Tales From Landrunia
It is the year 4297, you are a citizen of the Landrunia Galaxy, lived in by the galaxy’s government, aliens, pirates, and criminality. Welcome to space.
All across the Landrunia galaxy, there are those who are not exactly what you’d call “decent” people. Pirates, slavers, Astro-terrorists, you name it, they’re out there. The criminal backside that exists at the spiting of the Galactic Federation of Landrunia. The GFL has existed for a good many lifetimes, and is the ruling power found conveniently at the center of the galaxy. The GFL has set standards for thing ranging from education to currency to law in roughly 90% of Landrunia, but there are dark spots where they have little to no actual authority. These are places where another ruling power is already present, one that doesn’t need or doesn’t want the perks of being under GFL protection. Granted, “protection” is a little inaccurate considering the fact that all GFL worries about these days is appearances. They make fancy laws and keep the public happy but they don’t ever deal with the serious issues, like rights or illegal activity; All they do is make some big statement across galaxywide news and tighten security in some places. Other organizations butt heads with the government while concerning themselves with the things GFL is supposed to do, only to end up fighting legal battles for doing the jobs the government was supposed to do after GFL thinks they’re infringing on GFL regulation.
Where do you fit in with all of the noise of sci-fi life in this galaxy? Well, wherever you choose. Maybe you’re a vigilante who skirts around the government working as a defense contractor for a company, maybe you’re a space pirate who raids derelict GFL Military ships before the government reclaims their old tech, or maybe you’re just an average GFL citizen who clocks into work every day and works half the cycle, and goes home to work on his old cruiser back home. This isn’t meant to be a very dramatic and serious roleplay, there’s going to be shenanigans, bad guy killing, and probably a good deal of political garbage but I absolutely would love some harder conflicts to occur, maybe some non GFL territories get war-like or maybe some very bad pirates raid a city and we’re all apart of some unofficial vigilante group who care about the city more than the government.
This is admittedly rather lighthearted and honest to god inspired by a destiny 2 meme I found that was done in Blender but I think it could be fun to screw around and get rid of the baddest pirates this side of the galaxy if we want. I more or less made this whole thing as a joke but as I’m writing it this very second I feel like I’m into something with this one, I look forward to making a fun shenanigans-filled story with you all.
I have a pretty simple server for talking and discussing characters. This is incomplete but I’m welcoming any kind of suggestions or additions anyone else wants to include, like a faction or some more lore. While I want this to be some wonderful story that unfolds around us, I also want us to have a lot of wicked stupid fun as well, so if you want fully automatic rocket launchers, speak up!
[h2] [u]Name - Given name, alias, title, however you want to do this one, think about the naming conventions of your species and why you might have a certain title or nickname[/u][/h2]
[h3][color=][u][b]Appearance - Either an image, description, or both.[/b][/u][/color][/h3]
[h3][color=][u][b]Species - Elksie, Spryzen, Human, Android or something else, if you add a new species elaborate on it and make sure your name and age are in line with this. [/b][/u][/color][/h3]
[h3][color=][u][b]Gender - I’m not picky about this, Spryzen are naturally inclined to defying gender norms anyway.[/b][/u][/color][/h3]
[h3][color=][u][b]Age - Keep it in line with your species[/b][/u][/color][/h3]
[h3][color=][u][b]Personality - Tell me about who you are as a person? Brave? Opportunistic? Crazy? Trigger-happy[[/b][/u][/color][/h3]
[h3][color=][u][b]Reputation - Are you an outlaw? Do you live on the fringes of galactic civilization as a ranger, keeping small towns safe from bad people? Are you a runaway slave trying to keep your head down? Do people know your name, or are you a complete nobody? Who are you in this vast galaxy we call home?[/b][/u][/color][/h3]
[h3][color=][u][b]History - I’d be fine with as little as a singular paragraph here, or a whole book. However you want to do this is up to you, given the nature of the setting you can make up damn near anything you want for your backstory, and run with it. [/b][/u][/color][/h3]
[h3][color=][u][b]Gear - This will probably be the longest one here, this includes everything from your weapons, vehicle(s), wealth, and other things you’re starting with. Different characters will have different things, keep it in mind. If you include references, put them in hiders. Try to separate things as best you can based on what they are, so I can read better. [/b][/u][/color][/h3]
If you need help, ask me in the discord where we’ll all talk the most.
A Rough Summary
The standard galaxy currency is credits, a small, glossy pale blue, 20cm by 15cm helium carbide chip that is issued by the federation, and can be converted into various fuels or resources by the right person, one credit is equal to 3.20 USD and there are smaller units, the semi-credit, which is 1.10, the mini-credit which is .55, and the micro-credit at .01 USD. Semis are 15x10 and micros are 7.5 by 6.
Space fairing vehicles are regarded as a whole different class of vehicles than others. There are land vehicles, water vehicles, and them space vehicles. There is no such thing as an all terrain vehicle since land cruisers cant fly typically. A very common spacecraft is the Canderain MS-50 model cruiser. Canderain is essentially the Ford, Dodge, or Ram of this world, and the MS-50 is the SUV of this world. Canderain is the common person’s type of vehicle, but there are others. Vaxen with their aggressive aesthetics of all vehicles, Amilary with their fancy BMW-esque vehicles. The average space vehicle costs roughly 75,000 credits, the average land vehicle is 50,000, and water is in between the two, but it varies more depending on gravity and atmospheric pressure, think of it like buying an off-road car in New York.
The standard language is english, but other languages exist depending on species, English is taught in every federation school and the metric system is standard.
Approximately 60% of all weapons that people can get their hands on are energy based, meaning they fire a laser, plasma, or simply fire a ballistic projectile with magnetism. The rest are like what we’re used to. Hammer, primer, ionized helium dust Xenon grade gunpowder. Firearms are separated by various characteristics such as power source and ammunition. Think of kinetic weapons and energy weapons in Destiny.
Examples :
FSD 99
Propellant : B-Grade Depleted Radon Powder
Ammunition : 5cm Tyranite Rounds
Class : Ballistic Sidearm
Karnzeli 55-70
Propellant : 20 KW Magnetic Induction Coils
Ammunition : Four-gauge Tungsten Bromide Rounds
Class : Gauss Rifle
Siber N-Lat
Propellant : Radon Hydronium Battery (50gw)
Ammunition : 3L Helium-Hydride Cell
Class : Light Energy Machine Gun
There are 4 main species playable here. Human, Elksie, Spryzen, and Android. Humans are humans, Elskie are gruff, rough skin people with fur and muscles on muscles. Spryzen are the equivalent of space fairies with knives, and Androids are, well, androids.
