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Fish's Universe Dump - Printable Version

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Fish's Universe Dump - fishwithaknife - 11-14-2014

"The Coast" is what I usually refer to my universe setting, even though it makes it sound like a beach or something. <font color="#e0ff00]Please ask me about anything[/font], since I have a hard time knowing what I need to expand upon.

The Tone of The Coast
The main point of The Coast is the combination of futuristic tech and alien life with the sword and sorcery of medieval fantasy. Strongly influenced by Dungeons & Dragons yet set apart from it, The Coast is a wide universe (multiverse really) where one can find gun slinging elves, or space-faring ships powered by arcane magic.

Magic is built into every thread of the setting. It influences everyday life and shapes the history and future of worlds. In contrast, advanced tech does what magic cannot, or simply works in harmony and coexistence. Great cities where buildings touch the sky, and castles stand next to industrial generators can be found, as well as vast wilds of sand and meadow.

Anyone can be a hero, and I do mean anyone. From a basic human soldier, to a beholder geneticist, anyone has the potential.

The World
The Coast is the name of a strip of land that encircles the prime material plane, an impossibility that seems to defy the laws of space and physics. However, the setting of The Coast actually spans galaxies and worlds.

Magic and technology blend so often in The Coast, that is difficult to tell where one ends and another begins. This allows for things that might be otherwise impossible, such as instant communication between galaxies, or travel that moves beyond space and time.

As the campaign begins, the worlds have worked out a relative peace between them, so trade and commerce flourishes. Most have come to relax and forget about the dangers of the past.

Meanwhile, the Red Death, an organization able to control a few galaxies alone, gains power in the shadows. In the past, the Red Death brought civilizations to ruin, and devoured entire races. Now, most think them little more than boogiemen.

Ten things you should know

<ul type="disc]<li>If it exists in Dungeons & Dragons, then it has a place in The Coast. Much of the world was based off the game, so much of it fits, although with some modification.
Particularly along the Forgotten Realms and Eberron settings from 3.5 </li><li>Faction and Alignment don’t always match up. Many who work for evil believe they are right, while others who work with good may have dark motives. Good demons or evil metallic dragons are not uncommon.
This is especially true for members of the Red Death, but I'll cover that later.</li><li>Magitech. Magic and technology are blended to the point that most don’t really differentiate between the two. Enchanted vehicles and firearms are as common as magic swords and armor.
However magic is treated as both an art and science, and there are stable rules to just how magic works.</li><li>Many, many worlds. Space travel is common, but most of the multiverse is unexplored. There’s a lot out there.
</li><li>The Red Death. The Red Death has existed for longer than anyone knows, growing always. Known for their fixation on psychics and genetic experiments the Red Death is mostly shrouded in mystery.
</li><li>The main factions. Stelania, Atlantis, Okonia, Highinlas, Diflaeca, and Dogenphlaac are the main powers (other than The Red Death). There are others that might be more powerful, but these are the few that control a small corner of space.
</li><li>New deities. The Coast has its own pantheon, which is detailed elsewhere. The main few are: Yuki, goddess of healing; Pyron, god of fire; Zenistan, god of swords; and Arina, goddess of war.
</li><li>Dragonkind. Dragons are common throughout the world of The Coast, especially in the form of tiny swoop dragons, which are often employed as neutral couriers.
</li><li>The unknown. Many things come from the dark reaches, making the frontier a dangerous place. Even the hardiest of spacers tread carefully on the fringe, because horrors often emerge from the black.
</li><li>New races. There are many worlds, and even more people. In addition to classic fantasy races, there are many variants and species unique to The Coast. This includes the many things the Red Death creates as well as strange creatures from the unknown.</li></ul>



Fish's Universe Dump - fishwithaknife - 11-14-2014

<b style="text-decoration:underline;]The Coast (location)[/b]

The Coast is the name of a strip of land that encircles the prime material plane, an impossibility that seems to defy the laws of space and physics. No one knows how or why it works, it just does. For scientists located here, there is extensive reserch into how things such as atmosphere, gravity, and climate sustain themselves, though very little information as been found. Some sort of force causes a line of stars to move along the coast, giving a day/night cycle, as well as some seasons due to the size and intensity of the passing stars. Due to the level of organization, it is popular belief that some sort of entity is maintaining the balance, but who, or what, it is has not been discovered.

Okonia, Highinlas, Azeria, and Telkan are located here, all self-governed countries.

Azeria
Once ruled by the sons of the dragon god Io, and later by the Atlantians, Azeria is now in ruin. The northern portion is slowly taken over by Okonia, and small civilizations dot the country, but it is mostly wilds.

At the northern border is the firegrass plains, home to a unique plant that resembles flames as it dances in the breeze. At night the grass gives off an orange glow, further attributing to its name. Both centaur and indigo make their home here in tiny scattered villages that mostly communicate through messenger and bard.

