Archive for September, 2008


Posted in Science on September 30, 2008 by Eathanu

As humans, we live on three dimensions we can perceive. The first dimension, of course, is a line:


The line has just two possible directions, left and right, up and down, or forward and back. We can’t assign any one set of our directions to it. Now bend that line and you get:


Two dimensions. Humans and other three dimensional beings are comfortable with two dimensions. We see in two dimensions, and we can easily draw in two dimensions. It is easy to move from line to line, by moving along the other axis. We three-dimensional beings can assign any two of our directions, but they’re usually left, right, up and down, or north, east, west and south. Now, take that plain, and bend it over as such:


And that is three dimensions. You now have length, width, and depth. You can’t even really imagine yourself only occupying one line, and you can move easily from plain to plain on any of three dimensions, but it can take time to move far on the same plain. You don’t know what the fourth dimension is for sure. You can sculpt in three dimensions, but it’s not easy to perceive all of a three dimensional item at once, like it is in two dimensions. Now, take that cube or whatever, and bend it again:


You now have four dimensions. There isn’t even a word for what the fourth value is. A four dimensional being can see all of a three dimensional object at once, and can’t perceive themselves as a two dimensional object without a wild stretch of the imagination. Though they can see two dimensions, they can’t portray it in four dimensions without making it a three dimensional object. They’re comfortable working with length, width, and depth. They can move easily through plains and space along any three dimensions, but moving along the same 4D region takes time. They don’t know what lies in five dimensions, and they don’t have a word for what the fifth is. Now, bend that fourth dimension. Notice I can’t even begin to draw what it might look like.


Five dimensions. They are not aware of the second dimension, and can move in any of four vertexes instantly, though moving along their fifth takes time. I think you can fill in the rest.

Now, how does this have anything to do with Emaria? Well, Gods are four dimensional beings, essentially, though they can be seen in three dimensions, it hardly encompasses all of them. The next article will explain what this means to them exactly, and will hopefully make more sense to allayalls.



Posted in Creature on September 29, 2008 by Eathanu

Climate: Open grass or farmlands
Frequency: Common
Seeded Worlds: Azureus
Organization: Herd
Diet: Herbivore
Intelligence: Average intelligence
Size: Large
Danger Level: Low danger

Rilli are used as beasts of burden in Emaria, primarily as mounts and pack animals. They stand nearly two meters tall at adulthood and can easily support the weight of an armoured knight. While they are almost as intelligent as Emarions and humans, they make no resistance to this way of life because the work is easy and the food is free. That said, they’re incapable of human speech and don’t have an intricate language of their own. They can be taught languages with reasonable ease, however, and while they can’t communicate back, their gestures are enough to convey what they want to.

Combat: Rilli are used as mounts in the military because they don’t scare easily and can move much more swiftly than a humanoid walking. The Rilli themselves usually don’t fight, and if nobody is mounted on them will run away instead of battle. When cornered or defending their master or chicks they can deliver a powerful kick that can even pierce thick armour.

Habitat/Society: Undomesticated Rilli form herds of twelve to thirty on the open plains, and move as a group looking for food. Most of the time there’s a leader, who is the strongest or fastest of the herd, and who leads them from place to place. When they encounter a humanoid who wishes to capture them for domestication, all but the Alpha Rilli back away, and the hunter must essentially mount the back of the Alpha. If he succeeds, the entire herd will be loyal to that one person and usually will gladly work for him in return for good, open lands to live on and enough food to keep the herd comfortable. If the hunter fails, the entire herd will just run away, much faster than anyone could travel on foot, until they’re sure the hunter isn’t puruing them anyway. Usually a herd will have one or a few members who split off even if the hunter succeeds, and if he tries to stop them, the entire group flees as well.

Domesticated Rilli like a lot of space to run around when they aren’t working, though Rilli in the military are more content to live in a much smaller area or indoors. Rilli who are overworked tend to just stop working once they’re tired, unless what they’re doing is particularly important and time is an issue. It’s also notable that domesticated Rilli don’t reproduce, though sometimes express the wish to temporarily leave their master for that purpose. In that regard they honour the master’s decision either way.

