Post by richard on Sept 15, 2010 20:38:24 GMT -7
Situated in the heart of a Healing Bleed Zone, The Empire of the Nines is a curiosity among the Greater Galaxy. Thus far, it is the only known Empire of its kind in existence. Residual energies from the original cataclysm that spawned the Greater Galaxy have caused variants in existing reality upon each of the nine planets. Psionics and technology vary in strength on each of the planets due to these energies. It is essential for the spacefarer to be aware of these changes, so that they can make provisions to make the transition as painless as possible. Scientists from around the Greater Galaxy have come to the Nines to study this phenomenon.
The laws of the Empire are based upon the concept of Harmony. All matter interacts for the common good, and anything that causes Discord must be eliminated. Individuality is good, inasmuch as it contributes to a harmonious whole. Much as in a fine musical composition, each of the elements must complement one another. Music is the ultimate Power in the universe.
There are 27 known Realms of Existence, each based upon some aspect of reality. The Physical Realm is made up of a combination of 9 different Elements, each with its own unique properties: Water, Crystal, Air, Matter, Shadow, Spirit, Earth, Metal, and Fire.
The Energy Realm is made up of 9 different forces, each acting upon the Physical Realm in its own unique manner: Essence (Life), Creation, Radiance, Thought, Mana, Emotion, Darkness, Destruction, and Void (Death).
Finally, there is the Divine Realm, consisting of 9 Realms of Alignment. These designate the moral compass that guides any given creature. They are reflections of the choices made in life. The Nine draw their Power from their worshippers, so these Realms change as they gain or lose followers: Celestial (Ordered Good), Light (Balanced Good), Wanderer (Chaotic Good), Order (Balanced Order), Harmony (Balance), Chaos (Balanced Chaos), Diabolic (Ordered Evil), Dark (Balanced Evil), and Infernal (Chaotic Evil).
Realm of Mana: The magical energy that connects all things, living and dead. This Realm encompasses all other Realms, touching everywhere and everywhen within Harmonia. It can be used to affect one's surroundings, or to view past and future events. Music and dance are the keys to tapping this vast reservoir of Power. However, its use drains the user of energy, leaving him weak and fatigued for a time. That energy eventually replenishes itself, enabling the user to draw upon Mana once again.
Reality is relatively stable, for the Pulse is very strong. Chaos Storms, or Nightmares, are rare in the Nines, with two notable exceptions: Clarsach, Eldreth. They can be quite Powerful, remolding reality by separating universal chords into their component notes, and recombining them in new and different ways. Those effects, however, never extend beyond a planet's borders.
Psionics in the Empire: Psionic abilities are seen as magic by the general populace. About 90% of the populace can call upon that Power for minor psionic effects, although notable Power is held by only about 25%. These exceptional individuals, in general, fall into one of four classes.
1) Priest. A Priest draws Power from one of the Nine Gods. The choice of deity affects the kind of abilities a Priest can draw upon.
2) Sorcerer. A Sorcerer draws Power from one of the Elemental Realms, and must specialize in that Element. Each Element has its own unique properties and philosophy that dictates how a Sorcerer's Power may be used.
3) Wizard. A Wizard draws Power from one of the Energy Realms, and must specialize in that Energy. Each Energy has its own unique properties and philosophy that dictates how a Wizard's Power may be used.
4) Bard. Bards are the historians and lorekeepers of the Empire. Sworn to tell the truth in all things, they are highly respected members of society. Their selection of offensive spellsongs is limited, but they can be quite Powerful. Defensive magic, divination, and spellsongs to affect the mind and the emotions are their specialty.
Each of the planets has been assigned one of the Nine as a patron. The character and terrain of a planet are directly linked to the patron deity's domains and responsibilities. That deity's Priests make up the bulk of the planet's religious leaders, with smaller followings for the other deities. Endelor and Carthis are the twin seats of the Empire. At one time, Zuros was added to their number, but a series of heinous acts brought about the planet's expulsion from the Ruling Council. The loss of Zuros weakened them somewhat, for now they must deal with piracy and threats of invasion from the ousted member.
For the most part, the Empire's planets are primitive, ranging from Stone Age nations to modern technological nations. The Nine have devised a system of cataloguing the planets using three referents to describe salient characteristics. Each is given a number from 1 - 9, with lower numbers being weaker and higher numbers being stronger.
The Physical Referent (PR) is a measure of how the laws of science work throughout the Nines. Lower numbers mean that science breaks down, becoming unpredictable. Higher numbers mean that science holds great sway over the interaction between Matter and Energy.
The Magical Referent (MR) is a measure of how Powerful psionics are throughout the Nines. Lower numbers mean that Power is almost nonexistent, and only minor psionic effects can be achieved. Higher numbers mean that psionics are very Powerful, and any number of dazzling effects can be achieved.