To the south is the city of Crossover, all that is left of the Io empire. A walled city, they mostly thrive on agriculture and hand-crafted goods. Though they don’t have much of a military, many adventurers in the past have lent their help, earning the city a reputation of luck.

At the center of Azeria is the ruins of the Old Atlantis, now a hive of scum an villainy. Due to a large presence of Red Death operatives, the ruins have gained the name “Red Atlantis”. Red Atlantis is a city in it’s own right, though dark dealings are it’s only economy.

Highinlas
Rolling green hills and rocky mountains frame the shining cities that dot Highinlas. The countryside holds many resorts and lush wilds, but it’s the city life that attracts most to this country.

Highinlas is home to the Highlinian race , proud copper-haired and copper winged folk. Highlinian culture is female dominated, with males often sold into slavery. While other races can be found in Highinlas, these Amazonian hawk women are considered the native race.

Aside from slave trade and entertainment, Highinlas flourishes in the trade industry. The latest fashions, the finest weapons, and the richest foods can all be found here. The cities never sleep, with open markets and malls by day, and strip bars and dance clubs by night. Casinos and arenas can also be found in the cities, ensuring that there’s a little of something for everyone.

Despite an appearance of carefree attitude, Highinlas is home to the Freyas, a highly trained military force. Freyas are exclusively female and trained from birth to defend their homelands. Younger Freyas can be found on most street corners, acting as both a standing military and law enforcement.

<ul type="disc]<li>Highinlas (capitol): A city of decadence and beauty, Highinlas is home to the female-dominated civilization of the Highlinians. The city itself is a center of trade on the Coast, with slave trade, gambling, and other less than savory practices in common place. Despite this, Highinlas is not a center of crime, and is actually quite orderly and lawful, thanks to heavily patrolled streets by a highly trained police force.</li></ul><div>
Okonia
Few nations match the military prowess of Okonia, and only the Stelanians surpass them. With a highly structured culture and an adherence to law, crime is virtually nonexistent.

The people of Okonia are mainly comprised of draconic people, including drakkon, half-dragons, and kolbolds, as well as others. Less common are full dragons, but Okonia is still home to several colonies of swoop dragons, and plenty of true dragons.

Most natives of Okonia pay respects to the war goddess Arina, who many believe is the one who carved the country from the mountains. However, few Okonians are overly religious, so Arina temples are few and far apart.

The main exports of Okonia is weaponry, focusing mostly on land vehicles and anti-air cannons. Stelanian metals are often imported, though some locally manufactured metals that can match Stelanian white metal.

Most who visit Okonia come for the arenas where battles of the fines warriors take place. Such events often last for days, in both large scale battles and tournaments. Outsiders are welcome to try their hand in the pits, however slaves are not permitted to compete, due to laws against sentient trafficking.

Slavery is outlawed in Okonia, a fact that makes relations with the neighboring country of Highinlas tense at best. Otherwise Okonian law is mostly common sense, though strictly enforced. Okonian punishment is often viewed as overly harsh, with crimes such as theft punished by injury or death.

Okonian citizens are required by law to attend ten years of basic academy and to serve at least four years in the military. After mandatory service, citizens are free to pursue any occupation, but are required to contribute in some way. Due to these laws, many that come from Okonia are well trained in battle and craftsmanship.[/align]
<i style="text-decoration:underline;]Telken[/i]
Located between the borders of Okonia, Highinlas, and Azeria, Telken is a sort of neutral territory. With no cities, the entire country is grassland and forest. Nomads make their home here, traveling in a round path which earned the country it’s nickname: “The Donut Lands”

The Ravens, an offshoot of the Highlinians, make up the majority of the population, though there are rare occasions of other races present. Ravens separate into clans, each ruled by an elder, but still consider themselves a single people.

It is said that Telken is blessed by the god of swords, Zentisan, despite the fact that Zentisan is considered to be a Stelanian deity. The quality of weapons exported from Telken often exceeds that of Stelanian make, lending credence to the claim.

<u style="font-style:italic;]Others[/u]
There are many other countries to the north, and beyond the ocean to the south of Azeria, but these are the main areas covered by my writings thus far.


Fish's Universe Dump - fishwithaknife - 11-14-2014

<b style="text-decoration:underline;]The Draco System (location)[/b]
A trinary star system highly dependent on the innate magic in the galaxy, the Draco System is home to both the Diflaecan Empire, and the Dogenphlo Republic. These factions have had tense relations since first contact, and are only kept in check by outside interference.

Diflaeca Prime

Diflaeca Prime, otherwise known as Diflaeca I is home to the Diflaecan people. A planet covered mostly in water, there is no major landmasses, instead a multitude of islands dot the surface. In the Diflaecan language the word ‘city’ and ‘island’ is the same word, much as most islands are cities, towns, and villages. Due to the large amount of water, Diflaeca Prime is usually covered by dense rain clouds, but the three suns they orbit shed enough light to keep the planet bright and warm, thus making it a common vacation location.

