entire Federation and continues to assist worlds in need from the UNF. Skiing is also a popular sport, and along with the Danrui-Anarvis Yards Shipyards, have brought prosperity to the planet.
| Cheliv |
fandom.100th-millennium | # Chione
"In all my time here, I never imagined that so-called demonic star to be a peaceful sight, a red streak against the backdrop of the eternal void. In my youth, I heard stories of insanity and terror from Chione. Now, I wonder if any of it was ever the truth..."
Wandering through Zalanthium's abyssal halo, the star of Chione exists as a duality to the realm's warm and embracing light. The crimson fire radiates a sensation of terror through its confines, guiding any semblance of safety far from one's mind. Even the greatest of men have been driven insane, and those who have found their way home have been reported as being lost and alienated, as though they've been corrupted by the star's dark energies. Staying for an extended period has resulted in utter mental degradation, with even the greatest of technologies unable to bring back the victims.
Isolated for millennia, those who are born within are incapable of leaving, and outsiders are similarly kept from venturing within. As a result, the Chione's rudimentary knowledge is derived from ancient legends and religions. A handful of corporations have attempted to establish research installations on the outskirts of the system, though to no avail. Over many centuries, the surrounding space has become littered with ancient starships of countless races.
Many dark creatures reside deep in Chione's stellar expanses, gliding through the surrounding asteroid fields and between the lifeless worlds. Anything from starving aberrant beasts devouring anything they come across to the tiniest of cosmic bacteria. Once in a while, the star of Chione has been reported to erratically expulse a large amount of its mass into the surrounding space, which usually fades after a week. During that time, the star anomalously regains its lost mass, returning to an inert state.
| Chione |
fandom.100th-millennium | # Chol
"Chol is a very hot world, I dont know how the inhabitants can be outside of the domes for over 5 minutes" - Chairman of Chol
Chol, also known as Chol 11, is a partially terrestrial world in the Volkania Sector of the Jewel Cluster in the Eulciar Galaxy. The planet is well known for its yellow atmosphere and its many domed cities. The planet's average temperature is hotter than most other worlds, and very active volcanic activity prevents normal habitation.
Chol is small, being about 9,104 Kilometers, with its terrain primarily consisting of rocky wastelands, red sand beaches, volcanoes and small forests. Chol does not have its own navy, only having a small standing army and Lava Speeders, relying in the Federation Starfleet for protection.
Early History.
Chol was discovered by the Volkanian scientists in 11,000 CE, along with Geasc, Chol for many years was considered an anomalous world due to its strange surface, being considered a dead world, yet having multiple patches of native flora scattered around the world. The first colony was established by Cemayan colonists in 17,560 CE, and became the capital, with other colony ships arriving thought-out the late 10,000s and mid 20,000s. A massive eruption in 30,002 CE caused the destruction of multiple colonial cities and volcanic ash blocking the sunlight for about 200 years, which completely screwed over the Cemayans, which rely heavily on sunlight to survive. The eruption killed thousands, but the blockage of the sun caused farms to die, which lead to famine. in the end, almost 95% of the Cemayan population died, and humans became the dominant intelligent species on Chol, followed by Havonians and Zothians.
The local government with new leadership, started to build massive domes to protect the inhabitants from volcanic ash, wildlife and the now polluted atmosphere. 82 domes were constructed between 32,100 CE and 50,000 CE.
Joining the Federation.
Chol was already a Republic colony when the VPR collapsed, which lead to a recession that lasted until the Federation's founding in 90,900 CE. Chol joined in 90,908 CE.
| Chol |
fandom.100th-millennium | # Cnara-Frealee
Cnara-Frealee, officially the Cnara-Frealee Federation or Cnara-Frealee Stellar Union, is a major power controlling a set of six star systems in and around the core of Florathel. Rising from the ruins of the Providence Union in the War of the Last Alliance, Cnara-Frealee is the primary nation of Carleans and Darvikans within Cosmoria, and plays a key role in modern international politics as a founding member of the United Nations of Florathel. It borders the PNZ, Saw-Yos, Kaurim, and Tairane and has positive relations with the latter three (the former being a treaty-created political unit rather than a nation).
Its two capital worlds, Carlea, and Darvikus, are among the most populous and beautiful worlds in Cosmoria, and rival the glory of ancient Yalai and Revarea. It was uniquely created by the peaceful union of two states of different species, and stands to this day as a shining example of what peaceful cooperation can achieve.
History.
Initial Founding.
Main Articles - Providence Union, War of the Last Alliance, Morli, Tariro
Sylean Civil War.
Main Article - Sylean Civil War
After the destruction of Tariro by the Sylean Front, a huge fraction of the populace was enraged. The bombing had essentially the opposite of the intended effect. Instead of galvanizing the Front's supporters, it scared away anyone except utterly mad fanatics from supporting their cause. However, some of the aforementioned utterly mad fanatics were very smart, and began assembling an automated war fleet.
The Sylean Front was joined by many other extremist groups, such as the Acolytes of the Great and Powerful Tawir, who were essentially mercenaries by this time. The Acolytes were not native to the CFF region, but were exiled from the region they came from for their extremely violent ways.
The combined fleet emerged from hiding in the uncolonized claims of Cnara-Frealee and began jumping towards Carlea. However, the fleet of the Federation managed to engage their QSDs and meet them en route. So began the largest battle fought in Cnara-Frealee Territory, with the Sylean Front and the Cnara-Frealee military firing lasers and very fast metal beads at each other for days. Several battles like this culimated in the destruction of both fleets in a climactic battle over the ruins of Sarelle. With the vast majority of the battleships in the nation destroyed and the carnage of the war firmly in the memory of the populace, the nation entered a new era of peace.
War of Saiheran Succession.
Main Article - War of Saiheran Succession
After the Sylean Civil War, many of the population wanted to withdraw into relative isolationism. However, the majority wished to cultivate international relationships and expand their nation into the untamed outer reaches of the Kavira and Tarea systems. As the population increased, they did so, and the expanding colonists had explored out to the edge of the Kavira System by the outbreak of the War of Saiheran Succession.
The CFF did not take part in the war, and instead supported civilian populations caught in the crossfire on all sides. The vast majority of the population thought the war was really stupid, and they were later proven right.
As the nation slowly expanded spinward of its core regions, they encountered several primitive species, which the colonists chose to leave alone until they could land and not be percieved as gods.
The war raged on, and the inhabitants of the CFF waited it out, occasionally making attempts to get people to stop fighting. However, after the final combat between Sais, Zelera, and Kalea, the war ended, and the CFF was key in the reconstruction effort.
Modern Times.
After the end of the War of Saiheran Succession, Cnara-Frealee spearheaded the effort to rapidly rebuild after the devastation of the war. One of the key portions of this effort was the foundation of the UNF. The Cnara-Frealee Federation was a key choice for the permanent members of the UNF Security Council, and remains on it to this day.
Area.
The Cnara-Frealee Federation is primarily divided into two countries, which basically represent territories mostly peopled by either Carleans or Darvikans. They're kind of considered to be extensions of Carleanis and Darvel, but this is disputed by politics people.
Aside from this, the CFF is divided into nine large states, each of which is divided into a series of sectors. The most populated state is Carleos Vasr, which contains most of the Cnara System as well as roughly 28% of the entire country's population, closely followed by the Darvakre Vasr which contains Darvikus. The least populated state is the Alkai Vasr, located spinwards of most populated territory bordering the Federation of Kaurim, containing roughly 21% of the country's territory but just 3% of its population.
Capitals.
Because of its unique origins, the Cnara-Frealee Federation has two capitals, although some are clamoring for Birran to be made a capital as well.
Carlea.
Carlea is among the most important planets in the history of Florathel. Located in the binary Cnara System, one of the most populous systems in the nation, and has a population of over four trillion individuals. Considered to be a garden world, Carlea is widely viewed as the most beautiful planet in the galaxy by many citizens of the CFF, and is the homeworld of the Carleans.
Carlea had many deserts in ancient days, but they have been terraformed out of existence. As of the modern day, Carlea plays host to a very diverse ecosystem filled with unique animals and plants.
Darvikus.
Darvikus is the fourth planet in the Frealee System and the homeworld of the Darvikans. Darvikus is the homeworld of the federation's second most powerful species and the legislative capital of the nation. The planet houses several bureaus which help run the United Nations of Florathel, as well. Due to its importance in galactic history, Darvikus is one of the most well-known planets in the galaxy, and as of the modern day, Darvikus has a population of almost six trillion people, the highest of any terrestrial planet within CFF territory.
Living Standards.
The Federation has a very high standard of living, as education has always been a very high priority. Since its creation, the Federation promised a high quality of life, as well as providing many government-sponsored programs and social safety nets for citizens to use. The federation also has high quality education and healthcare systems, and its inexpensive housing. Many areas with lots of crime have almost instantly vanished due to there not really being a reason to turn to crime anymore. Basic necessities like health care, refugee care, and the availability of technology mean that the federation is a very nice place to live, and so there are many immigrants from other nations in Florathel, and even larger extragalactic nations as well.
The federation is very diverse, allowing many ways of living. Its many government-funded social safety nets, designed for many different species and cultures, have marked the federation as a welcoming nation for any species.
Education.
Artificial Intelligence tutors were invented recently before the founding of the Federation, meaning education is a very simple task in all member nations. Education is considered to be a birthright, being granted to all intelligent species who are born in or move to the federation. However, education can take many forms. Straight-up downloading information to one's brain has been a common practice, as has implanting memories of learning stuff. This has also led to the federation being known as a very progressive nation, as many other large nations of the galaxy shy away from mind uploading and editing in this manner.
Culture.
The federation has a very diverse culture because of its comparatively large immigrant population. The federation admits every species equally into their borders, and treats them all with care and respect. There are still racists, but as there is an enforced law against it, their numbers are dwindling.
There are many cultures within the federation, some of which have fused into unique hybrid cultures found only within its borders. Because of this, the numbers of cultures have skyrocketed into the hundreds, which makes it impossible to control. To fix this, all of the member states have made laws which involve utter and complete freedom of expression, with exceptions for those involving causing harm to others.
While there are many differences between the beliefs and species of individuals, many share similar ideologies, including freedom, social safety nets, and free will. Almost all federation citizens have these beliefs. However, rarer beliefs like purely equal wages and the total abolition of personal property definitely exist and have influenced the modern federation to some extent.
| Cnara-Frealee |
fandom.100th-millennium | # Cnara-Frealee Federation
| Cnara-Frealee Federation |
fandom.100th-millennium | # Cnara System
The Cnara System is a major star system near the Heart of Providence in Florathel composed of two stars, Raea and Maea. The system is most notable for its terrestrial planet, Carlea, which outshines all others in the system, and many know nothing about the other planets compared to this shining gem. Currently, there are six planetary bodies in the Cnara System, with the vast majority, five, around the secondary star of Maea.
Architecture.
The Cnara System, being a distant binary, has two distinct planetary systems. The first, the one surrounding Raea, only contains one planet, Cerlore, the largest planet in the system. The second contains five planets, Pyre, Selfar, Miriel, Carlea, and Sarelle. Beyond both stars lies a sparse cloud of various comets, debris, dwarf planets, etc, known as the Limit Cloud. The limit cloud contains one major planet, known as Keitar. Many stations which, combined, hold a significant fraction of the population of the Cnara System, are sprinkled all throughout the system.
Raea.
Raea is the primary star of the Cnara System. There used to be a large system around Raea when it was in the main sequence, but when it transformed into a red giant, it swallowed most of the planets except the outer planet of Cerlore. A small kuiper belt surrounds the star, and all the icy objects with in it are functionally comets, producing a beautiful ring of icy plumes streaming out from the star.
History.