Depending on where you find yourself in Landrunia, you can find a generous variety of various futuristic transport mode to get around wherever you need. A hilarious oversight in GFL law means there are next to no laws for requisition of tech that has been lost. If you find a derelict GFL vanguard ship, it's yours.
99% of the vehicles in the galaxy have a standard of a sorts that their manufacturers follow, all space vehicles have basic commodities such as temperature and gravity controls, sea vehicles all have a radar of varying capabilities, and so on. Not every vehicle is made to corporate specifications in a galactic factory, some are rigged from shells of broken machines, or modified with the serial numbers filed off. You can expect anything from a rusted out panzer with floaters to a mechatronically augmented sea miner.
In each section there will be concept images to give you an idea of what you can expect different classes of vehicles to look like on a military level as well as a personal or otherwise. Federation machines are all very sophisticated tech in every aspect, you can tell it was made professionally, various companies follow their own standards, so public level vehicles are the most diverse, and everything else stands out as a junkyard with wheels if you're not good with machines.
Whether you learned English on the Kastracki shores or in the sands of Eyrkosh, you’ll find people of all shapes and sizes, from the bulky Elskie houses to the lords of the Spryzen to the remaining androids. For simplicity, these are the only four in an entire galaxy. Each one has its own anatomy, subraces, dialogues and customs. Let’s see who you are.
No one really knows how humans showed up in this galaxy, but they’ve been here for as long as anyone else. Thankfully, there are no human-driven governments with nuclear arsenals running around here, or perhaps they’re not known. Humans live the shortest lives on average, despite incredible medicine in the Federation. Humans are simple creatures, they eat, they die, they show up where they don’t belong, and think they run things. They may not have impossible physical strength, or mutant wings, but humans can do most of the things any sentient species can do, unless magic existed.
Some people theorize that during the dark ages, it was the human race that founded the Federation, that is a lie of course, the Federation founded itself to preserve order. Humans are most commonly found towards the galaxy’s middle zone, or on planets with conveniently similar atmospheric pressures and gravities, since they can’t stand the things some people can without a special space fairing suit. Statistically speaking, human casualties make up the most number of medical incidents in hostile environments such as on military tours, in which case cybernetic limbs are supplied in exchange for service. Human federation soldiers get laughed a lot, particularly in good fun by Elksie comrades, for being dainty and weak.
Life Expentancy : 90 minimum, 110 maximum
Native Language : English
Naming : Most names you can think of for humans, but with some deviations depending on the individual. You might be from the galactic boonies and have a name like Rivet or Dak.
Name Examples : Connor, Xander, Frost, Branham, Jack, Lily, Cassidy.
“Hah! Flimsy little humans, you need muscles before you can call y’orself strong like Elskae! I joke, let’s eat, friend.”
- An Elskie GFL soldier poking fun at a scrawny human friend.
”What do you call a human dating a Spryzen...Er, I forgot that one. Nevermind...”
Titanic strength and mile wide resolve. These are the core workings of the houses of the Elksie people. Elksie are naturally at least six feet tall, with skin reminiscent of earth and metal shades, speak with gruff, beastly voices that translate into English proudly. The three political Elskie houses, Gamaresh, Tackten, and Vuldoni, work together in their stretched communities across Landrunia to maintain the proud reputation of their people. Gamaresh is known primarily for their weaponsmithing mastery, but Tackten and Vuldoni work for all, it is culturally instilled in young Elskie runts to be strong and like a rock for their people. In their communities, it’s rare to see an Elksie who isn’t contributing dearly to their people, be they kin or otherwise. Their hearts are the left hand, and their muscle is their right. Even a runt who is barely a teenager can lift 30 kilograms with one arm tied behind their back with ease. Ten Elskae could carry a standard issue one seat GFL infantry spacecraft over their heads.
Elksie often have some manner of fur or manes on their body, especially in the colder regions of the galaxy, they are referred to as “Skala Elksie,” or “Polar Elskie.” Their skin is rough to the touch and comes in shades from copper to muddy brown. Skala are pale. Houses do not have any kind of cultural influence or class status affiliated with them inherently, they are simply agencies that represent the Elskie people in political matters and employ them where it can be done. Given the physiology of their singular vocal chord, they speak English the clearest out of everyone else, to make up for their odd, aggressive accents. Something the 200kg Elksie always jab humans about is the fact that humans can’t stomach Elskie food like they can. Ever ate a Titan Worm’s intestines during dinner? No? Flimsy human.
Life Expectancy : 150 years minimum, 190 maximum
Native Language : Elsate
Naming : If you’re born into, or join one of the three houses, your name is prefixed with their respective pronouns, Gamaresh is “Gazta,” Tackten is “Tok,” and Vuldoni is “Vam.” These are used in formal situations, such as addressing in the military or on business. Family and friends do not include house nouns when referring to Elskie.
Name Examples : Male - Gazta’Sagren. Fahnder, Vam’Droksal, Rydini. Female - Tok’Zeneer, Gran, Kolia, Gazta’Bearjet.
“Elas, mesc ruk. Zevr hak Gazta’Branhara do Fedrasi Armas.”
- Hail, young one. I am Gazta’Branhara of the Federal Army.
”Used to work for House Vuldoni, good people, made some of the best friends I ever had, the big lugs.”
A neon people of land and water, the Spryzen are vibrant in atmosphere and body with their biodiversity; their species is the highest observed being in the Federation’s society for genetic mutations, including wings, tails, or extra eyes. They’re strange to look upon at first, since two Spryzen might look like they’re both from entirely different universes, but beyond the surface, they resemble humankind more than anything. Spryzen were among the first to span to the stars, the vibrant eyed people founded the frontiers of Landrunia before Landrunia ever existed. Their scaly skin can be any color from crimson red to neon purple, their height fluctuates from five feet to six, and they are amphibious; Spryzen have three lungs, two for oxygen, and one for filtering out anything in water. This is what the rest of the people call the Spryzen’s “Sick Lung” since it is their equivalent of a human’s liver- the waters of Landrunia are dangerous. Spryzenite culture is as fluid as their existence, few can agree on their core values, but they boil down to basic respect for others and the natural world, it’s therefore quite common to see them in environmental careers such as mining and farming, as they believe in treating nature with dignity in all ways.