Difleaca II
Originally a penal colony, Diflaeca II is now an independent planet. Covered with nothing but sandy wastes and rocky mountains, Diflaeca II is inhospitable to most. Cities cling to rocky cliffs to protect against sandstorms and hostile natives, leaving most of the planet untouched.

Diflaecans share the planet with aggressive “worm women”, savage people who ride sandworms. Some worm women become bone witches who use feral magics, making both themselves and the worms they partner with more dangerous. While there are males of the race, they are far and few, as most have not seen them.

Though no longer a penal colony Diflaeca II is still ruled by warring crime families. This makes the planet lawless and dangerous, but the easiest place to get anything illegal, for a price.

Dogenphlaac
Dogenphlaac is home to the Dogenphlo people, a fiery race for a fiery planet. Dogenphlaac surface consists of a few different types of geography, shaped by it’s proximity to the Draco system’s three suns, which surround the world and heat it to temperatures which make it uninhabitable to most races. Whether the cause of or a result of the planet’s proximity to the suns, the Prime Material Plane is thinner in this area, overlapping the Plane of Fire.


Fish's Universe Dump - fishwithaknife - 11-14-2014

<b style="text-decoration:underline;]Stelania (location)[/b]
Possibly one of the most well-known planets of recent years, the planet is well known for its ores and its warriors. Stelanians as a whole tend to be warriors, valuing honor, family, and personal strength. Stelanians have very few mages, and of those few all but a small amount focus on artifice and enchanting rather than active casting.

Outside of Atlantis the planet is inhabited primarily by Stelanians and Stelanian Elves, both hardy peoples with a greater toughness and strength than humans, though usually less dexterity.

Most Stelanian natives pay homage to the god of blades and the forge, Zentisan. Weapons forged by this deity and his descendants are marked with a Stelanian rune, equivalent to the letter “Z” and the clan symbol of Karusashi clan.

Stelania’s main exports are raw and processed ores. Stelanian metals are in high demand due to their superior quality and versatility. Stelanian weapons and armor are also in high demand, though most Stelanians refuse to sell to outsiders, creating a short supply of such goods.

Stelania has two moons, one of which, Krakus, is a desert waste which serves as a nature preserve and his highly guarded. The other, Targus, is a miniature world of varied geography and climate and is home to the last remaining members of the Hydra race.

<i style="text-decoration:underline;]Atlantis[/i]
Half of Stelania is a vast and nearly unbroken body of mostly fresh water, containing the island of Atlantis as well as a smattering of small and largely uninhabited and unexplored islands. A few aquatic elves and other seafaring folk are sometimes seen on or near these islands, though they rarely stray far from the water. It is believed that somewhere under the vast ocean lies an undersea city, home to a vast host of varied sea dwelling races, though it’s existence has never been confirmed. Undersea nomads often roam beneath the waves in small groups, and can occasionally be persuaded to trade with land dwellers.

Located on an island not far from the elven peninsula, and named after the cities that came before, the isle of Atlantis is the gilded center of trade and culture. Just about anything can be found here, provided it is within the law. The city is covered with a shimmering dome maintained by a mixture of powerful magic older than the city itself, and is often referred to as simply “the bubble”.

Atlantis is self-governed, usually choosing a leader from the royal caste. Atlantis’s government typically cooperates with the Stelanian government, though this cooperation isn’t necessarily required, mostly due to the symbiotic relationship between Stelania and Atlantis as nations. Monarchs are usually chosen from the Gold-feathered Caste, though there is precedence of Silvers and at least one Blue being elected. Monarchs rule for ten years, and keep a hand chosen council of eleven advisers.

Atlantians are well educated as a people, with eight years of primary school followed by four years in a secondary school of their choice. Though most choose an academic school, Stelanian combat academies are fairly common, particularly among Black and Silver-feathers.

The high temple to Yuki, the goddess of healing is located here, as well as many smaller temples which double as hospitals. Temples to every deity can be found as well, with Pyron temples nearly always having a Yuki temple nearby, just in case.

Though all races can be found in the island city-state, Atlantians are the most common. A near-human species, Atlantians are infused with magic, as displayed in the large feathered wings on their backs. Said wings denote caste by color, though it is not unheard of for a member of one caste to take the job of another.

Atlantis itself is also divided into districts, one for each wing color. At the outskirts is the Blue District, comprised of docks, beaches, and seaside commerce. Beyond that, further toward the center of the island are the parks and farmland that mark the Green District, followed by the Orange and Brown Districts of industry and construction. Next is the largest District, a mixture of commerce and recreation known as the Yellow District, which is also the first stop for tourists, and many merchants cluster along the streets, making the main strip a noisy and colorful place. Beyond that is the White District, where Mages and Alchemists cluster. The White district is the best place to find quality enchantments, though with quality comes price. Ever closer to the center, we find the militant Black District, mainly combat schools, military academies, and barracks. While the Black District is open to the public, the large number of warriors and soldiers discourages crime and shenanigans. Beyond the Black District is the palace, surrounded by the Silver District. Visitors are not allowed here without proper escort and purpose. This is where the elected King and their family live, as well as those most loyal and important to the crown. Visiting dignitaries stay in the palace as well, but are well guarded.