Raea was formed as an F-type main sequence star around 6 billion years ago from a long since dissipated nebula. Like most stars, it was surrounded by a protoplanetary disk in its early days, which began to form planets. However, once Raea reached the end of the main sequence, it expanded into a red giant, swallowing all planets except the outer planet Cerlore.
Predicted future.
Raea will soon blow out a planetary nebula and leave behind a blue subdwarf, which will relatively quickly shrink down to a white dwarf.
Orbital Infrastructure.
Raea is the site of the Raea STB Station. Its construction was facilitated by partially disasssembling Cerlore's moon Scab to construct a starlifting mechanism and a dyson swarm.
Maea.
Maea is a main sequence M-class star, located far inside Florathel in the Cnara System. It is currently the most populous star of the Cnara-Frealee Federation and third most populous star of the United Nations of the Florathel. There are numerous colonial outposts and stations around the star and on its planetary bodies, including asteroids and moons. Maea has five planets in its influence.
History.
Maea formed around 3.2 billion years ago in a long-since-dissipated nebula. For a few million years after it formed, it had a large disk around it, which formed many protoplanets, including Pyre and Carlea. However, most of the protoplanets collided with each other, fell into the sun, or got ejected from the system, which left only five bodies to remain in its midst.
Out of all the worlds in the system, only Carlea and Azelis (one of the major moons of Sarelle) had all the essential ingredients to initiate the development and evolution of life within the water oceans. While Azelis' life could only stay within its subglacial oceans, Carlea's lifeforms migrated onto land relatively rapidly. The life on Carlea soon evolved to intelligence and founded the Cnara-Frealee Federation with their neighbors in the Frealee System.
Projected future.
In roughly 1.5 trillion years, Maea will begin leaving the main sequence and turn into a blue dwarf. As it increases in luminosity, it will heat up Carlea. Eventually without intelligent intervention, its oceans will evaporate and all life on its surface will die. As it nears the end of its life, Maea will expand greatly, then collapse into a white dwarf, its habitable zone shrinking beneath the orbit of Selfar. It will slowly cool as the stars die around it, until it is fully thermalized and floats through the endless night.
Planets.
The Cnara System contains 6 planetary bodies and 6 major moons. Every planet in the system is utilized as much as possible, with a diverse selection of cultures and life. The Carleans have colonized every single object in the system since ~45,000 CE.
A full list of all planets with short descriptions is below.
Cerlore
Brief Description
Cerlore is the largest world in the Cnara System, and the only planet orbiting Raea. Typically, Cerlore is known for its unique appearance, as well as its network of heavily scorched moons. Cerlore has three major moons, which are being very heavily mined to construct megastructures in systems near the Cnara System. Cerlore is notably profitable in terms of resource extraction and tourism, as the red giant of Raea looms menacingly in the sky, and the three moons of the planet are easy to extract heavy metals from.
Moons
Cerlore has three major moons:
Pyre
Brief Description
Pyre is the innermost and hottest planet orbiting Maea. Pyre is partially covered in lava, and has no moons. Despite its exceedingly high temperatures (upwards of 1200º K), it has silicon-based life on its surface! This makes the moon one of the most researched worlds in the entire territory of the Cnara-Frealee Federation, and it is populated mainly by scientists in different fields.
Selfar
Brief Description
Selfar is the second planet orbiting Maea, and contains a very thick atmosphere. Selfar, due to a combination of high pressure and high temperature, is covered mainly in extremely pressurized and heated oceans of molten sulfur. Despite the extreme conditions, Selfar's oceans are filled with primitive life, and several technological advances have been made to make base materials strong enough to survive the extreme pressures beneath the kilometers of atmosphere. The vast majority of the planet's population is based in floating cities above the clouds, where conditions are actually somewhat similar to Carlea. These cities aren't just for tourism and prettiness, because they are slowly stripping nitrogen and carbon dioxide off the atmosphere, making terraforming possible.
Miriel
Brief Description
Miriel is the third and largest planet that orbits Maea. Other than this, however, Miriel is rather monotonous, and is mostly one color. Despite the monotony, Miriel contains many vast floating cities, which hold roughly a fifth of the population of the Cnara System. To make up for the boringness of Miriel's natural features, the cities have rich and varied cultures, which lend many of them great fame throughout the system.
Moons
Miriel has only one known moon:
Carlea
Brief Description
Carlea is the fourth planet around Maea. It is a lush terrestrial planet with life filling its vast oceans and small continents. It is the homeworld of the Carlean species, the second most populous planet of the United Nations of the Florathel, and one of the two capitals of the Cnara-Frealee Federation. Carlea is very densely populated, holding roughly one sixth of the population of the entire system, and has a thick cloud of artificial structures surrounding it. Because it is the homeworld of the Carleans, Carlea has a very diverse culture, which has helped lend it even more fame throughout the entire Florathel Galaxy.
Sarelle
Brief Description
Sarelle is the second largest and final world orbiting Maea. Sarelle is the fifth and second largest planet around Maeaand the third largest planet in the Cnara System. As of the present day, it and its 31 moons are home to 14 trillion inhabitants (the vast majority of which are Carlean). The planet's two major moons are Azelis and Erenne. Sarelle was the first world colonized by the Carleans, after they first ventured in to space. Because of this, Sarelle and its moons have cultures almost as diverse as Carlea itself, and the inhabitants of the planet hold quite a lot of sway over events in the Cnara System and surrounds.
Moons
Sarelle has 31 moons, two of which are major:
Keitar
Brief Description
Keitar is the most distant planet in the entire system, orbiting almost a third of a light-year away from the two stars. Because of this, Keitar is very dark, has an exceedingly long orbital period, and has only three thousand people on the planet and its surroundings. Because of Keitar's distance, it was only discovered after the invention of the infrared telescope, and used to be used as a secret research base. Today, it is not too well known, and is often omitted in textbooks.
| Cnara System |
fandom.100th-millennium | # CoB
| CoB |
fandom.100th-millennium | # Commonwealth of Aggregate Aylathiya
The Commonwealth has always been the heir to the Sedrua's throne."There is no question over the brawn of the Great Aggregate. Nor is there any question over the vigor of its nations and rule over Aylathiya's people. The Commonwealth is as it always has been—Aylathiya's Unshakeable successor. No matter the corruption it meets, the Great Aggregate will always find a way to stand triumphant. It is our destiny." -Vurilia Jutopati
Whether or not the Commonwealth (Great Aggregate) is Aylathiya's strongest power is a topic of much debate. Following its formation almost 9,000 years before the Common Era, the Commonwealth has stood dominant as one of Aylathiya's key powers. While its potential his fluctuated over the years, its place as Sedrua's "successor" has not faded from the public eye. From its dominance in the early Common Era to crushing civil conflicts and regional disasters, the Commonwealth has always remained a powerful beacon of hope for the people of Aylathiya.
While not exactly as democratic as the Greater Martial Consilium for instance, the Commonwealth has established a relatively fair and unique form of government. Ran by the model of a Syndicate, the Commonwealth prioritizes the well-being of its nations and economy. Its leaders hold a relatively high amount of control over international affairs, and are not directly elected. Furthermore, the Commonwealth promotes military activity more than most other powers, which it considers an essential component of its national stability. As a consequence of its stances on equality and economy, Many outsiders have equated the Commonwealth as a combination of aristocracy and democracy. Whether or not there is deep inequality or corruption is usually overlooked, as the system has proven itself to be quite successful. Syndicated rule has been the norm since the Commonwealth's civil war, and it is something that is unlikely to change soon.
Fundamentally, the Commonwealth has been an idea for much longer than its current lifespan. Stemming from Wane of Reality, dissent within Sedrua became a norm after Mother Sydiah's misuse of her Thaumic abilities. Backhanded attempts of alleviation were met with unrest, beginning with the separation of Avolast. While most people thought of independence as unviable, the virgin Avolast proved that societies could thrive without Sedrua's watch. Essentially, the seeds of doubt were sown long before Sedrua's descent. As such, Aggregate Aylathiya became a breeding ground for historic agitation. Ancient leaders were slow and ineffective, prompting negligence and a declining quality of life. With every passing generation, the people's voice turned from vocal to violent. Seeking action, many drenched themselves in extremist or otherwise dangerous ideologies. This initial connection across Sedrua's vassal states is what fueled rebellion.
Naturally, Sedrua did attempt to silence opposition. Humiliating defeat after defeat made the government restless and ruthless, making it apparent that Sedrua was no longer a kind, guiding hand. In response, commonfolk began to rally behind the ideas of independence and self-governance. Action eventually occurred to the surprise of most, resulting in the rule of a relatively kind-hearted leader rather than a tactless one. Relief was almost instant as this new leader, Vurilia Jutopati, gave the people what they were looking for. Infrastructure was modernized, local corruption was curbed, and travel was streamlined. In a sense, Vurilia became the most powerful man in Aylathiya, single-handedly sculpting the lives of countless people. Objectively, his viewpoints were novel and cherished, though it was not something appreciated by his peers. After eons of undisputed jurisdiction, a great coup d'état within the government's own ranks ousted Vurilia.
Sedrua's governmental instability was not something that people wanted to bask in any longer. Aggregate Aylathiya, having seen how things were done under Vurilia's reign, saw its chance to seize power. Over the course of several generations, a small yet significant group of revolutionaries formed a plan to overthrow the ruling class. Backed by a distant power, countless groups sprung to life, further intensifying one of Aylathiya's most detrimental ages in history. In the end, the overwhelming numbers of Aggregate Aylathiya trivialized the destruction of Sedrua's military. The nation once capable of wrangling the stars was now on its knees, forced into submission by their own vassals. These vassals congealed and became seven coherent nations, becoming the new face for Aggregate Aylathiya.
The events that followed the Great Rebellion were tumultuous. Victory, while something to be savored, was few and far in between upon the sight of exhaustion and erosion. The prior abuse of vassals combined with a generation's long war took a heavy toll, forcing reconstruction as soon as it was able. Without leadership or direction, each country had to find its footing once more. One nation in particular, the Diunity, was loyalist to Sedrua but believed that it was the superior nation.
The events that followed the Great Rebellion were tumultuous. Victory, while something to be savored, was few and far in between upon the sight of exhaustion and erosion. The prior abuse of vassals combined with a generation's long war took a heavy toll, forcing reconstruction as soon as it was able. Without leadership or direction, each country had to find its footing once more. One nation in particular, the Diunity, was loyalist to Sedrua but believed that it was the most superior nation. Hellbent on restoring Aggregate Aylathiya back to true unity, it quickly found itself at odds with other nations. Once the QPA's support was withdrawn from the healed juvenile nations, the Diunity thought it was best to begin its campaign for domination.
In less than two generations, Aggregate Aylathiya transformed from a realm of unrest to a habitat for new nations, transitioning into a tense period once again. Not willing to face a stronger Diunity, the neighboring nation Lowyzol preemptively started a war, one which intended to be their last. Despite holding control over a sacred artifact, the Diunity was eventually outclassed by Lowyzol. In the latter part of the war, two of Lowyzol's brothers, the Golomian Confederacy and CWA, pitched in on the battle. From there, the war became decisive, as those attacking wanted the Diunity to be completely wiped out.
Upon the end of this new war, Aggregate Aylathiya's tone shifted to one of relative serenity. The afterglow of yet another victory bestowed hope to those made restless. Regaining their composure, the three victors met to decide the future for the Diunity's people. In the end, Lowyzol was instructed to absorb all Diunity assets and integrate their population. Said landmark meeting also included a treaty, Aylathiya's Treaty, which created a pact between the three nations involved. The Commonwealth of Aggregate Aylathiya was forged, guaranteeing independence of its members and promoting free trade to the war-torn Lowyzol.
| Commonwealth of Aggregate Aylathiya |
fandom.100th-millennium | # Confederacy of Borealis
To many, the Confederacy of Borealis represents a beacon of democracy in a hostile galaxy populated by dictatorships and technocracies. To others, the Confederacy is a force for ill, raiding cities as though they were state-backed pirates. To still others the Confederacy represents the entrenchment of capital and a betrayal of its original worker-centric model. Governments see it as a guarantor of order and rivals see it is a threat to their hegemony. Regardless of perception, the Confederacy is one of the galaxy's largest creditors, controls vast swathes of its wealth, and is even capable of galactic-scale military action; the Confederacy's influence can in no way be understated.