The Elksie have their houses to represent them in Federation politics, and the Spryzen have what is known as the Draavali Lords, a pseudo-oligarchy of elders who interpret their values and work with the Federation on the preservation of the Talimalzen; The Talimalzen are a series of Pre-Federation laws and codes that bound all Spryzen territory under order. In those times, the Draavali were the highest law. Today, large Spryzen communities with legal recognition obey the Talimalzen to the letter until the Draavali have to step in. Draavali law can be summarized as “Don’t be stupid.” But the Draavali are the final say on any Spryzen issue, even the Federation can’t step in on that specific field, they’re effectively a small form of the Supreme Court. When the Spryzen speak, it’s difficult to tell their voices from a machine, their voices carry a hollow smoothness to them, like water washing over bronze.
Life Expectancy : 210 minimum, 320 maximum
Native Language : Spryzali
Naming : Elegant names with no concept of a gendered etymology. Many Spryzen choose their own names once they come to a certain age, and it’s common to see them break out of their biological identity, transgender people exist in all species, but the Spryzen culture is the most welcoming of that. If you’re not a Spryzen yourself, it can be strange to understand their culture very well, but it all works out.
Name Examples - Saasily, Drendil, Astercomva, Cozallia, Nandxe, ixilaf, Qala, Parteyl.
“Zenzia me tryl xol Dra lans, veleeris dakiamos celtaya o fet sesa, galin se sa ves cami ne waltemi.”
- An excerpt from the Talimalzen. “Slaughter in the name of nothingness, theft committed not for preservation, hate unto others, will be one’s own undoing.”
”Spryzen. They’re tough, got crushed by the Feds ages ago and they’re still kicking. Y’just can’t get rid of that.”
In a time long forgotten to everyone else, dark events led to artificial sentience and exploitation. Androids are former shells of human minds cursed with semi-immortal bodies that rarely tire, and minds that never sleep. They are a broken people plagued by ghosts of things their hardcoded minds can barely fathom anymore. The strangest thing about them is what keeps them moving forward, no one knows. Dead Androids used to turn up all the time in the hands of mad scientist, the poor bastards were killed for nothing; Androids emit a very faint micro-radiation signature that can be picked up with some tech, implying some form of battery powers them, but dead ones do not. You can lobotomize a thousand Androids and you will not find the source of their sustenance. They are a scientific mystery whose origin is remembered by only a small few of them. You will rarely find an Android who survived the Dark Age countless lifetimes ago, but they’re out there.
An Android’s body is very clearly humanoid, with the exceptions of needing food and water, they are as intelligent as humans and are capable of speech. Some sound mostly human and others sound as if they’re speaking through a radio. Their metal bodies that exist from shiny and polished to corroded surfaces can take all kinds of abuse, and strangely enough, they feel pain. Perhaps their enigmatic creators made it as a sick joke, or maybe it was necessary for their syntho-synaptic matrices in place of a brain. If drastic damage is sustained, such as a broken or severed limb, repairs are possible unlike organic beings. Many Androids are skilled in mechanical maintenance, it’s their form of medical assistance. It’s the most they can do since it’s common for Androids to avoid showing their faces in public, the Federation doesn’t protect them.
Life Expectancy : Virtually Ageless, Androids do not die naturally.
Native Language : English
Naming : Androids do not have consistent naming. Some don’t remember their name and some faked their deaths and refurbished their bodies to escape old lives.
Name Examples : Caz, Ryder, Bolts, 95, Granger, Solin, Kyb-eR, Jonah.
“There are no results for the search term “Android Origins” in the Federation’s Database, please try again.”
- The response you get trying to research the history of where Androids came from in Federation WiFi.
”It wasn’t like it was today, back then. There were more of us, didn’t have Amilaries, didn’t have bureaucrats tellin’ us what to do. It’s never been easy being a machine.”
A frigid planet of tundras, crag and northern Fjords where the sun is rarely visible through the foggy sky. Formalis is in an area of the galaxy which the Federation doesn’t control, though there has been talk of plans to colonize the planet. Formalis has no rotation or orbit, it doesn’t move from its spot in the galaxy. Towards the southern pole of Formalis is the warmest place on the entire planet, a cluster of valleys and glades that get just above the freezing temperature of water, while life fairs just fine in most of the planet, this is the most “lively” place for nature to grow. The northern side of Formalis is vastly different, it is covered in mountains and great bodies of water formed from crashing glaciers, the biggest of which is found at the northern pole in the form of a vast, polar sea.
Formalis is a quiet planet, life is not easy to come by on the icy plains, large herds of woolen creatures can be seen high on the mountains, hard-shelled scavengers occasionally poke out of their minuscule caves, but the most common creature is an offshoot of the Elksie that live on virtually every stretch of their planet. They are known as the Skala, scattered groups of clans that live off of the land in whatever way they can handle. Some Skala build homes in the stuff dirt to hide from the cold, others are nomadic and never sleep in the same area, hunting what and where they can, and some pull food from the waters up north in large boats. Though they all speak the same manner of language, and may occasionally interact with each other, no two clans of Skala are the same.
Though the cold can be manageable to everything that lives on Formalis, there is one place that nothing can survive, a place known best by nomads and wanders as Mesurganjyr- The Place Where Death Died. Mesurganjyr is at the base of the highest Formalisian mountains in the center of the planet, it is physically impossible for anything to survive there because what little warmth reaches the entire planet cannot reach that part. It is virtually absolute zero in this zone, and the only thing you can see beyond a few inches from your face are the stars in the sky. A spaceship's engine will freeze and stall in a matter of seconds, a person will freeze in minutes, but only because of the time it would take to wander into Mesurganjyr. There are no Skala, there are no trees, there is absolutely zero life. Nothing survives Mesurganjyr.
The standard galaxy currency is credits, a small, glossy pale blue, 20cm by 15cm helium carbide chip that is issued by the federation, and can be converted into various fuels or resources by the right person, one credit is equal to 3.20 USD and there are smaller units, the semi-credit, which is 1.10, the mini-credit which is .55, and the micro-credit at .01 USD. Semis are 15x10 and micros are 7.5 by 6.
Space fairing vehicles are regarded as a whole different class of vehicles than others. There are land vehicles, water vehicles, and them space vehicles. There is no such thing as an all terrain vehicle since land cruisers cant fly typically. A very common spacecraft is the Canderain MS-50 model cruiser. Canderain is essentially the Ford, Dodge, or Ram of this world, and the MS-50 is the SUV of this world. Canderain is the common person’s type of vehicle, but there are others. Vaxen with their aggressive aesthetics of all vehicles, Amilary with their fancy BMW-esque vehicles. The average space vehicle costs roughly 75,000 credits, the average land vehicle is 50,000, and water is in between the two, but it varies more depending on gravity and atmospheric pressure, think of it like buying an off-road car in New York.
