Archive for the Emaria Category

Azureus, Sirius

Posted in Places on May 28, 2009 by Eathanu

537E7-3T Sirius System

Diameter: 7600 km
Surface Water: 72%
Average Surface Temperature: 73 °C
Gravity: 1 g
Atmosphere: 1 atm

Rotational Period: 36 Az Hours
Orbital Period: 242 Az Days

Discovered: N/A
Colonized: N/A
Population: 2.6 Billion

Azureus is the home planet of many of the sentient species in Emaria. It is also the primary workbench of the gods, so to speak. Originally home to only humans, Histan created most of his own creations from them, and thus the strongest race in the galaxy, the Emarions, were born.

Azureus is split into two main continents: Crim, the human homelands, a widely varied and massive continent housing dozens of different human nations of varying sizes, and Viridia, home of the diverse Emarion, Aerai, Dragonian, Lyn, and Bangarash cultures, among others. The first major interactions between the two continents was during the Turtle Rising, when floating island-turtles peppered the sky all over the world.

After the ascent into space, many of the humans on Azureus left to the new human capitols, finally making the Emarions the majority race on the planet, and allowing them to exert their control on the star system without any intervention. Currently, Azureus is the home planet of the Emarion King, and its orbit contains one of the most popular and well-maintained space stations in the galaxy.
City icons by Curt Sibling

Bangarash, Sirius

Posted in Places on April 4, 2009 by Eathanu

645B6-2T Sirius System

Diameter: 8800 km
Surface Water: 55%
Average Surface Temperature: 32 °C
Gravity: 1.1 g
Atmosphere: 1.05 atm

Rotational Period: 72 Az Hours
Orbital Period: 267 Az Days

Discovered: Emarions
Colonized: Bangar
Population: 1.9 Billion

Bangarash is the new capitol of the Bangar race. The planet is only loosely populated due to the relatively small number of Bangar in the galaxy, and the more even distribution across the various stars. Besides New Bangarash, their major cities’ names are all inspired by other races’ languages; Rinodri Alam is a Dragonian name and Commona Bre is Emarion. Due to the relatively high surface temperature, the planet is not a tempting place to live for any races outside the Bangar, though it is certainly tolerable to most, and many Aerai make their residence closer to the poles.

The climate of Bangarash is mostly humid, making the majority of the planet either swamps in the lowlands and rainforests in the high. The water on the planet is rich in certain minerals that are extremely healthy for the Bangar physique, but often allergenic, sometimes dangerously so, for most other races, Emarions especially. Bangar does import water from off-planet for non-Bangar consumption, but that has caused heavy inflation on pure water. The higher gravity and slightly denser atmosphere add even more credence to the theories that Bangarash was a planet sculpted for the Bangar long before it was named.
City icons by Curt Sibling

Mantra, Sirius

Posted in Emaria, Places on April 2, 2009 by Eathanu

210I1-1V Sirius System

Diameter: 1800 km
Average Surface Temperature: 260 °C
Gravity: 0.6 g
Atmosphere: 0.1 atm
Pressure suit advised

Rotational Period: 28 Az Hours
Orbital Period: 112 Az Days

Discovered: Necros
Colonized: Emarions
Population: 0

Mantra was first landed on and colonized by the Necros, who built a skeletal palace whose ruins can still be seen on the surface. The Emarion Navy, after discovering this palace, bombarded it from orbit, successfully destroying it as well as killing one of the few actual Necros who left Azureus.

Later Mantra was colonized by a small Emarion mining company in hopes of finding some useful raw materials, but little was mineable, and the cost far outweighed the benefit of mining, so the mine was quickly abandoned.

Currently, a luxury liner takes cruises out to Mantra from Azureus and Coelenth to Mantra, and passes over the ruins of the Skeletal Palace. It’s a popular tourist attraction for history buffs, and a relaxing voyage for regular vacationers, the entire trip taking about four days.

Symbols thanks to Curt Sibling


Posted in Religion on February 21, 2009 by Eathanu

Indra is a special case among the gods. She is the goddess of chaos, and unlike any of the other gods, cannot speak. Rather, she does not care to, and doesn’t seem to understand anything said to her. Nothing any of the other gods do to her affects anything she does, and even to them she is a complete mystery.

Naturally, mortals also find this being fascinating. Indra usually drifts around the cosmos in the form of a celestial dragon ghost, a creature of every colour of the visible spectrum and most of those off of it. She spends most of her time in the Reaches and beyond, and finding her can be dangerous at times. Those who do find that the danger is well worth the spectacle; seeing the dragon up close is one of the most beautiful things a limited mind can imagine. A very lucky few have even flown through the apparition.

Indra has also mostly stayed out of everyone’s way, and has not directly impacted any major event in history, save perhaps for inspiring development in art and science with her sheer majesty. Only Indra herself could possibly know exactly what it is she wants, and at The End of time that secret, whatever it was, was lost forever.