Ecology: Rilli eat plants, mostly those which grow close to or in the ground (a common favourite being potatoes), and also enjoy fruit for a treat. They can also eat more common grasses and roots, but those taste bad to Rilli. They don’t need to eat a lot, but with a full stomach can go two full days comfortably without any food, though they do need water.


Posted in Religion on September 23, 2008 by Eathanu

The biggest defence the Necros posed against anything is their total immunity to divine magics. None of the gods can directly harm them. Though, despite their almost unlimited intelligence, it took Mhogul, the goddess of knowledge herself, to apply the logic of Occam’s Razor–that the simplest solution is always the best. After the Emarions managed to launch a skyship into the Blackness, it took less than five years for the plans for their prototype ship to reach the deepest depths of the Abyss where the Necros spend their unlives plotting the damnation of all that lives. In about D2250 the Necros managed to launch a massive capitol ship into space which, at the time, surpassed anything the Emarions had yet done.

Needless to say, the Emarions decided something had to be done to make sure that would never happen again. The gods could not help, and the Abyssian Warlord, as the ship was called, remained in the Blackness for many years after. Still, the living races could not allow the Necros to launch another ship of that size. For almost a year after, the Necros launched ship after ship, and each one was just barely shot out of the sky before it left the atmosphere, and every weapon used to destroy them was costly to fire and simply not adequate for that kind of warfare.

Because weapons crafted by the gods were also useless, the nine could do nothing but stand by and watch, warning the Emarions every time the Necros were about to launch. This would not last forever, though, and the gods, Emarions, and Necros alike knew it.

Finally, after a long, hard year of keeping the Necros grounded, Mhogul had an idea that quite possibly saved the galaxy; Weapons made by the gods could not harm the Necros, but weapons designed by the gods and built from materials they provided were mundane in the sense of divinity, yet powerful enough to keep the planet safe, and easily automated as well. Within days Azureus had ten turrets up and running that could knock any hostile out of the sky and required only basic maintenance. Her brilliant idea garnered a lot of respect from the other gods, in that it was just what the mortals needed, yet so utterly simple.

Emarion Font

Posted in Uncategorized on September 22, 2008 by Eathanu

At long last, here it is: a truetype font in the Emarion language. This took one evening, and is only the first of possibly two or three versions, which I hope to follow up on in the attempt to make it presentable in all cases. As of now this font is usable, but it looks really bad in smaller font sizes. This is because I’m really bad at this, plain and simple. I did this in one evening with an unregistered version of FontCreator and am more or less happy with it for the amount of effort used. Like I said, it is more or less a work in progress.

Download it here.

A few notes about the written symbols themselves; First and most obvious, there is no letter ‘c.’ Emarion makes no distinction for that letter as we know it because all of its sounds can be pronounced with other letters. A soft C is an S, a hard C is a K, a Ch is seldom used, but nevertheless present in a Tsh. Second, most of the letters are in fact from the Latin alphabet. Just like the spoken language, Emarion is heavily influenced by the Latin letters as well. I’ve been told it also resembles Russian, which I can agree with. Finally, it uses Arabic numbers, which are not the actual numbers used by Emarions. The reason I haven’t changed it is that I have yet to decide how they do their numbers. Suffice to say I’ll probably use something other than base ten numbering anyway, so I’ll have to figure out how to work that into it on a keyboard.

The spoken language, the words and grammar, will hopefully also come some day, but that will take much more than one evening.

One final note: I checked just now, and it looks okay with sizes above 14pt. Anything below looks like shit. I’ll try to amend that whenever I get the chance.

Black Terror

Posted in Creature on September 18, 2008 by Eathanu

Black Terror
Climate: Dark caves and especially evil places
Frequency: extremely rare
Seeded Worlds: Azureus
Organization: Twin (seeing more than two together is unlikely)
Diet: Unknown
Intelligence: Exceptionally Intelligent
Size: Large
Danger Level: Extremely Dangerous

Black Terrors are considered one of the most dangerous creatures that are native to Azureus. Their capacity for arcane magic is terrifying when paired with the knowledge that they lurk in dark places. Even more dangerous is the being created from a reanimated Black Terror, known as a Necro Terror because only a Necros has the ability to raise such a powerful creature.

Combat: Black Terrors are adept in dark magics fuelled by corrupted essentia, and will unleash said magics in full when faced with combat. Necro Terrors are even worse, with spells that can outright kill all but the most hardy adventurers. Even worse is that both will actively seek combat with anyone entering their lair and will only flee if the Terror is obviously no match for its opponent.