The Elven Peninsula
The majority of Stelania’s visitors seek the island city of Atlantis, but those who don’t usually visit the Elven Peninsula. Here the elves gather in a trio of cities; Telmaril, port city at the tip of the peninsula, Verdalil, centered in the deep forest at the peninsula’s center, and the subterranean Umberil, largest of the three and spanning nearly the whole of the peninsula‘s underground. It is in these three cities that most of the non-Atlantian commerce of Stelania takes place, with Elven and Stelanian manufacturers meeting often to trade goods with one another as well as supplies of every sort.

<i style="text-decoration:underline;]The Great Desert/The Badlands[/i]
Due to the way that the construct world of Stelania was designed, exactly half of the planet’s surface is land, primarily in the form of a massive arid desert, the deepest reaches of which are known as The Badlands, home to bandits, sand worms, and worse. The harsh and brutal desert is a haven for the lawless, though the government doesn’t see it as a significant problem due to the small population and high mortality rate. For every island in the Great Sea it is said that there is an oasis in the Great Desert, though only a few are known to exist due to the natural discouragement for lengthy expeditions into the high desert.

The Ring
An integral if mysterious part of the construct world’s workings is a ring of tiny Swoop Dragons who move endlessly in a ring around the planet. So fast is their movement and so hardened are their bodies that should anything impact this ring it would simply cease to be, shredded by millions of impacts and devoured by the ravenous dragons moving near the speed of sound in a single seamless blur. Magic and technology were employed in equal measure to create this ring, and it’s true purpose and nature are shrouded in mystery.

Krakus
A desert moon with little atmosphere, Krakus is used as a reserve for sandworms and the race of people bonded to them. These worms and witches were stolen from Diflaeca II, but since the Stenlanians are unable to return them to their home, they instead move them to the reserve where they can be protected.

Targus
Mostly terraformed rocky terrain, Targus is home to the remaining few Hydra people, as well as pockets of male Kathar. The moon is mostly barren, with life surviving only around small settlements.


Fish's Universe Dump - fishwithaknife - 11-14-2014

Red Death (faction)
The Red Death is an ancient organization that has always been at war with all known nations. Sometimes they are quiet, letting known space nearly forget about their presence before attacking again, though they are never truly at rest. The main force of their aggression seem to be focused on Atlantis and Stelania, and have even destroyed both nations in the past, driving both the Stelanian and Atlantian species to near extinction. Even though both nations have made a come-back, this does not mean that the Red Death is any less of a threat. They have a military force able to match any other one nation, however it is the alliance of nations that keeps them at bay.

The Red Death are a military empire, led by a leader that is chosen by a secret means that is a mystery to even the highest ranking members. While most of the population is military, there is also a "civilian" rank, which denotes those who have non-combat jobs. The Red Death classifies all its members by job class and rank, the lowest member being a D-class civilian, the highest being the S-class god. There are also normal unranked civilians that are ruled by the Red Death, who see them as a normal government that both governs and protects the citizenry.

The Red Death operates in a mixture of methods, blending covert, overt, and scientific means. The Red Death is best known for its interest in psionics and bioengineering, and has a large amount of space and resources dedicated to laboratories and factories where different kinds of soldiers are manufactured. They also have a large amount of soldiers that are merely modified from their base species, some to the extremes of becoming a brand new species.

The Red Death are responsible for creating a few new species, the best known are:

<ul type="disc]<li>Kathar: Humanoid beings with black scaled skin, alcoholic and flammable blood, and large fleshy wings for climbing. They are flightless, but tough and hardy, so long as they are not exposed to flames. They were created from the genetic modification of the Stelanian, Xaven Karusashi.
</li><li>Acidian: Humanoid beings that tend to be dark green or black, with highly acidic body fluids, to the point that skin to skin contact causes rash. They are no tougher than baseline humans, but tend to be more aggressive. They were created from the dna of the hydra species, as well as that of humans.
</li><li>Confessor: Naga-like beings with four arms, four eyes, four ears, and long hard claws able to pierce a human skull. They have powerful psionic abilities, and are in wide use and production throughout the Red Death. Their abilities range from mind reading to telekinesis and are the most feared creation of the Red Death. They were created from mainly indigo and atlantian dna, with traces of many other sources.
</li><li>Confessor Sylphs: Though they appear to be normal Stelanians, they are not quite as physically tough. They also have powerful psionic abilities, but do not reach the strength of normal confessors. They are used for covert operations. They were created from confessor and stelanian dna.</li></ul>
The Red Death are also known for their space craft which are all known by dragon-related classifications:

<ul type="disc]<li>Drake Engine: Fast, light, fighter-class ships carried in bulk with larger ships. Never far from a base or a carrier, they are not meant for long-range travel and have no ftl capabilities.
</li><li>Dragon Engine: Cruiser-class ships meant for utility use. Usually carrying cargo or troops, but not quite large enough to carry fighters. They are fairly quick and fairly tough, though are often out-classed by ships of other makes.
</li><li>Wyrm Engine: Carrier-class ships used to support Tiamaat Engines with high firepower and large swarms of Drake Engines. Tough and powerful, their weak point is their low maneuverability.
</li><li>Tiamaat Engine: Capital-class ships equipped with high-powered beams meant for glassing planets. They are not maneuverable, but they are highly shielded. As of yet, the only recorded destruction of Tiamaat Engines have been though use of Stelanian blue ships.</li></ul>



Fish's Universe Dump - fishwithaknife - 11-14-2014

Stelania (faction)
Stelania is known as one of the most, if not the most, powerful nations in the known universe, as far as military might goes. They are allied directly with the Atlantian nation, though this is in part due to Neoatlantis being located on the Stelanian homeworld. In the past they have had a tense relationship with both the Diflaecan and Dogenphlo nations, due to their interference in the last Fire-Water war. Okonia is considered a sister nation to the Stelanians, though the Stelanians consider them simply to be a worthy rival. Though Stelania has a naval fleet for space combat, they are much more proficient in ground combat, and will default to man-to-man combat as often as possible, where they are unmatched.

Stelania, as a nation, adheres to a strict code of honor that is largely based on the ideals of strength, loyalty, and combat proficiency. Their government is feudal in nature, with the families with the most military might ruling over families with less power. Each city-state is ruled by a family, with the planet being ruled by the top ten city-states. In dealing with outsiders, they have a council of the top ten family leaders, who act as both military and political leaders. All citizens are soldiers as well as a secondary craft, which ranges in what would be the normal spectrum of job-classes in other cultures.

Culturally, Stelanians are ruled by personal strength and military prowess, with neither gender being above the other, due to the fact that males mature quicker, while females tend to have a higher physical fitness overall. Stelanians are trained in personal combat, military combat, and tactics from birth, all schools doubling as military academies. Many families also have personal tutors for their children, in hopes of pushing the limits of Stelanian potential. Maturity is marked by an individual forging their own weapon of choice, though some will later use a weapon forged by someone more skilled. Until forging their own weapon, they must use the weapon of their parent, usually their father's, and may not purchase or use another weapon until they forge their own.

Stelanians as a species are incredibly hardy, with a dense muscle and bone structure which is high in non-conductive metallic content. They have cartilage castings around their organs, though it is not uncommon for these casings to be made of bone rather than cartilage, which leads to less flexibility and higher body weight. Even without the extra weight, Stelanians tend to weigh about 600 to 700 pounds, with fortified variants pushing 800 pounds. In general Stelanians tend to be less flexible than humans, and cannot swim due to their dense structures. However they benefit from much higher constitutions and are often able to push themselves to higher limits than even the toughest of humans.


Fish's Universe Dump - fishwithaknife - 11-14-2014

Atlantis (faction)
Atlantis, otherwise known as Neoatlantis or Neolantis, is a center of trade and a melting pot of different cultures. Atlantis has an alliance with Stelania, Okonia, Highinlas, Diflaeca, and Dogenphlaac, as well as other smaller nations, despite the fact that not all these nations get along with each other. Atlantis itself is a democratic monarchy, with its leaders being chosen from candidates mostly of the goldfeather caste, though many times the leader has been chosen from another caste. Atlantian monarchs rule until either the people rule against them, they choose to step down, or their life comes to an end. Monarchs are served by a council of nine elected officials, who serve one year unless voted to stay in office, in which case they serve until either voted out of office, or they step down. The average time for monarchs is 15 to 20 years, while advisers usually serve for 5 to 10 years.

In military might, Atlantis is equally efficient in ground and space combat, with their military comprised entirely of citizen volunteers. Over 50% of the military is comprised of the blackfeather caste, with the other half being made up of other species and castes. Volunteers are required to have graduated from a military academy (all Stelanian schools count as such), and must complete 6 months of basic training, with an additional 6 months to a year of job class training. The shortest military career is 5 years including training, however volunteers are permitted to remain in the military until they are no longer able to pass physical and mental requirements.

Socially, Atlantis can seem chaotic with influences from almost all cultures. The primary culture is that of Atlantians themselves, who value life and enjoy many celebrations in light of this. On the first of each month they hold festivals to honor their patron goddess Yuki, called full moon festivals, though they no longer correlate with the full moon. Atlantis is also the center of the Clerics of Yuki, which are healers that pledge to help those in need. Slavery and slave trade is illegal in Atlantis, as are many drugs, with prostitution and gambling being highly regulated. Speedbike racing is the primary form of sport and gambling in the city.

The actual city of Atlantis is protected by a number of guardians, primarily the elemental guardians which upkeep the "bubble", a magical barrier which surrounds the city, and repels any that are not expressly permitted within its confines.

