Archive for the Places 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

Nine Plains

Posted in Places on October 2, 2008 by Eathanu

The universe is made up of what is essentially numerous separate volumes encompassing a large four dimensional hypervolume you can’t even conceive of. These are the different plains of existence. The known plains are all made up of sub-regions that also require travel in four dimensions to go to.

Law Neutral Chaos
Good White Haven Avina Cha’artica
Neutral Sirius The Elements Pandemonium
Evil Hell Grloth The Pit

When a god does travel to another plain, they lose most of their immortal powers during their stay, though they can leave at will still. Mortals, on the other hand, don’t lose anything from travelling to different plains in most cases, though some places are safer than others.

White Haven: White Haven is a place of utmost peace and serenity, though it is easily the hardest of all of the plains to reach, with its only known gates being buried deep on planets way out in the Reaches. In other plains there are not even any known gates leading there. White Haven is home to many compassionate beings, and anyone entering the plain is treated well. However, most people are eventually made to leave, because only the most inherently good of souls are allowed to live freely on White Haven.

Avina: Avina is a meeting place for the greatest of heroes. People gather there, in the one city that exists in the mountains of that plain, and speak of how to eradicate evil, without regards to law or chaos. Many people who want to achieve true righteous balance make a pilgrimage to Avina some time in their lives. It is not terribly hard to reach, luckily, with a portal even on Azureus existing.

Cha’artica: Cha’artica is a haven for those with good intentions in mind who do not wish to be constrained by law. The entire plain has only one truly evil being residing at all times, and the warriors of the population are in a constant struggle with that being. The plain has a few sub-regions in it which offer similar situations, with the solitary evil getting more prevalent the deeper you go. Magic in Cha’artica is unpredictable, and most essentians avoid using their powers to be safe, though empaths have less to worry about. Cha’artica has at least two entrances in the planets of the Graduill system at least.

Sirius: Sirius is the galaxy within the plain that Emaria rests in. There is little else to say except that it is the only plain without any sub-regions in it and is one of the most diverse as well.

The Elements: The elements are the five regions that embody the five forces of nature: fire, water, air, earth, and essentia. They are difficult for a mortal to survive on, but they are the prime location to summon creatures from for battle or whatever purpose. Unlike the other plains, there are no warp gateways to the elemental plains, but they can be accessed through magic easily due to their central location.

Pandemonium: Pandemonium is a plain of confusion, with little to no consistency within itself. It is a haven to the insane, ever changing and to the demented, never boring. Pandemonium has two regions, the bottom of which is downright dangerous to the mortal. The top has four seasons on its one planet: Mania, Delirium, Dementia, and Hysteria. The four come in a seemingly random order and cause untold damage to the psyches of anyone in the plain. Regardless of the emotional danger, a good empath can survive in the plain unscathed.

Hell: Hell is the largest plain of existence, with there being nine separate regions, all based on one of the seven sins, and not being altogether unpleasant. The last two correspond to those who have died within Hell itself, and those who were in life indescribably evil. Hell is the usual location for those who die on Sirius, and the dead then continue their lives in Hell, living within the region of their most prevalent sin. Some dead, the insane, instead go to Pandemonium, and those who are exceptionally virtuous but don’t ascend find themselves in White Haven. The dead can move from plain to plain, though it is not easy, and most choose not to.

Grloth: Grloth is a place of unpleasantness, a place where a gloomy shadow covers everything, and there is no enjoyment. It is easy to get to and hard to leave. That said, the amount of irremissible evil is negligible, and the place is more of a purgatory than a hell. Common effects from travelling within Grloth include apathy and depression. Creatures native to Grloth are often strong, but slow-moving or slow-witted.

The Pit: The pit is the ultimate plain of evil. It’s composed of three regions, representing various depths of madness and anguish. The pits themselves consist of one large pit in the ground, with a clear exit in sight, moonlight beaming down in one shaft, but clearly no way to reach the exit. The walls of the pits seem closer the more desperate to escape the being is. The region is inhabited by creatures of malice that can’t decide between killing outsiders or letting them suffer in the pits for eternity. The region below, the catacombs, is a labyrinth of twisting corridors and torture rooms, as well as crypts where they feed the souls of the dead to beasts of indescribable evil. Below even that is a region encased in flame that burns the flesh and soul of all who dwell within.

These plains all have their place in the web, and there are more outside of the nine, but they are beyond the understanding of mortal humans or even any of the Sirisian gods.

The Abyss

Posted in Places on August 23, 2008 by Eathanu

“When you look into an abyss, the abyss also looks into you.”

~Friedrich Nietzsche

Nearly every serious adventurer from the rise of the Emarion empire to the sky age took their chances within the Abyss at least once. The Abyss was a series of caves, caverns, and otherwise underground locales that stretched all across the planet Azureus, all interconnected in a confusing web that represented the madness contained within. The abyss was first the perfect place to explore for the lionhearted, home to dragons and less dangerous creatures, and second the spawning grounds for the Necros, who used the twisted halls to confuse interlopers and keep their secret ritual chambers safe.

There are numerous entrances to the Abyss all over Azureus, but the largest, best-known, and most travelled is that which lies in the mountains east of Dragonmark. Many known entrances also exist on the continent of Crim, and there is one closely monitored cave inside the city-island of Materia itself.