The standard language is english, but other languages exist depending on species, English is taught in every federation school and the metric system is standard.
Approximately 60% of all weapons that people can get their hands on are energy based, meaning they fire a laser, plasma, or simply fire a ballistic projectile with magnetism. The rest are like what we’re used to. Hammer, primer, ionized helium dust Xenon grade gunpowder. Firearms are separated by various characteristics such as power source and ammunition. Think of kinetic weapons and energy weapons in Destiny.
Examples :
FSD 99
Propellant : B-Grade Depleted Radon Powder
Ammunition : 5cm Tyranite Rounds
Class : Ballistic Sidearm
Karnzeli 55-70
Propellant : 20 KW Magnetic Induction Coils
Ammunition : Four-gauge Tungsten Bromide Rounds
Class : Gauss Rifle
Siber N-Lat
Propellant : Radon Hydronium Battery (50gw)
Ammunition : 3L Helium-Hydride Cell
Class : Light Energy Machine Gun
There are 4 main species playable here. Human, Elksie, Spryzen, and Android. Humans are humans, Elskie are gruff, rough skin people with fur and muscles on muscles. Spryzen are the equivalent of space fairies with knives, and Androids are, well, androids.
Depending on where you find yourself in Landrunia, you can find a generous variety of various futuristic transport mode to get around wherever you need. A hilarious oversight in GFL law means there are next to no laws for requisition of tech that has been lost. If you find a derelict GFL vanguard ship, it's yours.
99% of the vehicles in the galaxy have a standard of a sorts that their manufacturers follow, all space vehicles have basic commodities such as temperature and gravity controls, sea vehicles all have a radar of varying capabilities, and so on. Not every vehicle is made to corporate specifications in a galactic factory, some are rigged from shells of broken machines, or modified with the serial numbers filed off. You can expect anything from a rusted out panzer with floaters to a mechatronically augmented sea miner.
In each section there will be concept images to give you an idea of what you can expect different classes of vehicles to look like on a military level as well as a personal or otherwise. Federation machines are all very sophisticated tech in every aspect, you can tell it was made professionally, various companies follow their own standards, so public level vehicles are the most diverse, and everything else stands out as a junkyard with wheels if you're not good with machines.
Most of the habitable planets in Landrunia are vastly similar with minor differences, therefore most companies make similar designs in terms of land vehicles, the differences are down to practicality, efficiency and a range of other personal preferences. With the sheer level of diversity in the vehicular department on all fronts, a land vehicle is classified as anything that is manned planetside, meaning it is only on the surface of some celestial body. Hoverbikes do not have wheels, but they're ground-level transport so they are land only, if you're not counting the amphibious ones. This includes everything from tanks, racers APCs, bikes, and various other street cruisers.
Standard Issue Federation Personnel Carrier, 10-16 seats, easy to find in old military bases, but very fuel-hungry.
“The funny thing is if you break in and steal one of these, you can crash it into the front gate and your whole crew can steal the rest of ‘em. Hard part is hotwiring it.”
Amilary's LR Landskater, a sci-fi sports car, not for rough endeavors.
”Don't park like an ass.”
A Vaxen Hoverbike stripped of its mufflers and ID specs, a job done by an experienced outlaw. This thing will sound like a chainsaw as it tears across the horizon.
”Love these things, Vaxen got their head on straight when they started pumping out bikes.”
Standard Issue Federation Personnel Carrier, 10-16 seats, easy to find in old military bases, but very fuel-hungry.
“The funny thing is if you break in and steal one of these, you can crash it into the front gate and your whole crew can steal the rest of ‘em. Hard part is hotwiring it.”
Amilary's LR Landskater, a sci-fi sports car, not for rough endeavors.
”Don't park like an ass.”
A Vaxen Hoverbike stripped of its mufflers and ID specs, a job done by an experienced outlaw. This thing will sound like a chainsaw as it tears across the horizon.
”Love these things, Vaxen got their head on straight when they started pumping out bikes.”
Ocean travel isn't as common as land and space, but there are regional markets for seafaring depending on your location. The planet Kastrack is lovely this time of year. Most commercial sea vehicles are only good at the surface, even if they have a sealed cabinet, most can't last long at 30 meters down on any planet, but there are exceptions, shady exceptions but mostly governmental. There are a few amphibious vehicles out there that count as both land and sea, though they’re mostly ideal for land only, an example of this are some small personal hovercrafts, whose vertical propulsion allows enough surface tension to float comfortably and safely over bodies of water. In the outskirts of Landrunia, there are a few patchwork stretches of covalent marine planets with virtually zero dry land where the inhabitants live on water. It’s an interesting sight.
An Amilary Wellermire cruise ship. You don't buy this thing unless you're a snobby rich kid or a capitalist.
“Honestly, the only redeeming qualities Amilary stuff’s got is the comfy seats, only thing worth scrapping unless you gotta messed up engine.”
A standard issue GFL three man military expedition speeder, averages a top speed of 150km per hour.
“Ever seen infantry go boating? Me neither.”
Sea Floor Spider Miner. 100 meters tall from cockpit to foot, designed for mining on the ocean floor of particularly harmful waters, either ecologically or chemically.
”Heard these things cost around 600,000,000 credits a piece, usually they pay for themselves though. Mining’s good business.”
An Amilary Wellermire cruise ship. You don't buy this thing unless you're a snobby rich kid or a capitalist.
“Honestly, the only redeeming qualities Amilary stuff’s got is the comfy seats, only thing worth scrapping unless you gotta messed up engine.”
A standard issue GFL three man military expedition speeder, averages a top speed of 150km per hour.
“Ever seen infantry go boating? Me neither.”
Sea Floor Spider Miner. 100 meters tall from cockpit to foot, designed for mining on the ocean floor of particularly harmful waters, either ecologically or chemically.
”Heard these things cost around 600,000,000 credits a piece, usually they pay for themselves though. Mining’s good business.”
A whole class in and of itself, spaceships are a bit special compared to most travel technology, in the 36 hour cycle that is set to the standard in Landrunia, time is based on the star at the very center of the galaxy, if you see that star anywhere in the galaxy, it’s day, otherwise it’s night. But you see the star, just called the sun, all the time in space, so two time systems are used. Planetside time and Starside time. For example, on the planet Kastrack, the time is 16:34 Planetside, but only 12:34 Starside. There are no time zones in space. While any class of vehicle has a few that you can live entirely in, that’s the most common with spacecrafts, some even have built in microwaves...