The Technical Referent (TR) is a measure of the technological development of a world. Lower numbers mean that only very crude technical advances have been achieved. Higher numbers mean that technology is highly developed, and travel throughout known space is common.
The Empire of the Nines is relatively small, consisting of three solar systems of three planets each. The Ruling Council is drawn from the planets of Carthis and Endelor, by virtue of their superior technological development. Only one of the other seven planets has even begun the exploration of space, and Zuros is a constant thorn in the side of the Empire.
The basic unit of society is the family, where the first loyalties of most individuals lie. The clan is an extension of the family unit. Two or more families unite within a clan for added protection and strength. Fostering is a common practice, where children are exchanged between clans to promote alliances. Individuals are expected to work together in order to maintain Harmony. Wealth and privilege are shared by all, so that there is relatively little poverty. Unfortunately, there are those who promote Discord, causing difficulties in some areas.
Population:
The Empire's population of approximately 20 billion is distributed among the nine planets. About 15% each of the population is found on Endelor and Carthis, and 10% on each of the other seven planets. There are nine major races, with a number of minor races distributed among the nine planets. A brief description of each of the major races follows.
1) Daoine (Humans). Humans average 1.85 meters in height, and are of medium build. Hair, eye, and skin color vary, making for an extremely diverse race. A male commonly has facial and body hair, while a female does not. Females are generally shorter and more slender than males. Daoine have a 10% resistance to psionic effects.
2) Tuathan (Elves). Tuathan are taller than Daoine, averaging about 2.20 meters in height. They are slender and delicately featured, and their voices have a musical quality. Their eyebrows arch gracefully, and their ears taper to a point. Hair color ranges from red to copper, and eye color is blue to green with gold flecks. Skin color is golden yellow, although some variants exist. Tuathan have a 35% resistance to psionic effects.
3) Arathan (Half-Bloods). Produced by interbreeding between Tuathan and Daoine, the Arathan combine the features of both races. They have only recently been recognized as a separate race, and must work hard to overcome the distrust of the more established races. As a rule, they are slightly taller than the average Human, and tend toward the slenderness of the Tuathan. Arathan are the most varied in appearance of all the sentient races. Arathan have a 25% resistance to psionic effects.
4) Mordani (Dwarves). Mordani average 1.25 - 1.40 meters in height. They are massively built, and quite strong. Facial and body hair are thick, and males take great pride in their beards and mustaches. Females lack facial hair, except for thick, bushy eyebrows. Hair color is red to brown, eye color is blue or green. Mordani are excellent miners, armorers, and weaponsmiths. Mordani have a 40% resistance to psionic effects.
5) Shadari (Gnomes). The Shadari are the smallest of the major races, averaging only about .65 meters in height. Their skin is leathery and deeply-tanned. Hair color tends toward earth tones, eye color ranges from sky blue to midnight blue. Most males wear mustaches, considering them a source of pride. Shadari have a 30% resistance to psionic effects.
6) Dremani (Wee Folk). The Dremani are a small race, averaging about 1 meter in height. Their heads, hands, and feet are large in proportion to the rest of their bodies, and they lack facial hair. A thin coat of peach-colored fur covers their bodies. Hair color varies. Eyes are green, blue, or gray. They are a timid race, but quick and agile. They are natural climbers, with prehensile toes that enable them to grip surfaces for added traction. Dremani have a 25% resistance to psionic effects.
7) Sauridai (Lizard Folk). The Sauridai are humanoid lizards, with thick scales and long tails. Color ranges from green to aqua, and they lack hair of any kind. Males have a frilled collar that is raised whenever they are overcome by any strong emotion. Its color changes according to the emotion: sapphire when feeling amorous, deep red when angry, yellow when feeling ill. Eye color is orange or red, and the pupils are vertical slits. A thin membrane extends over the eyes when a Saurid is submerged in water or mud. They have forked tongues and sharp teeth. Hands and feet end in sharp claws. Sauridai breathe through nose slits and gills. They make their homes in swamps and marshes. Sauridai have a 20% resistance to psionic effects.
8) Bolgai (Giants). Bolgai average 3 - 3.5 meters in height. They are heavily built and muscular, and some gifted individuals are able to tap into the Power of Mana. Males have facial and body hair, while females have only body hair. Their appearance varies according to the terrain type they frequent. Fir Bolgai have green hair and gold-flecked blue eyes; Ben Bolgai lack hair of any kind; Teinne Bolgai have flaming red hair and orange skin, with golden yellow eyes; Arra Bolgai have dark blue hair, pale blue skin, and black, pupil-less eyes. The Fomori are twisted, deformed Giants that serve Chaos. They are universally hated by all other Bolgai. Bolgai have a 20% resistance to psionic effects.