With locations on every continent, it’s clear that the Abyss runs under the oceans themselves, and one stretch cavern stands out from all others; a section that runs underneathe the ocean, totally exposed to the waters, with a still-breathable pocket of air that presumably replenishes itself. There explorers can see the waters above them, as well as what lives at the very bottom of the sea. The location is clearly magical, and is roughly circular with a high ceiling that’s best described as “membrane-like” with a diameter of about half a kilometre. Credit for this locale is often given to Levia, as water is her specialty.

Dimensional gates are also believed to exist within the Abyss, and many delve into the cave hoping to find a portal to another existence, though this belief was never truly confirmed. Most who went in with the express desire to locate a dimentional warp never returned, either because they found one, or because they found a hungry black dragon or a patrolling necros guard. Those who did return never found anything, or barely escaped with their lives.

There are those who manage to make the Abyss their homes, mostly demented souls, or those who desire complete seclusion from the trappings of civilization. Most who attempt this quickly die, but as a person becomes accustomed to the unforgiving conditions of the Abyss, it grows into the perfect arena in which to hone the instincts and achieve amazing mortal power.

Luckily, for most people, the Abyss is a place for all the bad things in the world to exist in one convenient location, and for adventurers to go get themselves killed. The Necros and occasional angry dragon are the only serious threats in the entire history of Azureus to consistently crawl out of the Abyss.

The Rings

Posted in Places on August 6, 2008 by Eathanu

The star systems that dot the black skies of Emaria are like those of any other galaxy–they’re very densely packed in the middle compared to the outside, which is more barren. The planetary systems within the Emarion galaxy are categorized into four sections.

The core systems are those towards the middle. Each system is very easy to travel to, and the skies are patrolled well by each systems’ respective navy. The inhabited core systems consist of Sirius, the blue giant and green dwarf binary system, which is home to Azureus; Fuu’u’ll, considered the center of the galaxy, a white dwarf star which houses many planets, among them Nexus being the most populated world in known space; and Toroi, a yellow giant dominated by Lyndor-owned planets.

The inner systems are those which are not quite as close to the centre as the core systems. They are still well-defended and considered mostly safe, though a weaker governmental grip on some of them makes it a little easier for pirates to function, if they’re careful. The populated inner systems are Aum, a white dwarf which has no actual planets, but is surrounded by an artificial shell that uses the sun’s energies inside to power systems that make the shell hospitable to all sorts of people; Modra, the capitol system of the Ghrinite people; Graduill, a medium red star that supports some of its own life, with unpopulated planets claimed by Azurean races; Coet, “the poor man’s Fuu’u’ll”; and Etheria, a yellow star with three planets sharing the exact same orbit with their own strange politics.

The outer systems are those considered too far from the core to be easily defensible in case of any attack, and most people who are looking for easy prey will stay around these systems. Still, supplies often need to be brought out to the outer systems to sustain their populations, so it’s a good source of honest work as well. The populated outer systems consist of Sincri, a blue star with a very small planet whose only sentient influence is a single monastery; Bronach, a system with no orbiting planets, but is surrounded by artificial orbiting bodies, mostly research satellites; Eppita, an unstable system dominated by its two gas giants; and Oach, a system that spawned a major crime ring in the outer systems.

Finally, there are systems out in the Reaches. The Reaches are considered completely out of the jurisdiction of any core world government, and all colonies out this far are on their own. Most of the inhabitants are from planets in the Reaches, and few people purposefully travel this far out unless they’re looking for Paradeisos. The dangers of the reaches are well-known. For one, the Necros are safe to go as they please around the reaches, as there are no large navies patrolling the skies. Second, insane rogues can be found around the Reaches, preying on anyone and anything in an effort to survive. Third, and most dangerous, are the massive space-faring organisms of the Reaches. Though highly varied in shape and function, most of the non-sentient beings capable of travelling space do so in the Reaches to avoid the higher concentration of starts toward the core, and almost all of them are considered highly dangerous.

On the other hand, there are those who make their home in the Reaches for the excitement, and most of the inhabited planets are close enough to the core that the larger organisms will stay away. Some adventurers even try to hunt the larger creatures in hope of glory among the other Reachers, as they’re called.

In the end, everyone can find their place in the universe, so long as they look for it.


Posted in Places on July 26, 2008 by Eathanu

In D3047, the god Eathanu visited an estimated 85% of all living sentient beings in their sleep and told them of a paradise world, a world that could support any sentient in known space because, though divine magics the world had every climate existing in the explored worlds somewhere on the surface. There were differing accounts on the subject, because Eathanu told four different descriptions of the planet.

Some were told that the journey to Paradeisos was a one-way trip. Others were told that it could not be reached by ship. Some were told that anyone travelling far out enough into the Reaches would find it. Finally, some people were told not to believe the story, that Paradeisos didn’t exist at all.

Eathanu’s plan worked, and a lot of people began to look for this paradise, hoping to find true peace, permanent escape from the Necros, the credit for being the first to find it, and many other reasons. There was a sharp rise in the number of independent adventurers searching through space, boosting the economies and giving Emarions a new goal (immortality became easy at some point).

Anyone who might have found the planet never told the story or was never seen again, and during this initial rush many people vanished, presumably dead or exploring the dark void for something they did not know existed. Eventually some people gave up, but there was always someone looking, stories of exploration in the Reaches finding not Paradeisos but other wonders.