The Ninth God’s End. This one of a kind ship is the largest, most terrifying space craft in the history of the Federation, nobody alive remembers the stories, but they say this ship singlehandedly secured the Federation’s power when they united the galaxy in the Dark Age. Only a single person in the entire galaxy knows where this ship is located.
“Let’s just say there’s a reason the song “The Day Gods Cried Red.” has the name it does.”
A Canderain Owlface Model 2, personal transport with extended trip commodities from a bedspace to a pantry. Not for permanent living.
“Never liked the look’a these things from the outside but Canderain don’t cut corners. This’ll get you from Kastrack to Andzo-8 on half a tank no problem.”
An off-brand hovercraft someone drastically modified to fly into orbit, after many days of duct tape and salvaging silos for fuel containment.
“Don’t have any idea what’n the ship-hacking hell kinda conditions you gotta be living in where you gotta screw around with hover tech and get off your planet but turning a bike into a ship is cold shit. Gotta respect the nut who pulls that off.”
The Ninth God’s End. This one of a kind ship is the largest, most terrifying space craft in the history of the Federation, nobody alive remembers the stories, but they say this ship singlehandedly secured the Federation’s power when they united the galaxy in the Dark Age. Only a single person in the entire galaxy knows where this ship is located.
“Let’s just say there’s a reason the song “The Day Gods Cried Red.” has the name it does.”
A Canderain Owlface Model 2, personal transport with extended trip commodities from a bedspace to a pantry. Not for permanent living.
“Never liked the look’a these things from the outside but Canderain don’t cut corners. This’ll get you from Kastrack to Andzo-8 on half a tank no problem.”
An off-brand hovercraft someone drastically modified to fly into orbit, after many days of duct tape and salvaging silos for fuel containment.
“Don’t have any idea what’n the ship-hacking hell kinda conditions you gotta be living in where you gotta screw around with hover tech and get off your planet but turning a bike into a ship is cold shit. Gotta respect the nut who pulls that off.”
Whether you learned English on the Kastracki shores or in the sands of Eyrkosh, you’ll find people of all shapes and sizes, from the bulky Elskie houses to the lords of the Spryzen to the remaining androids. For simplicity, these are the only four in an entire galaxy. Each one has its own anatomy, subraces, dialogues and customs. Let’s see who you are.
No one really knows how humans showed up in this galaxy, but they’ve been here for as long as anyone else. Thankfully, there are no human-driven governments with nuclear arsenals running around here, or perhaps they’re not known. Humans live the shortest lives on average, despite incredible medicine in the Federation. Humans are simple creatures, they eat, they die, they show up where they don’t belong, and think they run things. They may not have impossible physical strength, or mutant wings, but humans can do most of the things any sentient species can do, unless magic existed.
Some people theorize that during the dark ages, it was the human race that founded the Federation, that is a lie of course, the Federation founded itself to preserve order. Humans are most commonly found towards the galaxy’s middle zone, or on planets with conveniently similar atmospheric pressures and gravities, since they can’t stand the things some people can without a special space fairing suit. Statistically speaking, human casualties make up the most number of medical incidents in hostile environments such as on military tours, in which case cybernetic limbs are supplied in exchange for service. Human federation soldiers get laughed a lot, particularly in good fun by Elksie comrades, for being dainty and weak.
Life Expentancy : 90 minimum, 110 maximum
Native Language : English
Naming : Most names you can think of for humans, but with some deviations depending on the individual. You might be from the galactic boonies and have a name like Rivet or Dak.
Name Examples : Connor, Xander, Frost, Branham, Jack, Lily, Cassidy.
“Hah! Flimsy little humans, you need muscles before you can call y’orself strong like Elskae! I joke, let’s eat, friend.”
- An Elskie GFL soldier poking fun at a scrawny human friend.
”What do you call a human dating a Spryzen...Er, I forgot that one. Nevermind...”
Titanic strength and mile wide resolve. These are the core workings of the houses of the Elksie people. Elksie are naturally at least six feet tall, with skin reminiscent of earth and metal shades, speak with gruff, beastly voices that translate into English proudly. The three political Elskie houses, Gamaresh, Tackten, and Vuldoni, work together in their stretched communities across Landrunia to maintain the proud reputation of their people. Gamaresh is known primarily for their weaponsmithing mastery, but Tackten and Vuldoni work for all, it is culturally instilled in young Elskie runts to be strong and like a rock for their people. In their communities, it’s rare to see an Elksie who isn’t contributing dearly to their people, be they kin or otherwise. Their hearts are the left hand, and their muscle is their right. Even a runt who is barely a teenager can lift 30 kilograms with one arm tied behind their back with ease. Ten Elskae could carry a standard issue one seat GFL infantry spacecraft over their heads.
Elksie often have some manner of fur or manes on their body, especially in the colder regions of the galaxy, they are referred to as “Skala Elksie,” or “Polar Elskie.” Their skin is rough to the touch and comes in shades from copper to muddy brown. Skala are pale. Houses do not have any kind of cultural influence or class status affiliated with them inherently, they are simply agencies that represent the Elskie people in political matters and employ them where it can be done. Given the physiology of their singular vocal chord, they speak English the clearest out of everyone else, to make up for their odd, aggressive accents. Something the 200kg Elksie always jab humans about is the fact that humans can’t stomach Elskie food like they can. Ever ate a Titan Worm’s intestines during dinner? No? Flimsy human.
Life Expectancy : 150 years minimum, 190 maximum
Native Language : Elsate
Naming : If you’re born into, or join one of the three houses, your name is prefixed with their respective pronouns, Gamaresh is “Gazta,” Tackten is “Tok,” and Vuldoni is “Vam.” These are used in formal situations, such as addressing in the military or on business. Family and friends do not include house nouns when referring to Elskie.
Name Examples : Male - Gazta’Sagren. Fahnder, Vam’Droksal, Rydini. Female - Tok’Zeneer, Gran, Kolia, Gazta’Bearjet.
“Elas, mesc ruk. Zevr hak Gazta’Branhara do Fedrasi Armas.”
- Hail, young one. I am Gazta’Branhara of the Federal Army.
”Used to work for House Vuldoni, good people, made some of the best friends I ever had, the big lugs.”