Atlantians are by far the most common winged race. Genetically identical to humans, despite the fact that they have wings, and often show a talent for spell casting of various types. Atlantian wings are similar in structure to a dove's wings, with squared off feathers arranged with flight feathers, and soft down feathers, blue feathered Atlantians also have an oily coat on their feathers that repel water.

Atlantian wings come in nine colors naturally: gold, silver, black, white, yellow, brown, orange, green, blue. The color normally indicates what the individual has a natural talent for, though it is not uncommon to see individuals in jobs that are not indicated by their feather color.

The colors and corresponding job classes are as follows:
<ul type="disc]<li>Gold - Leadership: Gold feathered Atlantians usually show a natural talent for leading and inspiring others. As such, the monarch is almost exclusively chosen from gold feathers, even though other castes have held the office before. This color is one of the most rare, however, with only red and crimson being more rare.</li><li>Silver - Guardianship: Silver feathered Atlantians are physically tougher than other feather colors, though tend toward gentler demeanors. The average silver feather takes up medical and law enforcement positions, though its common to see them in military careers as well. The goddess Yuki, matron of healing, is said to be a silver feathered Atlantian that ascended to deityhood.</li><li>Black - Military: This color is physically stronger than other Atlantians, favoring physical power over all else. They often choose militant careers, or other physical work, such as sports, or manual labor. Though they are often seen as unintelligent brutes, this is only a stereotype, as most black feathered Atlantians pay as much heed to tactics and details as raw power.</li><li>White - Spell Casters: White feathered Atlantians make up the majority of of the mage caste, as they seem to have the greatest natural talent for channeling energies from various sources. White feathered Atlantians often seem more frail than other colors, but this is usually a result of their actions, rather than genetics.</li><li>Yellow - Merchant: Usually more dexterous and charismatic, yellow feathers usually fill the role of commerce. While some stick to the cities, setting up shops, or partnering with crafters, others venture into the universe, either selling, trading, or acquiring goods. Yellow feathered thieves and scouts are common as well, taking advantage of skills in dexterity and bluffing. This caste is usually seen as annoying, due to the large amount of street vendors in Atlantis proper.</li><li>Brown - Metalworkers: Brown feathered Atlantians are one of two crafter castes, favoring metals, where orange feathers prefer wood. Rivaling other metal working races, brown feathers are often smiths, usually focusing on one specialty such as gunsmithing or armorcrafting. They usually have a mind for smaller projects, and are often seen as extremely patient. Its not uncommon to see brown feathers working as construction, or in industrial careers.</li><li>Orange - Builders: Orange feathered Atlantians usually take up careers in engineering or construction. With a mind for large projects, the average orange feather constantly brainstorms over ways to better the standard of living. Orange feathers often take up scientific careers as well, and work well with technology. While not as physical as brown feathers, they still prefer to create than other careers.</li><li>Green - Agriculture: Usually farmers, gardeners, ranchers, and animal workers, green feathered Atlantians seem to have a closer tie to nature than other colors. Its not uncommon to see green feathered veterinarians and rangers, though most prefer quiet environments.</li><li>Blue - Marine: The most common feather color, blue feathers are usually fishermen, sailors, and dock workers. Some blue feathered Atlantians show great talent as pilots and drivers as well, seemingly equally at home in water, air, or space. This caste is also the only ones to have an oily coat on their feathers, that repels water, and traps warmth. This oily coating is often on hair and skin as well, though frequent bathing is used to control this.</li><li>Red and Crimson - Cursed Seers: Not an actual caste of Atlantians, but a cursed bloodline. Red feathered Atlantians are always blind, and have a highly developed magical and psionic ability to perceive the world around them. They often show traits of a different feather color, as if the red coloration simply takes the place of what color the individual is meant to be. Red feathered Atlantians are also cursed and blessed with the ability to 'see' the future, though they have little to no control over what they see. In addition to this, red feathers are said to dream of their own death, every time they sleep.
<**>A variation of the red feathered Atlantians, crimson feathers, sometimes called "blood feathers", have physical sight, and a small amount of control over their abilities. In return, crimson feathered Atlantians are usually more susceptible to psychic-based attacks. This color is the rarest breed of Atlantian, born only to the Bloodfeather family.</li></ul>



Fish's Universe Dump - fishwithaknife - 11-14-2014

Highinlas (faction)
Highinlas is a merchant nation, dealing in merchandise of all kinds, from the latest fashion and technology, to slaves and drugs. They are allied with Atlantis, though it is somewhat tense due to their standing on legality and slaves, and enjoy open trade with all nations except for Okonia. Relations with Okonia are highly tense, as the are in a cold war with their neighboring country. The are not much for military might, but can boast one of the most powerful policing forces in known space, which prevents most crime despite the open nature of the country.