Habitat/Society: Black Terrors are, in rare occasions, encountered in twos, making them exponentially more dangerous. This is the only known case where Black Terrors will be seen together. Necro Terrors, on the other hand, are found often leading lesser undead minions, or worse, being led by one or more Necros.

Ecology: Black Terrors are not known to eat, though meat from other creatures is assumed. Terrors of both kinds leave an evil taint in any place they occupy, and it takes powerful light magic to nullify such a taint, which has adverse effects on local flora and fauna while it remains. Luckily most Terrors are found deep in the Abyss, where evil creatures already dwell.

Emarion Marriage

Posted in Culture on September 16, 2008 by Eathanu

Most civilizations have at some point had a custom for the joining of two people in various regards. Marriage in Emaria, unlike some customs, has little legal hold on either party, however. Taxes are payed jointly by both, and that’s about the only bureaucratic ligature it has.

More important to people is the custom itself, and the ceremony that goes along with it. Ceremonies are usually small, with only immediate family and close friends attending, normally fewer than twenty people. The ceremony, which traditionally takes place outside, is often conducted by one of the parents, a priest, a town’s mayor, or in some very rare cases even a god.

The people attending all gather on a lush hill or whatever’s available. They sit either on the ground or on benches or other seats set up for some degree of comfort. Last to arrive is the couple getting married, who walk to the centre of the group. The others turn to greet them and give their full attention. One from the couple, usually the husband, relates the story of how they first met, and some stories about the times they spent together up to that point, usually leaving out the method and place he (or she, if the wife did) proposed the marriage. The other then speaks briefly about their plans for the future, where they plan to live, how many children, et cetera. In the case of same-sex couples the explanations can go either way.

The couple then speaks vows to each other to support each other, have no other romantic links and other such promises which, in older times before and shortly after the Dragonian War, the attending family and friends were actually expected to hold the couple to those vows. The couple then sits together in the middle of the group and everyone eats a large meal. As people finish eating, they give their best wishes to the new couple and leave the wedding. When everyone but the couple and the person conducting the ceremony have left, the conductor presents both of them with a piece of jewelry to signify their marriage, usually rings or amulets.

The jewelry is usually silver or gold with gems that either match the others’ eyes, or are the favourite gem of the wearer. Once they’ve donned the jewelry, the conductor leaves the ceremony as well, leaving the couple alone, who then sit together and just enjoy the company of the other for a while before leaving as well.


Posted in Creature on September 15, 2008 by Eathanu

Climate: Warm caves
Frequency: Rare
Seeded Worlds: Azureus, Eterna, Entrega, Ifavi (extinct)
Organization: Colony
Diet: Carnivore
Intelligence: Average
Size: Medium
Danger Level: Tough to Very Dangerous

Abominations typically come in three types: Shamanic, magic-users who patrol cooler caves in the Abyss; Savage, which possess a large horn and prefer hotter climates; and Clan, which always travel in fours and have no preference of climate, even being seen above ground in rare cases. All three varieties have the ability to float in the air as if levitating, and even sleep while doing so.

Combat: Shamanic Abominations, when faced with combat, will normally cast spells until the opponent gets close, then attempt to bite it. Savage Abominations bite and try to impale anything living they run across except other Abominations, and will continue to attack until the enemy is dead, even if it runs away. Clan Abominations are much smaller and tend to avoid combat with larger enemies, unless they are hungry, in which case they will attack anything human-sized or smaller. They have weak magic they can cast, and large teeth compared to their size, but their main form of attack seems to be slamming headfirst into enemies to knock them down, then bite down on the throat.

Habitat/Society: Other than Clan Abominations, they are rarely seen in any societal roles, though they tend to ignore each other rather than attack, as they do any other living creature they run across. Clan Abominations are almost always within ten meters of each other, and don’t openly interact with each other, indicating they may be connected by a hive mind with each other.

Ecology: Abominations are rarely seen eating, and waste doesn’t seem to be a problem, leading many to speculate that Abominations don’t actually exist entirely on this plain. Only Clan Abominations seem to require food, and most of the time they just eat whatever they kill, until danger draws near.