A neon people of land and water, the Spryzen are vibrant in atmosphere and body with their biodiversity; their species is the highest observed being in the Federation’s society for genetic mutations, including wings, tails, or extra eyes. They’re strange to look upon at first, since two Spryzen might look like they’re both from entirely different universes, but beyond the surface, they resemble humankind more than anything. Spryzen were among the first to span to the stars, the vibrant eyed people founded the frontiers of Landrunia before Landrunia ever existed. Their scaly skin can be any color from crimson red to neon purple, their height fluctuates from five feet to six, and they are amphibious; Spryzen have three lungs, two for oxygen, and one for filtering out anything in water. This is what the rest of the people call the Spryzen’s “Sick Lung” since it is their equivalent of a human’s liver- the waters of Landrunia are dangerous. Spryzenite culture is as fluid as their existence, few can agree on their core values, but they boil down to basic respect for others and the natural world, it’s therefore quite common to see them in environmental careers such as mining and farming, as they believe in treating nature with dignity in all ways.
The Elksie have their houses to represent them in Federation politics, and the Spryzen have what is known as the Draavali Lords, a pseudo-oligarchy of elders who interpret their values and work with the Federation on the preservation of the Talimalzen; The Talimalzen are a series of Pre-Federation laws and codes that bound all Spryzen territory under order. In those times, the Draavali were the highest law. Today, large Spryzen communities with legal recognition obey the Talimalzen to the letter until the Draavali have to step in. Draavali law can be summarized as “Don’t be stupid.” But the Draavali are the final say on any Spryzen issue, even the Federation can’t step in on that specific field, they’re effectively a small form of the Supreme Court. When the Spryzen speak, it’s difficult to tell their voices from a machine, their voices carry a hollow smoothness to them, like water washing over bronze.
Life Expectancy : 210 minimum, 320 maximum
Native Language : Spryzali
Naming : Elegant names with no concept of a gendered etymology. Many Spryzen choose their own names once they come to a certain age, and it’s common to see them break out of their biological identity, transgender people exist in all species, but the Spryzen culture is the most welcoming of that. If you’re not a Spryzen yourself, it can be strange to understand their culture very well, but it all works out.
Name Examples - Saasily, Drendil, Astercomva, Cozallia, Nandxe, ixilaf, Qala, Parteyl.
“Zenzia me tryl xol Dra lans, veleeris dakiamos celtaya o fet sesa, galin se sa ves cami ne waltemi.”
- An excerpt from the Talimalzen. “Slaughter in the name of nothingness, theft committed not for preservation, hate unto others, will be one’s own undoing.”
”Spryzen. They’re tough, got crushed by the Feds ages ago and they’re still kicking. Y’just can’t get rid of that.”
In a time long forgotten to everyone else, dark events led to artificial sentience and exploitation. Androids are former shells of human minds cursed with semi-immortal bodies that rarely tire, and minds that never sleep. They are a broken people plagued by ghosts of things their hardcoded minds can barely fathom anymore. The strangest thing about them is what keeps them moving forward, no one knows. Dead Androids used to turn up all the time in the hands of mad scientist, the poor bastards were killed for nothing; Androids emit a very faint micro-radiation signature that can be picked up with some tech, implying some form of battery powers them, but dead ones do not. You can lobotomize a thousand Androids and you will not find the source of their sustenance. They are a scientific mystery whose origin is remembered by only a small few of them. You will rarely find an Android who survived the Dark Age countless lifetimes ago, but they’re out there.
An Android’s body is very clearly humanoid, with the exceptions of needing food and water, they are as intelligent as humans and are capable of speech. Some sound mostly human and others sound as if they’re speaking through a radio. Their metal bodies that exist from shiny and polished to corroded surfaces can take all kinds of abuse, and strangely enough, they feel pain. Perhaps their enigmatic creators made it as a sick joke, or maybe it was necessary for their syntho-synaptic matrices in place of a brain. If drastic damage is sustained, such as a broken or severed limb, repairs are possible unlike organic beings. Many Androids are skilled in mechanical maintenance, it’s their form of medical assistance. It’s the most they can do since it’s common for Androids to avoid showing their faces in public, the Federation doesn’t protect them.
Life Expectancy : Virtually Ageless, Androids do not die naturally.
Native Language : English
Naming : Androids do not have consistent naming. Some don’t remember their name and some faked their deaths and refurbished their bodies to escape old lives.
Name Examples : Caz, Ryder, Bolts, 95, Granger, Solin, Kyb-eR, Jonah.
“There are no results for the search term “Android Origins” in the Federation’s Database, please try again.”
- The response you get trying to research the history of where Androids came from in Federation WiFi.
”It wasn’t like it was today, back then. There were more of us, didn’t have Amilaries, didn’t have bureaucrats tellin’ us what to do. It’s never been easy being a machine.”
These are not playable, but they are seen in various places throughout the galaxy, but perhaps you will come across unruly beasts not yet discovered. The world is yours.
Lotholi are scraggily parasites who need one thing to sustain themselves and one thing only: protein. They are palm sized scavenger crustaceans who feed on carcasses to gnaw and nibble on the unpicked tendons and muscle to get by. The timid little things do not have stomachs, they don't have digestive systems, or bones, or even a nervous system, all they have are a brain, eyestalks, tongue, and a tangling mass of fluid pillowy which legs which consisist of a singular artery. The body of a lotholi is 99% protein based matter, the only exception is the two sharp teeth they have in their cylindrical mouths. The mouth is found behind their legs, which they use to pull pieces of flesh into. Lotholi often live in large colonies of at least 40, and like to hide from the sun in moist, dim areas such as in moldy homes or in soft dirt.
Given the frail physiology of their bodies, lotholi like to find protection in the form of shells, their brains are located outside their bodies, and as a result, this is the most vulnerable place on their fleshy bodies, so they will crawl inside just about anything they can fit onto them to keep themselves safe while being able to chew on food from cover, this includes anything from a soda can to a human skull. Skulls are the easiest thing to detect a lotholi under, since the skull is almost guaranteed to be picked clean by the creature wearing it.
"So, imagine a really pudgy and blood red spider that has a damn head on it. Nasty is all it is, they're crabs, but they're fleshy...