Highinlas is a true monarchy ruled by the oldest female of royal family, with leadership being passed down upon the queen's death. The oldest daughter of the current queen is groomed for leadership from birth, as is the oldest daughter of the oldest daughter, so on and so forth. The queen has absolute rule, though she usually assigns others to carry on the duties of government officials. Though the people do not vote on most things, sometimes popular votes are held for the passing of certain laws.

The main species of the Highinlas nation is the highlinian, though the miori, a small feline race, are highly common and other races can be found. Highlinian women are naturally larger, more powerful, and live longer than the males, though some males are bred and trained to be stronger, to act as pit fighters and bodyguards. Female slaves can also be found, but they are considerably less common. It is commonly accepted practice for males born within Highinlas to be registered and sold as slaves, with the registry preventing accidental incest. Sometimes non-highlinians are captured and forced into slavery as well, but this practice is much less common, and generally frowned upon.

Though slave trade is common, it is not the only form of commerce, with much of Highinlas's revenue coming from tourism, food trade, and other non-slave trade. As most other nations have even outlawed slaves, the majority of slave trade remains within Highinlas.


Fish's Universe Dump - fishwithaknife - 11-14-2014

Diflaecan Empire
In the past, the Diflaecan Empire was once a pillar of military might with the cutting edge in technology, but now is better known for commerce and tourism. They are allied directly with the Atlantians, but are somewhat tense with the Stelanians, and are hostile toward the Dogenphlo. No war is currently broken out between the Diflaecans and the Dogenphlo, however, due to past interference by the Stelanians, and a ceasefire is in place. Despite this, Diflaeca trades freely with many nations, and enjoys a stable economy.

The Diflaecan Empire spans a few worlds, notably Diflaeca I (also known as Diflaeca Prime) and Diflaeca II, though each planet is self-governing. Diflaeca Prime is a watery world that is a center of trade and entertainment, featuring many resorts, and vacation locations. Diflaeca I is governed by a constitutional monarchy, with the ruling family being lead by the oldest member alive at that time. Diflaeca employs a parliamentary system in which the monarch has strictly ceremonial duties with reserve powers. There is a prime minister who is the head of government and exercises effective political power, and is elected every six years, or two diflaecan cycles. Diflaeca II on the other hand, has no central government, instead being ruled by a series of crime families and organizations which battle constantly for power.

Culture-wise, diflaecans are matriarchal, and tend to focus on appearances. Diflaecan culture is largely social, heavily influenced by mass media, with what's popular permeating the everyday lives of the society. Diflaecan popular culture is often viewed as being trivial and dumbed-down in order to find acceptance throughout the mainstream. As a result, it comes under heavy criticism from various other factions which deem it superficial, consumerist, sensationalist, and corrupted. This, however, doesn't keep Diflaecan Prime from being a favorite vacation spot, and as such, the planet flourishes under the attention. Diflaeca II is much less sensational, however, with violence and survival being the only form of culture widely present.

The diflaecan species is somewhat fragile, with a light bone structure and a high metabolism, both needed for flight. While superficially they are humanoid, their internal anatomy differs greatly, with five hearts, and a high content of chlorophyll, making their blood a vibrant green. They differ greatly from most other races with both plant and animal qualities, though few think them to be anything like plants in behavior. Coloration tends toward pale greens and blues, though shades of gold in hair and eyes are not uncommon.


Fish's Universe Dump - fishwithaknife - 11-19-2014

<u style="font-weight:bold;]Confessors (race)[/u]
A creation of the Red Death, Confessors earned their name from their initial use of tearing information from the minds of others, or getting them to "confess" to their perceived crimes. These creatures were initially an accident, from failed attempts to artificially recreate the red-feathered seers of the Atlantian race. The fist confessors were warped beasts which didn't live long, but showed signs of powerful telepathy and in some cases, telekinesis. A small group of scientists saw potential in the failure, and further developed the Confessors, stabilizing the genetic structure until they no longer resembled the beings they originally were trying to create.

The first stable Confessors were slim, frail creatures, with four arms, four eyes, and a snakelike lower body. They superficially resembled nagas, but were exclusively female, due to the genetic samples used. Despite their vulnerable bodies, even the first of the Confessors were able to use refined telepathy to not only read minds, but to damage them. Their powers were tested almost exclusively on criminals and prisoners of war, with favorable results. Thanks to early success, more funding and personnel was dedicated to the development of the new Confessor species.

Over time, Confessors became less frail, and their powers were refined into several types and classifications. Like other types of Red Death units, they were ranked D, C, B, A, and S, according to strength and control, though even D-Class Confessors were universally feared both within the organization, and by those who knew the damage that could be caused by the telepaths.