The Confederacy of Borealis (Boreal Basic: 𐌺𐌰𐌽𐍆𐌰𐌳𐌴𐍂𐌰𐍄𐌹𐍉𐌽 𐍅𐍉𐌽 𐌱𐍉𐍂𐌴𐌰𐌻𐌹𐍃), often abbreviated as CoB, also called The Confederacy, is a large international para-state organization comprising hundreds of thousands of cooperatives, syndicates, religious organizations, guilds, orders, and unions united under a congress and president located throughout most of Cosmoria. While having direct control over few systems, it nearly entirely controls the economies over major Human worlds such as Thalsiedeln, Petra, Aegyn, and Albedo. Were its economic influence measured as energy consumption, it would outrank most nations.
The Confederacy of Borealis was at one point capable of military influence at the level of Cosmoria, making it a military superpower despite its status as a non-state entity. While today it has lost this prestigious status, its large military apparatus remains a formidable foe on the galactic stage. The Confederacy controls many restored artifacts from older civilizations such as the Triumvirate Civilization. The Confederacy has invested little into thaumic technology, focusing more on traditional technologies. The Confederacy has the largest voting power of any organization in the parliament of the Greater Martial Consilium.
Governance and Politics.
While originally the government of the Confederacy was small, only having a president and a representative from each component organization, it has since grown into a vast somewhat decentralized organization. Owning large numbers of assets, the profits from these are distributed mostly evenly amongst members.
Legislature.
The Legislature of the Confederacy of Borealis, known as the Boreal Assembly, is a highly decentralized organization composed out of thousands of local institutions. The daily affairs of most of the Confederacy is handled at a local level, usually by workers voting for various proposals. On the level of cities, elections take place for representatives to regional or planetary offices. Because the legislature is so spread out, laws, known as "edicts," originally took a great deal of time to pass. Recent reforms require only a simple majority of all representatives, regardless of their rank, to pass an edict.
Cells.
Cells are akin to unions, democratic assemblies of workers that use their collective power to bargain with their employers. The average cell is set up in a location where the Confederacy does not have much influence, making them mostly independent. Most cells are existing unions, guilds, or associations that vote to join the Confederacy to protect themselves or to gain additional influence.
Worker Councils.
Once a critical mass of workers is reached, a cell will become known as a Worker Council, or "Betriebsrat". Worker councils can have up to millions of workers under their wing, organizing the cells within towards common goals. At this level, a large super-structure forms as full-time managers and representatives are hired.
Interests.
An interest is the highest-level division within the Confederacy. Each industry is represented by an interest, a council of representatives from dozens to thousands of worker councils across Cosmoria. Each one has its own headquarters, fields a militia, and possesses large amounts of funds. While small institutions or governments may get away with ignoring a worker council in their area, earning the ire of an entire interest can be a fatal mistake. Congress is made up of the representatives of the various interests.
Congress.
The ultimate authority of the Confederacy comes from the Congress. While not appointed by direct vote, members of the congress are the most powerful individuals in the organization. At the behest of congress lies the treasury, sovereign wealth fund, and the military. The president of the Congress, currently Donatus Shuker, is the commander in chief of the military. The president is elected by popular vote as is the treasurer, Xerxes Wu, who manages both the sovereign wealth fund and the treasury. Both of these offices are occupied by voting members of the congress representing the Superluminal Engine and Antimatter divisions respectively.
Military.
The military of the Confederacy is its largest asset. In the past, diplomatic solutions were preferred to direct military actions. As the Confederacy grew in size and influence, constantly hiring security firms to protect assets grew expensive. A proper professional military was first created in 59,634 CE, created to occupy Albedo, the capital of the Neo-Terran Co-Prosperity Sphere. In what was essentially a coup attempt, the military of the confederacy soon began to occupy the role that the Neo-Terran military had. Even though the Confederacy did not win its bid to become the next ruler of Martial Space, it maintained its large military to project power onto Eos. The chaotic realm, a large disk built around a star, proved difficult to peacefully expand into. As the Confederacy took the reigns of Martial Space away from Tenshi, the military grew in size and budget to that of a galactic superpower. The War of the Ancients greatly weakened the Confederacy and it shattered into dozens of smaller factions following Jezebel's War. Donatus Shuker lead the military to reunite the Confederacy in 90,006 CE.
Branches.
The central branch is divided into four smaller "sub-branches." "Kriegskosmos" is the largest branch of the military at over half of the budget. The Kriegskosmos, formerly called "the navy," possesses the lion's share of the Confederacy's military spacecraft. They are usually not deployed as there is simply not a conflict large enough right now for them to be needed. The Marines do most of the fighting at the current moment. As the second largest branch, comprising over a third of the total budget, marines are responsible for more delicate operations than the Kriegskosmos and its massive battleships are suited for.
"Wehrthaum" is the next largest branch of the military. It is mostly dedicated to the research and defense rather than offense. With bases across Martial Space, Wehrthaum is a mostly civilian ran research organization that works closely with universities and private companies to study the secrets of Thaumaturgy. The Mage's Branch, as it is simply known, is the smallest branch. This branch uses the fruits of Wehrthaum's discoveries offensively, using Magi as soldiers.
Economic Influence.
The Economic influence of the Confederacy has varied greatly throughout its history. At its peak, the Confederacy controlled over 21% of all wealth generated in Aylathiya, nearly a whole five percent of the total wealth in Cosmoria. Today it controls a mere 15%, an incomprehensible amount.
The main official currency of the Confederacy is called the C-Unit. In order to join, an organization must adopt the C-Unit as their standard currency while forfeiting their right to issue their own currencies. The C-Unit is the most widely accepted currency within Martial Space. Historically, C-Units have been backed by a microgram of antimatter; currently they are tied to roughly 25 kilowatts of energy each.
History.
Origin.
The Confederacy of Borealis would form gradually as various worker cooperatives across Thalsiedeln banded together to protect their property. With time, this new organization would be called the Confederacy of Thalsiedeln, a planet-spanning organization that maintained order and regulated commerce. By 17,900 CE, they had filled in the vacuum left by the inadequate local government, establishing laws, tariffs, and engaging in diplomacy for the first time. While the local governors complained, higher officials simply taxed the Confederacy and allowed it to operate as it pleased.
From Thalsiedeln it would begin ravenously absorbing all private ventures around itself; the workers of these ventures simply forming a union and joining the Confederacy to force their bosses out of the workplace. They would set up a "Confederate Bank" in 18,088 CE, giving the organization a way to bail out its subsidiaries as well as giving it a mechanism by which it could make money through loans. In the lawless corner of Martial Space the Confederacy sat in, it would need to enforce its loans using its own guards. In 18,091 CE, the Confederacy created its first para-military group; it was composed of volunteers from across Thalsiedeln and the area around it.
With rapid expansion came growing pains. Some of the oldest unions began to demand an increased share of confederacy-owned assets. Under pressure, the president simply "annexed" these troublesome organizations. While this did spark outrage across the Confederacy, even prompting some organizations to leave, it became essentially impossible to do business on Confederacy-dominated worlds without being a member. On certain worlds, trade could only take place amongst Confederate-allied organizations. Many collapsed or were disbanded as they folded under pressure by leadership. The Confederacy became nearly as coercive as the tyrants it replaced.
The Crusade and New Government.
By 20,012 CE, the beginning of the Great Empyreal Crusade, the Confederacy had membership approach ten billion and was one of the most influential organizations within Martial Space. The people preferred its somewhat exploitative practices to the explicitly exploitative practices of other powers in their region. This would only become more true as Empyros began its invasion across Martial Space.
Like a blight, Empyros would spread across Martial Space. The Kaiser lifted not a finger during the attack, his court falling into decadence. During this period, the central military had been gutted and one by one systems fell to the tidal wave that was Empyros. The Commonwealth of Aggregate Aylathiya would be the first to come to the aid of Martial Space. Soon, it was followed by Sagittarium and Tenshi, both states having a vested interest in the protection of their best trade partner.
The Confederacy would eventually join the conflict in 20,284 CE. Like a vulture it would seize the assets of destroyed systems, send colonists to sterilized worlds, stole ships from Empyros (and sometimes its allies), raided bases for material, and anything else that could be described as nothing short of piracy. The strategy worked, earning the Confederacy a seat at the table in the trial of Empyros' disgraced leaders in 20,904 CE. The Confederacy of Borealis gained control of a quarter of Empyros' assets and dominion over the Church of the Fae Queen, a democratic religion organization that replaced the Church of Molonov that had ruled Empyros before.
Following the conflict, the Confederacy gained vast influence on the galactic stage. Even as Erstes Konsortium lost its control over Martial Space and was replaced by the Neo-Terran Co-Prosperity Sphere, the Confederacy retained its vast coffers. In fact, the Confederacy's reach grew as the pro-trade Neo-Terran government gave preference to the Human-dominated Confederacy at the expense of other organizations.
| Confederacy of Borealis |
fandom.100th-millennium | # Cors Tairane
Cors Tairane, the capital planet and city of the Tairane Federation, and the central headquarters of all financial, political, civil and military operations within the Tairane Federation. is located in Ioleria Prime, Inner Pales Arm, Florathel.
The planet of Cors Tairane is a terrestrial world with an equatorial diameter of approximately 19,950 kilometers, and a mass of 6.29 x 1025 kilograms. The surface of the planet is 85% covered in water, with the remaining fifteen percent consisting of landmass that contains two main supercontinents; Arathel, and Maeradina. The planet has a single natural satellite, the terraformed moon of Decura. The atmosphere of Cors Tairane is very hospitable to most forms of life, and the climate varies depending on what region of the world one may be in.
Environment.
The climate on Cors Tairane is divided into two main types; temperate and tropical. The temperate climate regions are located within the northern hemisphere, primarily in Arathel, as well as some areas of Maeradina. Here, average temperatures range from 15 degrees Celsius (59°F) to 29 degrees Celsius (84°F). Temperate climates on Cors Tairane usually experience all four seasons: winter, spring, summer and fall. However there are variations where a certain place may only have three out of the four seasons present depending on its location in relation to the planet's axial tilt. The tropical climate regions are located primarily in southern Maeradina, with average temperatures ranging from 22 degrees Celsius (71°F) up to 32°C (89°F). Tropical weather conditions feature high humidity for the most part due to their proximity to large bodies of water such as oceans or seas. Tropical climates also tend not experience any sort of seasonal variation throughout the year; rather they maintain a steady temperature while changing very little day-to-day or month-to-month. There also exists subtropical regions which can be found along coastlines where there is a moderate amount rainfall throughout most of the year, yet still experiences warmer weather conditions when compared to other parts of Cors Tairane that have a temperate climate.
Geography.
The geography on Cors Tairane varies greatly in appearance due to its wide range of climates and environments; some parts of the world contain lush rainforests, while others feature desserts or grasslands that stretch for hundreds of miles in every direction. There are also several major mountain ranges located throughout all three continents, most notably being the Zenith Range, situated in northern Arathel, and home to Mount Hetson; named after Gareth Hetson, the first president of the Tairane Republic, and the tallest mountain peak within Arathel, which reaches an altitude of 9,843 meters (32,335 feet). The Pendragon Range is located in southern Arathel, and extends all along the western coast of Aretes Ocean. To the east of Pendragon Range lies Vulceste Mountains; a moderately tall mountain range with an average elevation of 4,500 meters above sea level.