Swamp dwelling, omnivorous scavenger animals that are found in sulfuric environments. The dark membrane on the outside of their bodies acts as a stomach to ingest and store sulfur from wherever it can be found, volcanic swamps, waste-landfills, flooded caves, and so on. Their acidic, semi-liquid skin will chemically break down anything that comes into contact with it, and will leave behind anything not able to be assimilated into their bodies for food, which gives Boglhosses a deceptive appearance of being solid-skinned. They do not have regular digestive systems, their skin digests food and dilutes the nutrients across the dermoplasm that coats their bodies. Boglhoss are inherently very passive predators, their large claws and lack of eyes means they only rely on ear canals found within their rib cage, close to their heart. They use the reverberations from their heart as natural, constant echolocation to find their way around, and are very hard to scare, or kill. If any kind of organic matter at all touches them for more than a few seconds, they will begin to liquify. This makes them hard to kill, as even their footsteps leave decaying prints on the dirt.
The most active form of hunting a boglhoss ever had to do in its life is to reach out and embrace their food in a hug. Once you get past their large claws designed for frontal stability, you are Boglhoss food, and your friends will watch as you sink into their gelatinous bodies, looking into their eyes as you feel your own body begin to fall apart in a matter of minutes as food. The sulfur they store in their bodies reacts chemically with the mucus that they secrete to form their dermal stomach acid. Any exposed organic matter will dissolve with ease.
“It’s a damn good time to be an Android when you see that thing.”
Sakraks are desert mammals founds exclusively on Eyrkosh. To the people who live on this blistering desert planet, Sakraks are incredibly important. They are beasts of burden, steeds, and are often regarded as an Eyrkoshian’s best friend. When they stand on their hind legs, they can touch up to 7 feet tall, but when in all fours, they’re the height of a large horse; The dune hopping people on Eyrkosh ride them as such and use them for pulling cargo, or trade them for various things. It is quite common to see them in wild herds roaming the sands. Sakraks are intelligent enough to understand basic commands such as "stay" or "onwards," there is a tradition among the more seasoned dune-traveling people on Eyrkosh involving riders forming a bond with their Sakrak that goes beyond rider and steed, sometimes extending to the Sakrak's children.
Sakraks weigh on average 100kg from birth and 200 and up during adulthood, wild Sakraks travel in herds on the sandy plains, but they are rarely seen on the shores of the vast lakes that dot Eyrkosh’s pale surface. This is due to the fact that Sakraks do not require a lot of water, and therefore do not need to stay close to large bodies in order to stay healthy. One liter of water could set them up for a week of travel across the sand and back before they broke a sweat.
“Heard those things could outrun a Canderain in a race, never been to Eyrkosh to find out though.
Known on Eyrkosh as the scariest predator around, Vali Dro are psuedo-arachnid carnivores that make homes in the sand to store their prey. They stand at roughly eye level to humans on their nine, triple jointed legs, the odd number of legs they posses is due to the fact that on leg acts as both a leg and a tail. Their feet have three 6 inch toes on each of them, but the ninth leg differs due to the fact that the toes are never shorter than half a foot. A Vali Dro will use this to grab and latch onto things with the intention of burying them for later use or simply eating them instantly.
What makes Vali Dro so terrifying is in part to do with their name- "Vali Dro" in Eyrkoshian translates to "Sand Chest." That is a reference to the way Vali Dro preserve their prey for later consumption, by digging gaping pits into the warm sand, and using their saliva to harden it like stone. They make burrows big enough to fit a few Elksie in, and make pot shaped cocoons for their food. Prey is hard to come by in the dunes, so they will proceed to pump their catch full of excess saliva to effectively mummify them until they get hungry.
"I want nothing to do with Eyrkosh, thank you very much."
Better known as "String Necks" by Kastracki sailors, namahs are essentially very passive loch ness monsters. They are marine mammals that like to dwell in the dim levels of the ocean planet, where the water is much cooler. namah schools are often seen in foggy, cold waters towards the poles of Kastrack, this is why few people ever go to these regions, even the sailors who make livings off of fishing in the remote places; Though namahs don't attack people, and instead choose to filter feed microbial life for food, there is a small group of Kastracki people that historically gave namahs a very bad reputation. The Namah Riders of the 2930s resisted federal colonialism for decades before they were defeated by advancements in technology. To this day, people still sing the song "Unseeing Steeds" when talking about the past.
Namahs are roughly teen feet long from their nose to their tailfins, and their neck reaches up from their body 4 to 5 feet in the air. Their form consists of two large fins that resemble that of a tortoise, with two smaller ones at their flank, namahs can swim through the top of the water faster than some of the older federation boats could. Strangely enough, they are blind. The sunken places in their heads that resemble empty eye sockets are actually their ears they use for echolocation. You will typically hear the hollow wailings of these gentle sea beasts through the mists long before you see them. Despite their peaceful nature, the Namah Riders caused a near complete extinction of the creatures in the late 3250s when the federation sprung for chemical warfare.
"And you'll see...the Unseeing Steeds, fog of war...What? Oh, nothing..."
Lotholi are scraggily parasites who need one thing to sustain themselves and one thing only: protein. They are palm sized scavenger crustaceans who feed on carcasses to gnaw and nibble on the unpicked tendons and muscle to get by. The timid little things do not have stomachs, they don't have digestive systems, or bones, or even a nervous system, all they have are a brain, eyestalks, tongue, and a tangling mass of fluid pillowy which legs which consisist of a singular artery. The body of a lotholi is 99% protein based matter, the only exception is the two sharp teeth they have in their cylindrical mouths. The mouth is found behind their legs, which they use to pull pieces of flesh into. Lotholi often live in large colonies of at least 40, and like to hide from the sun in moist, dim areas such as in moldy homes or in soft dirt.
Given the frail physiology of their bodies, lotholi like to find protection in the form of shells, their brains are located outside their bodies, and as a result, this is the most vulnerable place on their fleshy bodies, so they will crawl inside just about anything they can fit onto them to keep themselves safe while being able to chew on food from cover, this includes anything from a soda can to a human skull. Skulls are the easiest thing to detect a lotholi under, since the skull is almost guaranteed to be picked clean by the creature wearing it.
"So, imagine a really pudgy and blood red spider that has a damn head on it. Nasty is all it is, they're crabs, but they're fleshy...
Swamp dwelling, omnivorous scavenger animals that are found in sulfuric environments. The dark membrane on the outside of their bodies acts as a stomach to ingest and store sulfur from wherever it can be found, volcanic swamps, waste-landfills, flooded caves, and so on. Their acidic, semi-liquid skin will chemically break down anything that comes into contact with it, and will leave behind anything not able to be assimilated into their bodies for food, which gives Boglhosses a deceptive appearance of being solid-skinned. They do not have regular digestive systems, their skin digests food and dilutes the nutrients across the dermoplasm that coats their bodies. Boglhoss are inherently very passive predators, their large claws and lack of eyes means they only rely on ear canals found within their rib cage, close to their heart. They use the reverberations from their heart as natural, constant echolocation to find their way around, and are very hard to scare, or kill. If any kind of organic matter at all touches them for more than a few seconds, they will begin to liquify. This makes them hard to kill, as even their footsteps leave decaying prints on the dirt.