The major types of Confessors are:
<ul type="disc]<li>Readers:<img style="max-width:35%;float:right;margin:0 0 18px 18px;" src="http://fc09.deviantart.net/fs70/f/2014/323/a/3/confessor_sketch_by_fish_with_a_knife-d86ydgu.png" style="confessor] The most common type, Readers are able to "hear" the thoughts of others, and at stronger ranks, are able to even dig into the thoughts and memories of the most mentally disciplined. Powerful Readers are used to obtain information, or keep watch for traitors and spies. At weaker levels, they are sometimes used as secretaries, due to their photographic memory and an ability to process large amounts of information with relative ease.</li><li>Nightmares: Much like Readers, Nightmares are telepaths, however their abilities are less benign. While they cannot passively read thoughts, Nightmares can pry into the minds of others and forcibly tear the memories from their mind. This has the obvious result of emotional and mental damage to the target, and in fact, Nightmares a usually used for torture. More powerful Nightmares can actually cause physical damage, or even death, to unfortunate targets, and are the source of most of the fear that surrounds the Confessor race.</li><li>Kinetics: The least common type, Kinetics are unable to read thoughts, but are instead able to use their mind powers to move objects, or create unseen force. Weaker Kinetics are mainly used in laboratories where their skills can be used to manipulate materials that cannot be handled, or to move things within shielded conditions. Stronger Kinetics, on the other hand, are used as soldiers, assassins, or at the very highest powers, as artillery.</li></ul>
There are subtypes within each type, but they are too numerous to list.
 


Fish's Universe Dump - fishwithaknife - 11-24-2014

Hydra (race)
<img style="avatar" src="http://fc00.deviantart.net/fs70/f/2013/051/a/d/unnamed_hydra_by_fish_with_a_knife-d5vlldm.png" style="max-width:25%;float:right;margin:0 18px;]
Though the true name of the species is long forgotten, these tribal beings call themselves the 'Hydra' due to the symbol of their collective tribes. Eight tribes in total, each of them revere their patron ancestor as a diety, somewhat blending them with their chosen animal. Though all Hydra are known for their brutality and strength, there is still a difference between each clan due to ideals, training, and genetics.

<ul type="disc]<li>Drakos the Dragon: Self-proclaimed leader of the clans, though no other clan acknowledges their authority, Drakos is known for their arrogance and warriors. They favor battle and strict training, urging their members to reach their peak potential. In the past, Drakos was the first aggressor in a civil war that nearly drove the species to extinction, and are currently the largest clan.
</li><li>Veran the Basilisk: Berserkers, pure and simple, Veran clan members are brutish, tough, and strong. They usually live simply, waiting only for the next fight, and respect only pure strength. Due to their simple nature, those of the basilisk are sometimes easily manipulated, but will stick to a cause they believe in with immovable stubbornness.
</li><li>Serris the Wyvern: Serris is easily one of the most level-headed clans, though they are considered another 'fighter' clan. Those of the wyvern prefer balanced training, and an emphasis on tactics, as well as unique thinking. Even so, Serris members are known for holding grudges against perceived wrongs for incredible lengths of time.
</li><li>Lothol the Wolf: Those of the wolf are known for speaking very little, preferring to make their points with actions. Though other clans are found in various environments, Lothol seems to avoid cities, instead inhabiting rural areas, and only meeting to make large decisions for the clan.</li><li>Noctum the Snake:
Once the largest of the clans, now Noctum is the rarest clan, due to having nearly been wiped out in the past. Those of the snake are more flexible than other Hydra, but are also slightly less tough. Noctum clan favors martial arts, and many members devote themselves to perfecting such fighting styles.</li><li>Ravis the Raven:
Though other clans find them to be annoying, those of the raven are naturally gifted in speech and the arts. Outsiders usually see Ravis clan as more friendly and approachable than other Hydra, and many clan members even pursue occupations in music or visual arts. This doesn't mean that they are less capable in battle, however, as Ravis members are often lightweight and mobile fighters, such as gunslingers and fencers.</li><li>Aracnis the Spider:
Aracnis clan has a well-earned reputation for being full of thieves, spies, and assassins. Those of the spider have the most potent poisonous saliva, and often refine it for use on weapons, or for other purposes. To those of the spider, information is often more important than goods or currency, and trade in knowledge more often than anything else.</li><li>Sevris the Bat: Those of the bat are gifted in the arcane arts, and often wield great power. However, they are the least physical clan, and therefore the most frail, with most members only being as tough as the average human. A vast knowledge of magic makes up for most weaknesses, however, making Sevris clan still as dangerous as any other clan.</li></ul><div>
Despite any clan differences, all Hydra share an appearance of jet black skin and hair, offset by brightly colored irises, that range within greens, oranges, yellows, and reds. Hydra eyes have narrow pupils, like those of a cat's eyes, as well as tapetum lucidum, which gives them excellent night vision. Their acidic blood is also black, though this has been shown to be a dense brown, and has a corrosive nature similar to sulfuric acid. Along with corrosive blood, Hydra also possess venomous saliva which inhibit neurotransmissions, thereby paralyzing the nerves, and eventually causing death, if ingested or introduced to the bloodstream. On average, Hydra are considered tougher than humans, as they are able to function even with considerable bloodloss or organ damage.[/align]