Continents.
The two main continents are: Arathel, the largest continent of Cors Tairane, located on the planet's western hemisphere; home to many mountain ranges and forests, along with various rivers and lakes. Maeradina is located in the eastern hemisphere of Cors Tairane; it is larger than Arathel, and the home continent and origin of the ancient Selkirk Empire. The capital city of Cors Tairane itself is situated right on the northwestern peninsula of Western Arathel, The greater eperopolitan area is home to over two hundred billion citizens, and serves as the headquarters for all Tairane Federation military, political and economic affairs.
Lakes, Rivers, and Oceans.
Cors Tairane is also home to various lakes, rivers and oceans. The three primary oceans are the Aretes Ocean, located in the planet's northeastern hemisphere; covering most of Arathel; The Austrinus Ocean, located in West Maeradina; and finally the Cimmerian Ocean, which is between Arathel and Maeradina.Notable lakes include Lake Kaysorin situated on the west within Zenith Range, as well as Lake Umbrae, located south from the city of Sestis. Lakes within Maeradina include Lake Cimmeria, which is the largest lake on Cors Tairane; it is located south of Maeradina.
There are several rivers located throughout Cors Tairane, with the three primary rivers being; The Taire River, which flows from Lake Kaysorin through Arathel and empties into the Aretes Ocean. The Cimmerian River is another notable river on Cors Tairane; it runs east to west across Maeradina, starting in Lake Cimmeria and flowing all the way to the coast of southern Maeradina, where it eventually meets with the Cimmerican Ocean. Finally there is also the Aulon River; which starts at Lake Umbrae, running south through the Pendragon Range before ending at Aretes Ocean.
There are also several islands that can be found scattered about Cors Tairane's oceans and coasts; some notable islands include: Antilla Island, located off the eastern coast of Arathel, in between Maeradina, Augenbach Island, situated southwest of Cors Tairane within Aretes Ocean; Isara Islands, located southwest of Antilla Island within Cimmerican Ocean; and finally Rana Island, situated west of Fort Testudo, also within Cimmerican Ocean. There are many more small to medium sized islands located throughout Cors Tairane's oceans and seas.
Major Cities.
Cors Tairane.
Cors Tairane is the capital city of the Federation, the home of the President of Tairane Federation, and the correspondingly named planet of Cors Tairane. The city is the cultural, economic, military, and political eperopolitan center of the Tairane Stellar Federation, The city itself is located on the northwestern peninsula on Western Arathel, The sprawling eperopolis of Cors Tairane serves as a convenient headquarters for all political and military operations within the Federation; it is also home to several major corporations such as Cargill Enterprises, Fenris Corporation, and Akiri. Cors Tairane contains many large business sectors with high-rise buildings reaching up hundreds of stories tall, while residential areas are more spread out throughout the city's many neighborhoods and districts.
The city goes by many different nicknames, such as "The City of Presidents", "Heart of the Federation", "Anselnia", "King City", "Republica", "Tai City", or "The Garden", referring to the many public parks and gardens within Cors Tairane. The city is also known as "The Mother of Cities" considering it was one of the first cities to be founded in the Kingdom of Tairane, serving as an early settlement for traders traveling through Arathel, in search for new places to discover.
The tourism industry is booming in Cors Tairane. Annual averages indicate that about 60.4 billion tourists across the Federal systems visit the city to witness sights such as the Sparaxis flowers blooming during mid-to-late season, the Paramount Assembly tower, or the Presidential Palace. Local tourist attractions include a light show every three days near dusk on Core Quandary Square, located in the Central District within the city, and a massive outdoor market where touris,tand locals alike s can purchase souvenirs as well as try local delicacies from other parts of Tairane Federation.
Transportation within the greater eperopolis is facilitated by a colossal network of public transits called Capital Eperopolitan Transit System (CETS), which include major subways, hypertransits, greater expressways, metrobus transits, and surface-level metro rails that allow citizens and tourists to rapidly transfer within the city with relative ease and swiftness. The greater expressways and hypertransits connect Cors Tairane to other major cities in Arathel, allowing for intercity trade, and several spaceports located around the eperopolitan area.
Population Centers.
The Cors Tairane Eperopolitan Area has a total population of over four hundred billion citizens spread across its surface; making it one of the most heavily populated planets in the Federation. Most people who live on Cors Tairane reside within highly-urbanized and dense areas where jobs are plentiful due to maximum efficiency that comes from having everything centralized in one location; however there are some rural areas still present in both Arathel and Maeradina where people have chosen to live a more simple life away from all the hustle and bustle, found in the larger cities such as Cors Tairane, or its adjacent metropolitan city of Sestis, the greater eperopolitan area around Cors Tairane and its contiguous cities across Arathel have been connected together by greater expressways, or isolated vaccum hypertransit railways, which allow first-rate rapid transportation between different parts of the Cors Tairane eperopolis without any challenges from outside influences whatsoever.
Demographics.
The planet of Cors Tairane's population consists primarily of the native Arathelians, however there are also many other extraterrestrial species living in Tairane space, who have relocated to Cors Tairane for a variety of reasons. As such, the population is highly diverse; with various ethnic and racial groups making up a large portion of the city's total population. The largest group is that of the Arathelians, who make up approximately 60% of Cors Tairane's population. The second largest group are the Selkirkians; who account for approximately 20% of Cors Tairane's total population. Other notable foreign Federal alien emigrants residing Cors Tairane include the Savvanusians, Hepnethons, Phaedrians and the Orincans, all of whom make up a relatively minor portion of Cors Tairane's overall population.
Language.
The official lingua franca spoken on Cors Tairane is Tairanian, however there are also many other languages spoken by the various alien and racial groups within Arathel and Maeradina who call Cors Tairane home. As such, Cors Tairane has become a melting pot of different cultures and traditions from all across Tairane space. The secondary language spoken on Cors Tairane is Modern Standard Arathelian (MSA); which is still used by many of the older generations of Arathelians. Many of these individuals still prefer to speak MSA, as opposed to learning Tairanian; however they are slowly becoming a minority as time goes on, and more younger generations of Tairane citizens grow up speaking primarily, or exclusively Tairanian.
Crime and Law Enforcement.
Cors Tairane, like any other major city, has its fair share of criminal activity. However, Cors Tairane's crime rate is relatively low when compared to other cities of similar size and population density. This is due in part to the major law enforcement presence in the central eperopolitan area. The vast majority of crimes committed in Cors Tairane are non-violent in nature, and are typically limited to petty theft and property vandalism. There is also a significant amount of gang activity present within the city; however these gangs are mostly small in size and scope, and pose little threat to the general public. The largest criminal organization present on Cors Tairane and across the Federation system is the Arathelian Mafia; which is involved in various illegal activities such as racketeering, extortion, money laundering, illegal prostitution, drugs, protected alien species trafficking, alien smuggling, weapons trafficking. Despite their major criminal activities; the Arathelian Mafia generally keeps a low profile, so as not to draw too much attention from law enforcement or the public at large.
The Cors Tairane Metropolitan Police Division (CTMPD) is the primary law enforcement agency responsible for maintaining public safety within the greater area of Cors Tairane. The CTMPD employs over ~1,500,000 police officers and inspectors, who patrol the eperopolitan's many districts and sectors on foot; in squad cars; or via air. Many CTMPD stations are located throughout the metropolitan limits, each with their own dedicated ward that covers a specific section of a district; these wards also include sub-stations that provide support to smaller sections of their assigned territory.
The current chief of the Cors Tairane Metropolitan Police Division is Chief General Althaia Sage, who was appointed to the position by Ilera Sotheris during her tenure as President of the Tairane Federation. Chief Sage is an experienced law enforcement officer, who has served with the CTMPD for over two decades in various positions ranging from patrol officer to deputy commissioner; she was previously assigned to a crime-ridden section of Cors Tairane known colloquially as "Pariah District", prior to being promoted to chief general by President Sotheris.
Economy.
Cors Tairane is the economic and financial center of Tairane Federation; as such it serves as a major hub for trade and commerce within the stellar region. The city's economy is highly diversified, with many different industries present throughout its various business districts. The largest sector of Cors Tairane's economy is that of finance and banking; which employs millions of individuals within the city. Other notable economic sectors include manufacturing, information technology, tourism, retail/wholesale trade, transportation/logistics, hospitality/entertainment, and biotechnology. Cors Tairane also serves as a major center for research & development (R&D); with many large corporations maintaining R&D facilities within the city limits in order to take advantage of its vast pool of educated workers and resources. Additionally; Cors Tairane contains many high-end shops selling luxury goods such as clothing, jewelry & accessories; making it a popular destination for tourists from all across Federal space who are looking to enjoy a shopping spree, or two while visiting Arathel or Maeradina on vacation without having to worry about currency conversion rates.
The currency of Tairane Federation is the Tairane Kuda (TRK), which is globally recognized and accepted as legal tender throughout all of Federal space. The Central Bank of Tairane Federation, located in the Financial District of Cors Tairane, is responsible for issuing and regulating the Kuda; as well as managing the reserves of other federal banks within Tairane Stellar Federation.
The Greater Eperopolitan Area (GEA) of Cors Tairane Gross Metropolitan Product (GMP) purchasing power parity (PPP) has been estimated to be worth ₭952.45 trillion TRK, making it one of the wealthiest eperopolises in known Federal space. Additionally; GEA Cors Tairane's GMP per capita PPP was determined to be around ₭1.35 million TRK, which is also amongst some of highest values recorded for any eperopolis or stellar region in recent history. These figures indicate that individuals living within Cors Tairane tend to have a relatively higher standard of living compared to their counterparts elsewhere across Federal space; with access to better education & healthcare, housing & transportation options, along with more disposable income available at their disposal on average than most people from other regions and sectors.
City Transportation.
Cors Tairane is a principal transportation hub for Arathel and Maeradina, with many different types of transportation methods available for use by both residents and visitors alike. The most common form of transportation used within Cors Tairane is that of the Capital Eperopolitan Transit System (CETS); which consists of an extensive network of regional hypertransits, monorails & major metro subways connecting all parts of the eperopolitan area together. Additionally; there are also many private companies operating within Cors Tairane that offer taxi & ride-sharing services to those who do not wish to use public transit or drive their own vehicles. Another popular form of transportation used in Cors Tairane is the hypertransit vaccum train system; which allows passengers to travel between different parts of Arathel at extreme high speeds, while remaining segregated from the outside environment. This makes it ideal for commuting quite long distances between the eperopolitan area, or traveling between different cities located on the many different regions of the Arathelian continent, without having to worry about things like traffic congestion or weather conditions affecting one's ability to arrive at their destination on time.
The Tairane Federation Transportation Authority is responsible for regulating all transportation within Cors Tairane, including the Capital Eperopolitan Transit System, and the Hypertransit Network Terminal. The authority is also responsible for maintaining the many different transportation hubs located throughout the greater area of Cors Tairane Eperopolitan Area, such as the Capital Metro Transit Hub and the Capital Area Expressway, its main headquarters is located in the Financial District of Cors Tairane.
Culture and Contemporary life.
Cors Tairane is a major cultural center for the Tairane Federation, with many different art forms and entertainments present throughout the city. The city is home to many different museums, art galleries, theaters & concert halls; as well as a variety of other cultural attractions such as parks, monuments & public squares. Additionally; Cors Tairane also contains many different restaurants & cafes catering to a wide range of tastes & dietary restrictions; making it a popular destination for both tourists and locals alike.