The most active form of hunting a boglhoss ever had to do in its life is to reach out and embrace their food in a hug. Once you get past their large claws designed for frontal stability, you are Boglhoss food, and your friends will watch as you sink into their gelatinous bodies, looking into their eyes as you feel your own body begin to fall apart in a matter of minutes as food. The sulfur they store in their bodies reacts chemically with the mucus that they secrete to form their dermal stomach acid. Any exposed organic matter will dissolve with ease.
“It’s a damn good time to be an Android when you see that thing.”
Sakraks are desert mammals founds exclusively on Eyrkosh. To the people who live on this blistering desert planet, Sakraks are incredibly important. They are beasts of burden, steeds, and are often regarded as an Eyrkoshian’s best friend. When they stand on their hind legs, they can touch up to 7 feet tall, but when in all fours, they’re the height of a large horse; The dune hopping people on Eyrkosh ride them as such and use them for pulling cargo, or trade them for various things. It is quite common to see them in wild herds roaming the sands. Sakraks are intelligent enough to understand basic commands such as "stay" or "onwards," there is a tradition among the more seasoned dune-traveling people on Eyrkosh involving riders forming a bond with their Sakrak that goes beyond rider and steed, sometimes extending to the Sakrak's children.
Sakraks weigh on average 100kg from birth and 200 and up during adulthood, wild Sakraks travel in herds on the sandy plains, but they are rarely seen on the shores of the vast lakes that dot Eyrkosh’s pale surface. This is due to the fact that Sakraks do not require a lot of water, and therefore do not need to stay close to large bodies in order to stay healthy. One liter of water could set them up for a week of travel across the sand and back before they broke a sweat.
“Heard those things could outrun a Canderain in a race, never been to Eyrkosh to find out though.
w
e are no
t de
ad, we are SLeePIng
Known on Eyrkosh as the scariest predator around, Vali Dro are psuedo-arachnid carnivores that make homes in the sand to store their prey. They stand at roughly eye level to humans on their nine, triple jointed legs, the odd number of legs they posses is due to the fact that on leg acts as both a leg and a tail. Their feet have three 6 inch toes on each of them, but the ninth leg differs due to the fact that the toes are never shorter than half a foot. A Vali Dro will use this to grab and latch onto things with the intention of burying them for later use or simply eating them instantly.
What makes Vali Dro so terrifying is in part to do with their name- "Vali Dro" in Eyrkoshian translates to "Sand Chest." That is a reference to the way Vali Dro preserve their prey for later consumption, by digging gaping pits into the warm sand, and using their saliva to harden it like stone. They make burrows big enough to fit a few Elksie in, and make pot shaped cocoons for their food. Prey is hard to come by in the dunes, so they will proceed to pump their catch full of excess saliva to effectively mummify them until they get hungry.
"I want nothing to do with Eyrkosh, thank you very much."
Better known as "String Necks" by Kastracki sailors, namahs are essentially very passive loch ness monsters. They are marine mammals that like to dwell in the dim levels of the ocean planet, where the water is much cooler. namah schools are often seen in foggy, cold waters towards the poles of Kastrack, this is why few people ever go to these regions, even the sailors who make livings off of fishing in the remote places; Though namahs don't attack people, and instead choose to filter feed microbial life for food, there is a small group of Kastracki people that historically gave namahs a very bad reputation. The Namah Riders of the 2930s resisted federal colonialism for decades before they were defeated by advancements in technology. To this day, people still sing the song "Unseeing Steeds" when talking about the past.
Namahs are roughly teen feet long from their nose to their tailfins, and their neck reaches up from their body 4 to 5 feet in the air. Their form consists of two large fins that resemble that of a tortoise, with two smaller ones at their flank, namahs can swim through the top of the water faster than some of the older federation boats could. Strangely enough, they are blind. The sunken places in their heads that resemble empty eye sockets are actually their ears they use for echolocation. You will typically hear the hollow wailings of these gentle sea beasts through the mists long before you see them. Despite their peaceful nature, the Namah Riders caused a near complete extinction of the creatures in the late 3250s when the federation sprung for chemical warfare.
"And you'll see...the Unseeing Steeds, fog of war...What? Oh, nothing..."
A frigid planet of tundras, crag and northern Fjords where the sun is rarely visible through the foggy sky. Formalis is in an area of the galaxy which the Federation doesn’t control, though there has been talk of plans to colonize the planet. Formalis has no rotation or orbit, it doesn’t move from its spot in the galaxy. Towards the southern pole of Formalis is the warmest place on the entire planet, a cluster of valleys and glades that get just above the freezing temperature of water, while life fairs just fine in most of the planet, this is the most “lively” place for nature to grow. The northern side of Formalis is vastly different, it is covered in mountains and great bodies of water formed from crashing glaciers, the biggest of which is found at the northern pole in the form of a vast, polar sea.
Formalis is a quiet planet, life is not easy to come by on the icy plains, large herds of woolen creatures can be seen high on the mountains, hard-shelled scavengers occasionally poke out of their minuscule caves, but the most common creature is an offshoot of the Elksie that live on virtually every stretch of their planet. They are known as the Skala, scattered groups of clans that live off of the land in whatever way they can handle. Some Skala build homes in the stuff dirt to hide from the cold, others are nomadic and never sleep in the same area, hunting what and where they can, and some pull food from the waters up north in large boats. Though they all speak the same manner of language, and may occasionally interact with each other, no two clans of Skala are the same.
Though the cold can be manageable to everything that lives on Formalis, there is one place that nothing can survive, a place known best by nomads and wanders as Mesurganjyr- The Place Where Death Died. Mesurganjyr is at the base of the highest Formalisian mountains in the center of the planet, it is physically impossible for anything to survive there because what little warmth reaches the entire planet cannot reach that part. It is virtually absolute zero in this zone, and the only thing you can see beyond a few inches from your face are the stars in the sky. A spaceship's engine will freeze and stall in a matter of seconds, a person will freeze in minutes, but only because of the time it would take to wander into Mesurganjyr. There are no Skala, there are no trees, there is absolutely zero life. Nothing survives Mesurganjyr.
1x Like