<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.
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.
"All men are equal before fish."
[br]-Herbert Hoover
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