One of the most popular tourist destinations in Cors Tairane is the Historic District; which contains many different buildings & landmarks dating back hundreds, or even thousands of years. The Historic District is also home to the Arathelian Museum; which houses an extensive collection of historical artifacts & artwork from Cors Tairane, and all across Federal space. Other popular tourist destinations include the Financial District, home to the Central Bank of Tairane Federation, and various other corporate headquarters; as well as the Business District, where visitors can enjoy a shopping spree or two without having to worry about currency conversion rates. The city is also infamous for its nightlife, including dining, drinking & dancing; making it a popular destination for bachelor/bachelorette parties, or simply a night out on the town with friends.The city also features a beautiful waterfront, with many different parks & public squares located along the shoreline. The waterfront is also home to the Tairane Federation's Central Capital Intergalactic Spaceport (CCIS); where millions of visitors can watch as a variety of starships from all across Federal space come and go on a daily basis. The spaceport is also a popular destination for those who are looking to take a cruise; with many different interstellar cruise ships departing from Cors Tairane on a regular basis.
Sestis.
Sestis, officially the City of Sestis, is the second largest city of the Tairane Federation, and the capital and largest city of the surrounding Lake Kaysorin Eperopolitan Area. It is located in northwestern Arathel, at the confluence of three rivers, including the River Taire that flows through it. The city forms part of a conurbation with several smaller metropolises known as Greater Sestis, which has 254.6 billion people living within it; which makes it one of the most populous urban areas in the northwestern parts of Arathel and on Lake Kayosirin eperopolitan area as a whole (though its population pales in comparison to Cors Tairane Eperopolitan Area).
History.
The first settlement on site was established by migrants, drifters, and merchants who had migrated from eastern Arathel and Maeradina during ancient times, after realizing that there were many minerals here they could mine for metals to use for tools and other purposes. Over time this small settlement became an important trading post between neighbouring cultures, giving rise to its name "Sestis", meaning 'marketplace' in Ancient Tairease language (which later evolved into modern Tairanian dialects spoken today). The town rapidly grew over time into what would become greater metropolitan Sestis; becoming home to hundreds of thousands by 9,000 BCE when refugees from Maeradina arrived here via caravans and ships. Following the establishment of colonial rule over most of Arathel by Selkirk Empire after 9,961 BCE, Sestis was made the capital and administrative centre of this new colony. The city's size and importance rapidly grew even further following this change in status; with many migrating here from other parts of Maeradina and Arathel to take advantage of opportunities available to them under Selkirk rule. It became one of Selkirk's largest cities during medieval times, following a major economic boom that lasted from around 9,340 BCE until 9,284 BCE when an outbreak of plague ravaged much of western and south Arathel for almost two decades. Since then it has remained as one of the largest major population centres on northwestern Arathel; serving as a gateway for trade between Cors Tairane and Eastern Arathel via its major expressways, spaceports and cargo transit hubs located within Greater Sestis, while also becoming an important cultural hub where people could share ideas across vast distances throughout Arathel and Maeradina since ancient times.
The City itself is governed by City Magistrate Roslyn Traverton, the city magistrate is responsible for making sure that the city's infrastructure and amenities are maintained properly, as well as fighting crime and corruption in Greater Sestis; she is assisted by a municipal council known as the City Council of Sestis (or just "City Council").
Etymology.
The name "Sestis" comes from Taeranese language word meaning "marketplace". It was used to refer to it because ever since ancient times merchants would come here to sell their wares. The town grew rapidly during medieval times after many migrants came here following earlier Maeradina colonies of Eastern Arathel (around 11,000 BCE); with this influx of people coming from all over Maeradina, the city became an important cultural hub where various cultures throughout Maeradina and Arathel could interact with each other and exchange information. This has resulted in its modern day nickname, which is known as “the gateway between Arathel and Maeradina” due to its location at a crossroads connecting Cors Tairane with lands further northeast and south of Arathel, which serves both passenger and cargo ships traveling across the enormous Aretes Ocean heading towards the capital city of Cors Tairane from Maeradina or beyond sea into eastern parts of Arathel.
Economy.
Since the city's proper establishment, it has been the secondary central hub of trade in the region. The city's merchants and traders have always been some of the most prosperous in Arathel, This has helped Sestis to become a major commercial center, and a major producer and exporter of various goods, including textiles, exotic spices, fruits, and aged wines. The city is also the residence of various famous Tairane artisans and craftsmen who produce luxury goods that are auctioned and sold all over Tairane.
The city's success as a prevalent commercial center and its status as a producer of luxury goods has led to a strong and prosperous economy. The city's GDP is one of the highest in Arathel, and its per capita income is also one of the highest. The city's economy is largely based on trade, artisan manufacturing, and tourism.
The city's port is one of the busiest in Arathel, and is the main port of entry for goods coming from Tairane. The city's merchants are some of the most skilled in Arathel, and are able to get very good prices for their merchandise. The metropolitan marketplaces are always full of people from all over Arathel, and the city center streets are always full of peddlers and hawkers.
The city's manufacturing sector is also flourishing, The city's renowned artisans and masters are some of the most skilled in Arathel, and produce many of the luxury goods that are exported all over Tairane space. The city's textile industry is also very wealthy, and the city's clothiers are some of the most adept in Arathel.
The city's tourism industry is also very prosperous. Sestis is consistently ranked as one of the most popular tourist destinations in Arathel, and its many hotels, high-end restaurants, landmarks, and shops are always full of sightseers. The greater eperopolis' museums, art galleries, and hyper-theaters are also very popular with tourists.
Caleis Square.
Caleis Square, situated within Greater Sestis Eperopolitan Area, in the commercial district of Central Sestis, Cors Tairane, is a major tourist and leisure district of the city, boasting a variety of high quality, unique, and interesting locations and attractions. The district also has a wide range of hotels, restaurants, bars, clubs and cafes, as well as a number of art galleries and boutique shops.
The district is home to the Sestis Art Museum, which houses a collection of artwork and artefacts from across the city and the wider Arathel and Maeradina. The museum is a major tourist attraction in its own right, and is one of the most popular tourist destinations in the city.
The district is also home to the Sestis Opera House, which is one of the most prestigious and well-known opera houses in the world. The opera house is home to a number of galactic-renowned musicians, and is a major tourist destination.
The district is also home to a number of high-end hospitalities, including the Sestis Auberge, the Lytton-Dewitt Hotel Chains, and the Sestis Rowley. These hotels are popular with tourists and business travellers alike, and offer a wide range of facilities and services.
Demographics.
Sestis is home to a diverse population of over 254.6 billion citizens from all over Maeradina and Arathel, This mix of cultures has resulted in the city having a very cosmopolitan feel to it. The city is also home to a large number of immigrants, many of whom have made Sestis their home.
Contemporary Life.
The city of Sestis has a variety of different neighborhoods, each with its own unique character. The downtown area is the most densely populated, and is home to the majority of the city's businesses, as well as many of its cultural institutions. The other major sectors are the central financial district, the dense residential districts, and the industrialized districts.
The city's skyline is dominated by a variety of different skyscrapers, most of which are located in the downtown area. The tallest building in Sestis is the Sestis Trade Center, which is 1,204 meters tall and has 102 floors. The second tallest building is the Sestis Spaceport Control Tower, which is 932 meters tall and has 80 floors.
The city has cultures from throughout Tairane space, making it one of the most culturally diverse cities in northwestern Arathel separate from Cors Tairane. The city is also home to a variety of different religions, with the majority of the population adherents of Angelestian.
The greater city area is served by a variety of different transportation options, including an extensive metropolitan public transit system, as well connections from Capital Eperopolitan Transit System network. The Sestis Interspace Port is one of the largest spaceport in northwestern Arathel, and categorized as one of the busiest spaceports in all of Cors Tairane.
Education.
Sestis is home to numerous diverse academic institutions, including several top universities and colleges. The city's public school system is overseen by the Sestis Board of Metropolitan Education. Higher education institutions include Selcraige University, which was founded in 9234 BCE, and has an enrollment of over 254 million undergraduates; as well as Sestis Polytechnic Institute, which was founded in 9212 BCE, and has an enrollment of over 21 million undergraduates.
Education in Sestis is compulsory for all children aged 5-18. The public school system is overseen by the Sestis Board of Metropolitan Education. Collegiate institutions are separate from the public school system and are not overseen by the Board. Most higher education institutions are private, and as such are not required to follow the educational policy set by the Board. Children in Sestis attend school for a total of 13 years: 6 years of primary education, followed by 3 years of secondary education, and then 4 years of tertiary education.
The primary education system in Sestis is divided into two tiers: elementary and secondary school. Elementary school covers grades 1-6, and secondary school covers grades 7-9. At the end of elementary school, students are mandated to take the Sestis Early Academia Test (SEAT), which is used to determine whether they are ready to move on to secondary school. At the end of secondary school, students are also mandated to take the Secondary Academic Battery (SAB), which is used to determine whether they are ready to move on to tertiary school.
Tertiary school in Sestis covers grades 10-12. Students are required to take a variety of courses in order to earn a diploma. In order to graduate, students must pass the Sestis Official Collegiate Exam (SOCE). Upon graduation, students may choose to attend any college or university, or enter the workforce.The Sestis Board of Metropolitan Education oversees the public schooling system within Greater Sestis. The Board consists of seven officials who are elected by the citizens of Sestis in a popular election held every five years. The Board is responsible for setting educational policy, as well as overseeing the city's vast public schools.
Sestis is also home to Selcraige University, is a top private university located in Sestis. It was founded in 9234 BCE, and is one of the oldest universities in Arathel. The university has an enrollment of over 254 million undergraduates, and grants many academic degrees. The university is also home to a number of different research institutes, notably the Selcraige Particle Research Institute, which is one of the foremost particle physics research facilities in Arathel.
Sestis Polytechnic Institute is another top private university located in Sestis. It was founded in 9212 BCE, and has an enrollment of over 21 million undergraduates. With an average acceptance rate of below 10%, it is considered to be one of the most selective private universities within Arathel. The university specializes in advanced engineering and computing technology, and is home to a number of different research institutes. The institution is regarded as one of the leading polytechnic institutes in all of Arathel. Many notable alumnis of the university have gone on to have successful careers in the fields of engineering and technology, and provide cutting edge contributions to their respective fields.
| Cors Tairane |
fandom.100th-millennium | # Cors Tairane Pact
The Cors Tairane Pact is a merger treaty signed by the representatives of seven original colonial worlds of the Tairane Federation, and marked the formation of the Tairane Stellar Federation. The treaty was signed in the year 43,501 CE and established the Tairane Federation as a sovereign interstellar political entity. The seven original colonies were Cors Tairane, Mocryon, Theta Hydri, Arathelus, Sestia, New Tairane, and New Anselnia.
The treaty established the Tairane Federation as a unified interstellar government, with a strong commitment to mutual defense and collective security, and a shared commitment to the protection of Arathelian and xeno rights and the rule of law. It also provided for the establishment of a unified Tairane currency (Tairan Kuda), as well as the creation of a common economic system. The treaty also set out the principles of freedom of movement and trade between the worlds of the Tairane Federation.
The treaty has been amended several times since its signing, most recently in the year 50,701 CE, to incorporate the worlds of the newly established Frontier Perimeter into the Tairane Stellar Federation. The treaty also established the Tairane Federal Government as the supreme governing body of the Tairane Federation, and provided for the creation of the Federation Council, which is responsible for the interpretation of the treaty and the adjudication of disputes between the worlds of the Federation.
Background.
The Cors Tairane Pact was signed by the representatives of the seven original colonial worlds of the Tairane Federation, and marked the formation of the Tairane Stellar Federation. The treaty was signed in the year 43,501 CE, after a period of intense negotiations and debate over the future of the Tairane Federation.