Posted in Science on December 24, 2008 by Eathanu

Emaria is home to three separate but equal types of magic. Anyone is capable of picking up and mastering any or all of them, but they tend to be more difficult to pick up the more you know, and the more age sets in.

The first and most prevalent is Essentia. Essentia is a questionably tangible substance that can be harnessed into a living body, and frequently is, even if the creature doesn’t know how to use it. Essentia can then be released back into the ether to produce effects willed by the wielder. Essentia is considered by most to be the strongest magic, but this is untrue; it’s just the easiest to learn.

The dangers inherent in essentia have forever presented themselves, not only to the targets, but to the wielder. The most common problem is when a body unused to a higher amount of stored essentia is essentia burns, where the stored magic reacts poorly to a body and causes headaches and other sharp pains in the body. This pain can be averted if the essentia is used up quickly.

The second kind is Empathy, a magic that utilizes the thoughts and emotions of the user and receiver to execute its effects. Empathy is possible to pick up without formal training, but it requires the highest amount of intelligence to learn. Empathy distinguishes itself from essentia in that its effects are more neurological, in its simplest detecting the intentions and emotional state of the receiver and in its most complex eliminating pain and mending bone and flesh.

Empathy is more or less safe from error in the hands of anyone able to master it, though most people consider its use to be a little rude if used without their consent. Empathy, unlike essentia, has few possible physical ramifications.

The third is Tighe, the magic of the body, used to enhance physical abilities. Tighe is most notably used by the Emarion Dragoon corps, which gives them their ability to leap great distances and survive the subsequent fall. It’s the hardest to learn without formal education, and most people only learn and perfect a single ability, but once learned it usually takes little or no effort to produce effects, as in the case of dragoon jumping.

Also, Merry Christmas. You get an article this year.

Emarion Names

Posted in Culture on October 27, 2008 by Eathanu

In Emaria, the tradition is to name a child with whatever sounds good to the parents. That said, there are conventional meanings for certain vowels if placed at the beginning of a name. An “A” denotes affection, and is common for the first letter of Emarion names (Anselm, Arkturus, Azreal), especially single children, as they are their parents’ only progeny. An “E” denotes some kind of greatness (Eathanu) or destiny, and is more common to children of military families. An “I” is rarely used, but mostly feminine and used to show a scholarly nature, and is often the first letter of a long name (Inuama, Itimusia).

“O,” while not limited to such, is traditionally the first name of kings and other royalty. It shows power of the mind and body, and partly as a sign of respect the lower classes do not so frequently use the letter for their children. Interestingly, to Aerai culture, which in most cases neatly mirrors Emarion, “O” is a masculine letter used for disgrace, “with the king being the only exception,” as they put it. (Examples: Ocato, Odessa, Osiris)

“U” is used very infrequently for the first letter of a name just because it’s a strong sound on its own and doesn’t fit well at the start of a word. Regardless, it represents a beautiful simplicity in a person, not necessarily of the mind, but of the nature. A farmer who wishes his offspring to have an uneventful life might name his child with a “U” name. (Examples: Uncoste, Ulycai)

Most names don’t start with a vowel, but the first syllable of any word contains at least one, and in most cases the first vowel in any name is considered as above, though if it is not the first letter as well, it’s frequently considered to be less emphasized. Silvikk is a monk and a scholar, but that is not all she is, and it’s not particularly her passion.

Also of note in Emarion culture is that, when a couple marries, they choose how the names are distributed. For example, some women take the man’s last name, but keep their old last name as their new first name. Some couples exchange last names. The most traditional practise, however, is also the most familiar: one person takes the last name of the other.

Emarion Craftsmanship

Posted in Culture on October 20, 2008 by Eathanu

Emarions are considered some of the best artisans in regards to some crafts. The typical styles vary widely, but beauty as seen by Emarions usually entails a mix of harsh angles and rounded edges used in complex but predictable patterns. Emarion artists like to paint or sculpt architecture more than anything else, with later artists creating impossible or exotic structures, often inspired by the complicated Materian engineering exhibited on their planet and their colony on Azureus.

The materials Emarions use are traditionally extracted by the artists themselves (trees planted for the wood, flowers grown for the colours taken from petals, ores mined for the metals they smelt into), though sometimes the artist is unable or the times call for a more efficient division of labour. Blacksmiths, especially in times of war, tend to buy metal to craft their weapons and armour.

The epitome of Emarion craftsmanship is the Kaska, a weapon used by particularly skilled Emarion warriors and customized to whoever uses it. It consists of a rod that is a certain balanced length and weight, dependent on the wielder, that allows for the elaborate flourishes and acrobatics involved in using the weapon. Because they are custom-made for the person who uses them, Kaska are frequently decorated heavily with beautiful etchings or dyes, and adorn the graves of their owners if they do perish.

Azureus is home to many distinct cultures, and while Emaria is not necessarily the most varied (humans are, of course), they are arguably the most prolific.