The treaty was the result of a long and arduous process of negotiation and compromise between the seven worlds of the Tairane Federation. After months of deliberation, the representatives of the seven worlds agreed to a set of principles and policies which would form the basis of the new interstellar government. These principles included the commitment to a strong and unified government, the protection of Arathelian and xeno rights, the establishment of a unified currency, and the protection of freedom of movement and trade.
The treaty also established an interstellar government with a strong commitment to mutual defense and collective security. It provided for the creation of a unified federal currency (Tairan Kuda) as well as creating common economic systems between member planets. It also set out principles for freedom of movement among members worlds while establishing a strong commitment to the protection of Arathelian and xeno rights and the rule of law. The treaty also established the Tairane Federal Government as the supreme governing body of the Federation, with responsibility for interpreting and enforcing laws within its space.
As a result of this consolidation treaty, each world within the federation is now bound by common laws that cover all aspects of their lives. This includes trade regulations between member worlds; military defense agreements; environmental protections; civil rights guarantees, etc. Furthermore, it provides an effective framework for collective security and mutual assistance among member planets should conflict arise from outside forces or within their own borders.
Significance.
The Cors Tairane Pact has had a significant impact on the history of the Tairane Federation and its member worlds. The treaty established the basics for a unified interstellar government, with strong commitments to mutual defense and collective security, as well as protecting Arathelian and xeno rights. This has allowed for increased stability in both political affairs within the federation, and economic growth through inter-planetary trade. Furthermore, it has provided an effective framework for responding to external threats from hostile forces or within their own borders.
In addition, by establishing a common currency between member planets it also helped encourage greater cooperation amongst them with regards to trade regulations; environmental protections; civil rights guarantees. This in turn has led to further increases in prosperity throughout the Tairane Stellar Federation.
While there have been several amendments made since its initial signing in 43,501 CE, The Cors Tairane Pact is still seen in contemporary times as one of the most important documents that led to the formation of Tairane Stellar Federation.
| Cors Tairane Pact |
fandom.100th-millennium | # Cors Tairene
| Cors Tairene |
fandom.100th-millennium | # Corvettes
Corvettes are small warships used primarily as the scouting force for a nation's astronavy. They are usually seen flying on the flanks of an enemy fleet, taking out starfighters and other similarly-sized ships. Their size and speed also makes them effective blockade runners.
Characteristics.
Corvettes are some of the smallest warships in the universe, with only patrol craft being smaller. They are usually built in a streamlined way in order to maximize their top speed. This comes in handy whenever corvettes find themselves flying in a planet's atmosphere.
During battles, corvettes typically see themselves performing fast attack or anti-starfighter roles. While they can still brawl against other warships, their relatively light armor means that they often lose against anything larger than themselves. However, they can still be devastating against even the largest ships if utilized carefully.
In addition to the roles listed above, corvettes also excel at getting past planetary blockades, using their small size and powerful engines in order to avoid enemy fire and providing aid to any friendly forces on the ground. This is especially handy as a corvette's weapons are usually more than a match for any landbound vehicles.
Notable Examples.
TBA
| Corvettes |
fandom.100th-millennium | # Cosmoria
/ Timeline
Ambrosia was and Galvyria will be in an objective sense. Taking advantage of Amaranth, both the past and the future are guided by a facet of reality so real as to exist beyond even logic. Currently, in the interim between these two objective phases of reality, exists Cosmoria, which is fundamentally different. In the absence of direction, Cosmoria emerged as a sort of illusion, a dream, taking place as a single particle endlessly interacts with itself over and over. Without any narrative or fate Cosmoria's history is in no way determined, the various inhabitants of this realm were truly free.
On the other hand, they were free to act on a universe that was fundamentally indistinguishable from nothingness. Cosmoria's net energy is zero, its positive mass-energy directly equal to the negative energy of its metaphysical components. To put it simply, Cosmoria is null; it is nothingness that is unfolding into different variants of nothingness. Even if this may be the case, that in totality Cosmoria is indistinguishable from the nothingness that it emerged from, on a local level it is far from it.
History.
End of Chaos.
"Chaos" is not the best word to describe the state of affairs before the formation of Cosmoria. Perhaps a more fitting word is "disorder," but such a word can describe normal states, such as a cluttered room or poorly-run society. A word describing both concepts, the attributes of reality before Cosmoria and the infinitely more ordered state after Cosmoria, is meaningless. The most fitting word is "madness" for that previous existence. There was no logic to it in a literal sense, meaning that something so fundamental as the laws of reason could not exist in that state. Really, only one thing existed, and that was madness. Just as a shattered mind commits all kinds of affronts against reason in their thoughts, the universe simply was, ignoring the distinction between existence and non-existence.
The one thing contained within this chaos seemed to be infinite potential, and a lone particle seemed to embody a great deal of it. The "Monad" emerged, chaos cycling through nearly every possible permutation before chancing upon this ordered state. Within infinite insanity, existed one particle that represented all that was orderly. In truth, the moment the particle came into being it banished this previous state of existence. It is impossible for there to be abject absurdity in the same reality as any consistent state of affairs.
Another wrinkle in this description was that there was no particle, but a single infinite field that the Monad was a disturbance in. Not quite the same as the quantum particles it would give rise to, the Monad was just as much meta-physical as it was a particle. It was mass, energy, and form in one package, with virtually unlimited stores of each form of existence. Put simply, the Monad was everything within existence for the briefest of moments. The monad began moving through time, tracing its path according to the rules that bound it. Eventually, it would reach the end of the time allotted for its existence. At once, it returned, this time moving backwards in time until it reached the beginning. Back and forth it would go, nearly an infinite number of times before it would begin interacting with other emanations of itself. At first these were stray interactions, a magnetic push here, some gravitation attraction there, but as the number of loops increased, so did the number of interactions.
Finally, after however many loops it was allowed, Cosmoria was complete. Cosmoria's particles came into existence all at once at the beginning of time, each one an emanation of the monad that traced each of their routes over mind-mindbogglingly long time scales. Thus the history of Cosmoria, starting with a vast amount of energy concentrated at the origin, began.
Earliest Moments.
In the ferocious fire of early Cosmoria, the particles were far more like their monad creator than they were now. Even so, each particle began shedding their properties one by one. The first to be shed was the meta-physical. The "temperature" of early Cosmoria had to decrease by the smallest fraction below "absolute heat," more a concept than an actual quantity, for this process to begin. At once, the Noosphere formed, the realm of forms, ideals, and thought. At this time, however, there were no beings to think, leaving the realm in a similar state to the rest of early Cosmoria, incoherent.
Next to split off was the Thaumic Force, most of the particles losing the ability to interact with Thaumaturgy as the Noosphere took from them this ability. Shortly thereafter, gravity solidified. Then the strong force and finally, the electromagnetic and weak force split apart. Thus Cosmoria was filled with the actors that would perform on the stage of existence for the next six billion years.
Splintered Realities.
Similar to the physical part of Cosmoria, the Noosphere started made up only of simple elements, called "Ideals." As it "cooled," more complex structures were able to form, yielding the first concepts. These oldest concepts, however, were not products of minds but effectively a part of reality themselves. Containing large amounts of energy, these concepts split off from the Noosphere to form "planes," or small portions of the Noosphere. The planes, the remainder of the Noosphere, and Cosmoria were now recognizable at least in some ways, but still remarkably dissimilar in what all three actually contained, which was still in all ways primordial.
The First Celestial Bodies.
From the veritable forge that was early Cosmoria, came mostly hydrogen gas. The gas did little by itself, but it remained solitary for only a short time compared to Cosmoria's lifespan. 100 million years would pass and the first stars would form, behemoths that took advantage of a nearly unlimited supply of hydrogen. After this first generation quickly squandered their fuel, a series of large supernovae filled Cosmoria with the elements created in their cores. The first planets would form about six billion years ago. By about five billion years ago, the stars organized themselves into a roughly disk shape. Some semblance of arms took much longer to form, first becoming recognizable roughly three billion years ago.
Formation of Life.
Before the formation of galactic arms, life had already sprung up on worlds across Cosmoria. Lifeless amino acids, dead bits of charged aluminum, inorganic silicates, and other substances formed themselves into the most primitive forms of life. Everything from plasma to cryogenic hydrocarbons became the mediums for this phenomenon, which established itself across the majority of stars in Cosmoria.
Unlike the organic beings evolving across Cosmoria, beings similar to this life also emerged. Since they formed fully-formed, were often incapable of reproduction, and were also incapable of evolving, calling these beings "life" would be a stretch. The Cerulean Kings and High Warlock are examples of "Aberrant Life," or "Strange Life," that would greatly influence the course of Cosmoria's history. The history of Cosmoria is defined by the interactions between this life and itself, the phenomenon shaping Cosmoria more than any other since its creation.
Dawn of Civilization.
While there are "civilizations" much older than about 10 million million years ago, most are either unconfirmed or hardly fit the definition. The oldest confirmed civilization to have much of a presence in space was the Moridian High Command. It was followed by numerous smaller states such as Erlas, Yarla, the Rukelian Empire, and eventually the truly enormous Lareas Alliance which expanded across most of Cosmoria before falling to one of the inhabitants of one of Cosmoria's planes, wiping it clean and temporarily expunging civilization from Cosmoria. This has only happened once in history.
Ever since the reemergence of civilization in 5.41 million BCE in the form of Ectabana, civilization has not left Cosmoria. Disasters of all kinds have failed to remove them. Sometimes, it was even the Aberrant Life that tried to destroy them with little success.
Thaumic Revolution.
Father Zaphenim, who many would consider to be a part of the Aberrant Life, spontaneously manifested in 3.5 million BCE. With his entrance into the universe came the gift of Thaumaturgy, the ability for the mind to interface with the Lux Aeterna. It was this gift that would define the galactic landscape for the rest of history. Dozens of civilizations, mostly within Aylathiya, devoted themselves to this art and exploited its potential.
Contemporary History.
5 million years of continuous civilization has resulted in the formation of a number of interstellar civilizations.
Properties.
Of the six fundamental forces, gravity remains the dominant force for the structuring of Cosmoria at the largest of scales. On smaller scales, gravity gives way to two competing aspects of the universe, the quantum and the metaphysical. The emergence of intelligent life in Cosmoria, hybrids between quantum and conceptual beings, forced these two very different forms of energy to clash.
Structure.
In the center of Cosmoria lies the Lux Aeterna, a field of unstable space and increased Thaumic Energy. It is the source of most Thaumaturgy. Surrounding this core are three arms, Florathel, Aylathiya, and Zalanthium, bands of stars, dust, and other matter orbiting this center. Beyond these arms are a handful relatively dense patches of stars: Azurullya, Lowiras, and Sinister. Much beyond the dense core of Cosmoria are stray stars and matter, dust, ruins, space-borne life, and all manner of other phenomena. The vast majority of Cosmoria beyond its central galaxy has not been explored, its vastness simply too great for any comprehensive mapping to be carried out.
The density of matter falls off with distance to Cosmoria. After a certain distance, matter becomes incredibly rare. Even farther and matter becomes impossible to sustain. As one moves away from the center of Cosmoria, its forces become increasingly weak. Soon, reality becomes increasingly unreal. To put it another way, the universe becomes increasingly unstable in both form and concept. Eventually, even the laws of logic break down, giving way to nothingness in its purest form.
Beyond logic itself is likely the boundless potential energy that first gave rise to Cosmoria. This void, of everything save for potential, is known as the Void of Creation. This region can be thought of as a slurry of constantly changing laws and constants that, on a macroscopic scale, is indistinguishable from nothingness. Matter constantly attempts to take form and energy constantly tries to coalesce into quanta; however, the Void of Creation has no stable set of rules, even contradictions are thought to be possible. Particles never have a chance to form as even the concept of formation has no place in the Void of Creation.
| Cosmoria |
fandom.100th-millennium | # Cosmos
| Cosmos |
fandom.100th-millennium | # Coursillius
Overview.
Coursillius, also known as Coursilli, and nicknamed "The Breadbasket of the Federation" or "Queen of the Agriworlds". is a warm terrestrial planet located in the Jewel System of The Jewel Region of Florathel. The world is very well known for its absurd production and export of agricultural products. It's warm temperature and extremely efficient agricultural practices and regulations allows this single world to produce enough food feed its population for about 100 years.
Coursillius is an average sized world, being about 12,490 Kilometers, with its primary terrain consisting of relatively flat, but very fertile grasslands, which are covered in vast fields of edible crops. Its oceans are full of beautiful life, and aqua farms exists along the coastline. A standard day lasts 28 hours, while a year lasts 300 days. It is the 5th planet of the system.
Coursilliu's only has 3 metropolitan centers, with most inhabitants living in small towns and villages scattered across the many fields of crops. Planetside industry and Military is nonexistent, the only defense in the Coursilli Air Defense Zone is on space stations, and a Surface-to-Space Cannon in the Capital City. Coursillius was the Judicial Capital of the FFJS at one point. The Headquarters of the Federation Fire and Rescue Service and the Organization of Agricultural Planets are located within Coursillious
Early History.
Coursillius was discovered by Thandetian Colonists around 16,054 CE, during the Exodus Era to escape Volvoran Prosecution. This specific colony was particularly well known for their efficient farming techniques and began to plant crops native to Thandetis in Coursilli's fertile lands, as well as aquatic farming in the warm oceans. The Coursillius Seed Preservation Facility (CSPF) was built in the depths of the Deep Ocean to preserve seeds around 18,001 CE.
The Preservation Facility.
The Coursillius Seed Preservation Facility, in operation for almost 82,000 years has been the pride of Coursillian Advances in agriculture and sciences, preserves TRILLIONS of seeds from over 50 Worlds. Some of that require extreme condition that their homeworld/homeworlds can no longer meet their requirements. Others are essential to an ecosystem and went extinct for overeating, disease or other factors. The seeds can be rapidly grown, duplicated and its food exported to worlds in need. The Staff and Scientists at the Preservation Facility were given the Hero of the Federation Award after this event and have gained another 2 Federation High Awards since.
| Coursillius |
fandom.100th-millennium | # Crimwol
Vibrant orange trees flutter in the temperate wind as rodent-like creatures dash through the pumpkin colored shrubbery. Windswept granite mountains collect snow from which plentiful rivers and lakes are born from. Although seemingly a paradise, the dark society within seems to be less than desirable to say the least. Within the expansive cities of the native Rhagg, preserved, barely alive mechanisms of flesh rotate and pulse like clockwork. Vehicles run by small animals’ brains and powerful organisms’ muscles speed along the clay brick roads. Factories employ flesh-made arms which are controlled by artificially shocked brain matter in order to produce air fresheners to mask the smell of decommissioned machinery.
The Overlord.
Being the most “imaginative” of the engineers and surgeons of Crimwol, Anihla Gryith was given the title of Overlord. Anihla had a motto that she followed very closely. “The brain is the most powerful computer in the universe’. Taking this phrase extremely far, she combined her past surgical skills with her engineering knowledge to create a quite literal brain powered electric circuit, using a herbid. Over the next two years of her life, she continued to develop what is now known as fleshtech, soon moving on to larger brains like the scarce macrofauna found on Crimwol. Eventually her odd way of constructing technology began to gain traction in the public eye. The Crimwol society was in a previously large coal drought and was intellectually struggling to find a replacement for their energy crisis. Anihla’s fleshtech seemed to be a quick and easy solution. Not only did it cost much less to obtain than metal, but it also was powered by normal food, providing more well paying farming jobs to the unemployed.
Through Anihla’s career, her inventions only grew larger and more grim. Cameras that utilize modified Lupid eyeballs, carefully controlled arms made from Appentrite snouts used in automated surgery, garbage packers which utilize poanas tails, high speed vehicles which burn the stomach acid of truniphs for fuel and much, much more. But it still wasn’t enough. Anihla needed more. There was not enough flesh at her disposal even with the countless city sized life farms set up for her inventions. Anihla devised a horrid plot to finally "legally" get her hands on Rhagg flesh. The multi-layered, intricate complexity of the Rhagg’s brain was such a desirable forbidden fruit. Such a powerful mind which is capable of producing consciousness and imagination yet it would be considered “Inhumane” to use it. Anihla began publicly spouting lies and promises, gaining even more of a political stance as a famous figure. In a little less than a year she was already voted into the position of Overlord. It was a fairly easy task considering she was already the energy savior of Crimwol. But with this newfound power, she began constructing a new multi-year plot to obtain human subjects under the guise of an overpopulation proclamation.
Under the intense watch of Anihla’s extremely recent pulsating flesh satellite, the large Rhagg population lived their lives, unsure of what was to come. The countless eyes shielded with hard but clear membranes, provided Anihla with an incredibly precise amount of intelligent citizens living on Crimwol. With this information at her disposal, she committed fully and set a 2.5 Billion population cap, ordering the genocide of the sick, elderly and sloth-bound until there was exactly enough to fulfill the cap. Anihla joyfully harvested the powerful muscles and seemingly endless supply of brain matter from the culled and preserved citizens. She felt invincible now that her storage of materials was bloated with a surplus. The city, unaware of what their loved ones were used for, celebrated as Anihla invented space travel with the durable scales of grunics and the ammonia-based jet fuel that she concocted.
Now able to travel the cosmos, Crimwol slowly built trust with Limehold, the trade capital of Sinister. Although deathly afraid, the Limehold trade ambassadors hesitantly accepted Crimwol’s offer of “new age machinery” in exchange for information on the blinding beauty, the High-Warlock and a century long peace treaty. Anihla basically leaped with joy upon hearing this new information. The High-Warlock? A giant living creature? This is the absolute perfect scenario for her. In an excited frenzy Anihla formed the most powerful structure made of flesh she could ever think of. A highrise-size flesh and scale rocket with a hyper intelligent supercomputer composed of thousands of Rhagg brains on board. More than enough fuel was kept on board for her.
Ignoring the Travi’s warnings, Anihla fell to greed and studied within the confines of the High-Warlock’s grasp for a full hour. She managed to pry four crystals from the Warlock’s pelvis before coming to her wicked senses. Although she managed to get much more crystals than the average adventurer, 2,000 years had passed in the outside world. As she anxiously made the long journey back to Crimwol, she consumed one of her four crystals, giving her the absurdly powerful ability to telekinetically control the element of oxygen. She returned to her home planet expecting to see her civilization decayed. Her anxiety was wiped away as she gazed upon her red nation of flesh reliant citizens. High rises were being built with massive flesh and bone cranes, screens made with a fastly regenerating membrane that produced colors when burnt were everywhere and vehicles seemed to have been upgraded with more muscles than were initially allowed by laws. Anihla smiled, showing her grimly yellowed teeth. This beautiful paradise only made her previous mindset stronger. Flesh is superior.
Later on in the expansion of Anihla's empire, she would go on to sell one of her three remaining crystals to Gilt Ares of Lothwiel, another to a collaborative sect between Gladiolus and Limehold, and she kept the final one for her own research.
Life.
<tabber>
This table details the vast familial ecosystem of Crimwol. Also known as the Crimwol machinery factory.
An order of creatures which encompasses any organism that reproduces by laying eggs.
Duaverbra Poa.
Branching out from their monoverbra ancestors, Duaverbra Poa are known most notably for their two spines. One spine, the one that forms an animal's back, is responsible for weight bearing and muscle control while a the secondary, smaller spine that is positioned underneath is responsible for protecting the central nerve that connects to an animals brain. This system is in place to protect Duaverbra Poa from predators as most of them are prey animals despite being large. Animals within this family are quite durable but many lack proper attack options.
Monoverbra Florith.
Given the name due to the singular spines within their back, Creatures within this family are often small due to their abundance as prey animals. A vast majority of monoverbra florith are herbivores and therefore perfect targets because of their high energy. A key feature within this family is the flattened molars placed on the roof of the mouth. These teeth are used to chew flora even when a monoverbra florith's mouth is closed, a feature that is not present in a lot of larger grazing species
An order of creatures which encompasses any organism that reproduces live children.
Monoverbra Bipeda.
The only family of monoverbra in the order of entonativitas as well as the only bipedal family ever on Crimwol. This family is known to favor intelligence over attack.
Placeholder
</tabber>
| Crimwol |
fandom.100th-millennium | # Crown Cluster
| Crown Cluster |
fandom.100th-millennium | # Crown Sector
The Crown Sector is a fairly large sector covering most of the territory of the Union of Narenna as well as the tri-point between the Union, the Republic of the Spider Nebula and the Kormin Empire. The Crown Sector has a notable Luminous Blue Variable at its center known as Narenna, and most of the stars within it are unusually massive and young. Its central star, Narenna, contains a vast dyson swarm that is likely the largest dyson swarm in the local universe. The sector also contains many intelligent species, which have united to create the Union of Narenna.
Civilization in the Crown Sector.
The Crown Sector is mostly colonized by the Union of Narenna, which has a habit of creating vast megastructures around the massive stars of the region. Two of the largest dyson swarms surround Narenna and Miraban, the latter has been mostly converted into a Nicoll-Dyson Beam during the Forever War.
Massive stars.
The Crown Sector houses some of the most luminous stars in Florathel, including the LBV Narenna, housed in a small nebula. The Crown Sector contains 2 LBVs (Narenna and Erekan), 1 O type star above 100 solar masses (Risial), 2 wolf-rayet stars (Salgare and Miraban), a yellow hypergiant (Thomsen's Star), and more. So it comes as a great surprise as to how many habitable worlds are located near this dangerous, radiation-ridden place.
Large Nebulae.
The Crown Sector, being home to many massive stars, includes many large nebulae which are being mined for resources. Many of these are included in the below table.
| Crown Sector |
fandom.100th-millennium | # Cruisers
Cruisers are mid-sized starships that form the backbone of any nation's astronavy. Being larger and more powerful than frigates yet still being very flexible, cruisers make for both powerful capital ships and effective escorts for larger ships.
Characteristics.
Like the smaller frigates, cruisers are highly adaptive ships, capable of serving almost any role required. However, due to their increased size and firepower, cruisers usually see themselves performing more offensive and defensive roles, whereas the more diminutive frigates would be better suited for scouting duties.
In addition to their modular nature, cruisers are also the smallest warship used as the flagship for a fleet. They are typically seen presiding over smaller fleets, commanding multiple groups of frigates and destroyers. In larger fleets, however, cruisers are almost always placed into battlegroups, protecting larger vessels such as battleships and carriers.
The captains of cruisers are often as diverse as cruisers themselves, oftentimes taking up aspects of the ships they command. The captain of a cruiser built for offense is often rather rash and impulsive, while defense-oriented cruisers are often commanded by more reserved, patient individuals.
Subtypes.
Battlecruisers.
While regular cruisers are usually balanced in most aspects, battlecruisers emphasize speed and firepower at the cost of protection. These ships are primarily used to hunt down faster ships and are best described as “glass cannons”. They are able to dish out plenty of firepower, but aren’t really able to take much damage in return. This limits their effectiveness in prolonged battles.
Notable Examples.
TBA
| Cruisers |
fandom.100th-millennium | # Cybersphere
The Cybersphere is a theoretical informational construct created and sustained by every quantum particle existing within quantum computers. Every bit saved to a quantum particle is thought to be saved in the Cybersphere, thanks to interaction between these quantum particles and the Noosphere. Ascribing symbols, or information, to quantum particles causes them to save this information indefinitely. Since each particle can store an endless amount of information, the Cybersphere can expand indefinitely. Attempts to extract data from a particle usually fails after about a kilobyte simply due to imprecision in measuring information beyond this point.
With potentially 10⁷⁰ to 10⁸⁰ zettabytes of data contained within, the Cybersphere would hold more bytes within it than there are atoms within Cosmoria.
Cybersphere Theory.
Cybersphere Theory, much newer than its Noosphere Theory precursor, was first conceptualized in 91,873 by Yoryour Trew. It was at first a hypothesis based on recent advancements in quantum storage, the process by which quantum particles save bits ascribed to them within computers. Cybersphere Theory states that the reason for this is the conservation of quantum information, a hard fast physical law that prevents any quantum information from being truly deleted. Since symbols count as information, and symbols count as objective information under Noosphere Theory, the particles will "save" a list of symbols once ascribed to them.
As information gets "deeper" within the particle, that is, the more information is saved to the particle, the greater the uncertainty for older information gets. The reason for this, according to the theory, is that the information becomes shared collectively across all particles across all quantum computers. The information is "uploaded" to a "cloud" so to speak. This "cloud" is the intersection between the Noosphere and the quantum world. While increasingly accurate measurement will cause this data to collapse back into the particle, only time will tell if this technology will allow for an entire history of the particle to be accessed.
Cybersphere Realm Hypothesis.
Cybersphere theory opens up great possibilities, in addition to potentially solving the data storage problem facing every technological civilization, the theory leaves room for another realm similar to the Noosphere.
The Cybersphere Realm Hypothesis posits that the data stored within particles creates a sort of hologram. This hologram idea is based on observations that bits within the Cybersphere can interact with other bits according to a set of rules. These rules are almost entirely unknown, leaving room for these rules to be complicated enough to simulate physical laws. Information would move around the cybersphere much like particles do in the physical universe. This would mean that potentially life could exist within the Cybersphere. If this is true, the universe could be much larger than previously expected.
Technology.
At least one being is confirmed to exist within the Cybersphere. Calling itself Leviathan, this being exists as self-reinforcing sapient patterns of information existing within the bits of information distributed throughout the Cybersphere. It is unknown how these beings came to be as the technology to create them is not only currently impossible, but was well outside of the capabilities of the AI's ancient creators.
Another hypothesis, similar to the simulation hypothesis, posits that there is no guarantee that this universe is the "real" one. Even so, since constructing a Cybersphere is much harder than any simulation (taking the quantum computational power of the whole universe), it is much less liable to being shut down. A Cybersphere is much safer to live in than a simulation, at least as far as risk of shut down is concerned.
| Cybersphere |
fandom.100th-millennium | # D'Naevium
The burgeoning field of archeology quickly became popular amongst the residents of Aegyn as the world began properly industrializing. The people on the planet became enthralled by stories of great empires across the galaxy and beyond. This is what inspired a deeper investigation into the obscure world of D'Naevium, home of the Ror Units. Their nomadic life style spreading them across Aylathiya, they had become widely known for their philosophy of Alkanism, its exotic practices and demands creating an even more alluring mystery for archeologists. When D'Naevium was eventually found, the population was under one billion and most of them had no idea they were citizens of the newly formed Triumvirate Civilization.
Every probe that was put into orbit returned bizarre results that should have been impossible. Seas of mercury, gallium, benzene, and briny water covered much of the surface. Seemingly unnatural rock formations covered much of the surface while plants much more reminiscent of solar panels absorbed the rays of D'Naevium's bright sun. Other machine-like lifeforms prowled the surface and swam the impossible seas. As the first manned missions took place, they assumed the planet was an artificial construction, indeed, this bizarre surface was only ten million years old.
D'Naevium is a temperate planet located in Via Aylathiya. It is the current capital of the Alkan Intendancy. Most of the planet's native flora and fauna have been preserved as the Ror Units live in vast subterranean cities where the temperature is cooler. Drilling deep into the mostly hardened mantle, thousands of commune-like cities hold over 3 billion individuals. The rest live in a vast network of space stations orbiting D'Naevium like a ring system extending over a quarter of an astronomical unit in any direction.
Physical.
D'Naevium has a fairly large mass for a terrestrial world. While this should suggest deep oceans of water and a thick atmosphere, D'Naevium has neither of these. Its atmosphere is mostly made up of krypton, xenon, and argon, with water vapor and nitrogen making up most of the rest of the atmosphere. Oxygen is produced in small quantities by rare life forms, but this molecule is toxic to life on this world and quickly dissipates in its atmosphere.
An unknown event 10 million years before the present day completely destroyed what was likely a normal planetary surface. While normally planetary destruction entails an asteroid impact or a stellar flare stripping the world of its atmosphere, D'Naevium became host to an event similar to the widely-feared "grey goo scenario," the annihilation of an ecosystem or perhaps even planet by self-replicating nano-machines. The world became became host to a Noospheric Disturbance, a disturbance in local reality facilitated by the collective conscious. In other words, the fundamental nature of reality was temporarily disturbed on the planet, destroying its civilization and ecosystem and replacing it with an approximation.
Ecosystem.
Standing in a typical ecosystem on D'Naevium would do much to reveal the staggering array of life. Most of the surface of the planet is covered in small crystalline formations, a few millimeters in size, that metabolize silicon compounds and metals by concentrated sunlight into a small area. Larger forms of life include flora shockingly similar to solar panels, using the electricity produced to convert the various nutrients they collect into energy-storing molecules. In the distance, surreally tall wind turbines generate power, only these are massive fungi using the planet's strong winds to generate energy for their growth. They will soon choke the air with a thick smog of spores that play a key role in planet's ecosystem.
"Grazing" nearby are a herd of bulky hexapods of considerable size. The sounds of whirring and crunching can be heard as the creatures scrape rock and crystal from the ground, grinding it into a fine powder. After they had their fill, they began meandering over to the nearest body of liquid. As they drink, liquid metal dissolves the contents of their mouths, allowing for digestion. This liquid is the element mercury, filling the air with a toxic vapor that is essential to the metabolism of most of the planet's life.
In the distance, loud thunder can be heard as clouds of gallium metal collide with mercury carried by a jet stream, the interaction of the metals creating hugely energetic storms. Within the clouds are glowing points, only more forms of life that use the updrafts created by the storms and their electric potential to feed. Shortly after the thunder begins, strong winds deliver the first snow of the season, crystals of mostly pure gallium peppering the surface.
After the storm passes, large fixed-wing "air-craft" can be seen overhead. The whirring of their propellers can be heard as these organisms are pestered by small airborne parasites that accompany them on their migration. Unlike most aircraft, their natural origin is clear with writhing masses affixed to them as well as numerous legs curled beneath their main bodies. They possess large eyes looking down, surveying the landscape, briefly considering the strange interloper standing on the surface before moving on.
Before long, night falls. With no moons to illuminate the world, the worlds' large artificial ring system more than make up for any light its surface may be missing. Its glittering space habitats and ships offer a brief distraction from the planet's unique life. Its majestic form, however, is soon occluded by distance airborne masses. Numerous small creatures scurry across the landscape, escaping judgement from above as hovering organisms drop rods of metal from high in the atmosphere, instantly crushing those creatures unfortunate enough to be targeted. Before long, they descend, feasting upon the annihilated corpses of their prey.
Moving from this temperate area towards the polar region, pools of benzene can be found. Where gallium is never hot enough to melt, the ecosystem fundamentally changes. Unlike the opaque seas of mercury and gallium that cover most of the world, the benzene creates a tidal-pool, an oasis for life forms dependent on the fluid for survival. Numerous creatures are seen swimming in the pool, just as voracious and diverse as their larger airborne counterparts.
Towards the equator, large fields of solar panels on long stalks make up most of the "plant life." Here water is most common, the substance life-giving even on this utterly foreign world. As large droplets of water blanket these fields, the panels quickly hide their faces seemingly to protect themselves from the deluge. After the rains pass, the humming of drone-like creatures fills the air as they feed, on the plants or each other. Much like everywhere else, the air is teeming with large amounts of life, some like airships, some like planes, and some entirely divorced from conventional means of air-based transportation. As the soil dries, kite-like platforms rise from the ground, strong winds keeping them airborne. At once, they cooperatively ensnare an unsuspecting balloon-like animal, bringing it down so the decomposes can spread its nutrients to their roots.
D'Naevium's ecosystem, dominated by creatures of the air rather than creatures of the sea, seems to be entirely inverted to conventional worlds. The deep seas of mercury are almost lifeless as sunlight does not penetrate deep at all. Gallium is no better, most of it frozen as the top layer absorbs most of their star's heat. A small white speck can be seen in the distance, rapidly rising in the atmosphere, a reminder that D'Naevium is not merely a wild world, an entire civilization resides on this planet.
Cities.
Underground, beneath the hostile ecosystem, is a much tamer world of mostly lifeless caves. Here the Ror Units have carved out a life. Large settlements in natural lava-tunnels and voids created as the planet cooled represent most of the population on the planet. Many cities are alone in voids thousands of kilometers across, much like space itself they represent points of artificial light in a void of darkness. Radiating from the cities are high-speed rail lines, space-elevators leading to the surface as well as to deeper below, and isolated settlements devoted to production or some other function.
While many cities have been left alone, some still living in the ways their ancestors had ten million years prior, most of them are sufficiently advanced post-scarcity societies deeply tied into galactic trade and culture. Since living on D'Naevium proper costs a premium, the only permitted way to make more space on the planet is to hollow out space below existing settlements or to live on the the world's abundant orbiting habitats.
Government.
As the headquarters of the largest order of Paladins in Cosmoria, the Alkan Intendancy, there is a large government apparatus present on the planet. Local affairs are handled directly by various security agencies that answer directly to members of the Order. Non-members that reside on D'Naevium are classified as "honorary members" and usually handle bureaucratic needs while those in orbit are simply outsiders. Embassies from Scipio, the capital world of the Greater Martial Consilium, officially outrank the paladins as the rulers of the planet, however, they have little de facto power due to their low numbers.
Unique Life.
The planet is home to several million "species" that did not form via Darwinian evolution. While evolution has since kicked-in full force since the origin of these organisms, most suddenly appeared in about ten million BCE.
Origin.
About ten million years ago, it is theorized that an advanced civilization lived on the planet D'Naevium. This hypothesis is supported by ancient satellites directly orbiting the host star as well as cities buried under layers of rock that date over ten million years old. The fossil record was fairly normal until this time as well. This civilization may have ushered in their end or were victims of random chance. Regardless, their world was warped beyond recognition due to forces still poorly understood to this day.
The most popular hypothesis for their world's peculiar life is that this planet hosted the origin of the Cybersphere. To make an incredibly complex theoretical story short, the enforcement of symbols onto quantum particles creates a "realm" in which the information stored on particles interacts just as the information in the physical universe does. While the cybersphere is a stable facet of the universe today, its sudden creation as the first quantum computers were made likely caused its bizarre properties to "leak" into Cosmoria at the origin point.
Common characteristics.
Life across D'Naevium shares several characteristics implying a common origin. Vocalization is universally done by the spinning of a disk-like structure against a needle, giving life a distinctly artificial hollow sound characterized by static. Most organisms are dependent on electricity to store or generate energy while also possessing gear-like structures and motors.
Carbon is almost entirely absent from life although water is an essential nutrient required in many chemical reactions. The substance is fairly common and storms often deposit it with their larger metal precipitation events. Instead of cells, small nano-scale machines are usually present. Mimicking biological cells, these machines depend on electric potential to run as well as a steady supply of nutrients.
Evolution.
Since the formation of life, evolution has taken hold to create variations on the original life forms. Since little in the environment has changed since the origin of this life, the original life can be studied almost directly. It seems that most of the life on the planet can be found earlier in the fossil record than ten million years as biological analogs for them populated D'Naevium. Most of the analogs for airborne life existed in the seas and vice versa.
| D'Naevium |
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