9) Ophidians (Serpent-Folk). At one time, Ophidians were Tuathan, until the Curse fell upon them. Among less enlightened societies, they are known as Setiri, identifying them with Seti, the evil Patron of Serpents. This is a grave insult to a true Ophidian, for to them, the Setiri are an evil offshoot of their race that more fully resemble serpents. The war between the two branches is bitter. Mistaking an Ophidian for a Setiri will, at the very least, result in an Honor Match. Nothing less will make amends for the insult. Many Honor Matches are duels to the death. In appearance, Ophidians appear much like Tuathan, but slightly more massive. Some aspect of their appearance is that of a serpent (eyes, fangs, fine scales covering all or part of their bodies, etc.). Ophidians have a 35% resistance to psionic effects.
For the most part, the sentient races are a peace-loving folk, although there are exceptions. War is a last resort, after all efforts toward a peaceful solution have been exhausted. A genuine cooperative effort exists between most of the races. Slow to anger, yet quick to react once that anger has been kindled.
Government:
The Protector is acknowledged by most as the Supreme Power in the Empire, although there are some who would contest this claim. For the most part, each planet is left to govern itself. The Protector prefers to concentrate his efforts upon defeating the forces of Discord, thus ensuring Harmony. Government on each of the planets takes a variety of forms.
The Military:
All Free Folk are trained in combat, and are expected to fight when called upon by their leaders. Each nation maintains a small standing army at all times. Its main purpose is to maintain Harmony, and to distribute supplies to the needy. Freewill contributions are solicited among each society. Any Discord that arises is first dealt with by a nation's army. If their efforts fail, then a nation is permitted to petition the Protector for aid in dealing with the matter.
Planetside troops are known as the Militia. Units include Infantry, Cavalry, Marine, and Air Raiders. The exact nature of these troops varies, depending upon a planet's PR, MR, and TR. Large animals are used as mounts in some areas, including dragons, horses, dolphins, and giant lizards. Machines may be used in high-tech areas.
Spaceside troops are known as the Armada. Ranks include Gunner, Pilot, Technician, Tactician, Wing Leader, Lieutenant Commander, Commander, Captain, Major, Marshall, and Admiral. These troops are the elite, hand-picked by their leaders for Armada training. Weapons range from low-tech to high-tech. They include swords, axes, bows, polearms, wands, sunblades, magnapulse weapons, drachs, and plasma weapons.
The Armada is currently 40,000 troops strong, while the Militia numbers about 100,000. They are on call, and are expected to fight whenever and wherever they are needed.
Crime ranges from petty theft to the distribution of illegal drugs to piracy and treason. Each nation has its own laws to deal with criminals. Immigrants and guests who have committed a crime are held at Skylar Station until their case can be heard by the Triune. The Triune is the supreme judicial body in the Federation. They are hand-picked by the Consulate for their wisdom and impartiality.
The death penalty is reserved only for the most heinous crimes. These include mass murder, genocide, and the rape of a child. All other criminals are imprisoned at Skylar Station and subjected to a series of mental and emotional treatments designed to rewire them into productive members of society.
Social Castes in Harmonia:
There is a caste system in effect throughout the Empire, based upon an individual's magical or military acuity. Though not strictly enforced, it does tend to color one's view of society and the universe. For the most part, males and females have equal privileges within the system, although there are some exceptions. A brief description of each caste follows, in ascending order.
1) Atonals. Those with no musical ability, and hence, no magical ability. In some societies, they are used as slaves, while in others, they are shunned completely, sealed away in their own cities or camps. The more enlightened societies see them as unfortunate brothers and sisters in need of protection by those who are strong.
2) Warriors. Atonals who are trained in the acts of war. They must be bound to a Lord, and are expected to serve loyally, even unto death. Those who serve no Lord are known as Rogues, and are considered fair game by bonded Warriors.
3) Dancers. These are individuals who are sensitive to the Pulse, and can tap into its Power without singing or musical instruments. They achieve psionic effects through a series of rhythmic body movements. Only about 5% of the populace possess such skill.
4) Instrumentals. Individuals who can use musical instruments to harness psionic Power. Drums can be used as well. Most rely upon spellsongs or spellbeats composed by others.
5) Singers. Those gifted with the ability to harness psionic Power by using their voices. They are among the most Powerful of all mortals, and are held in high esteem by others.
6) Masters. These are mortals especially favored by the Nine. They are able to use any combination of techniques to harness psionic Power. They have begun the pathway to Immortality.
7) Composers. These individuals are able to combine different musical elements together to change existing reality. They are demigods, beings who have progressed from Mortality to Immortality. Known variously as Patrons, Matrons, or Guardians.
8) Master Composers. These individuals can combine different musical elements together to create entirely new realities. These are the Nine Gods of Harmonia, the Arsaidh. Those who serve Order are known as the Triad. Those who serve Balance are known as the Unity. Those who serve Chaos are known as the Eldrin.
9) Conductors. The known gods conduct their affairs within strict guidelines set forth by the Conductors, beings of unimaginable Power. Balance is a major concern. Light is complemented by Dark (Good vs. Evil), Order by Chaos, Life by Death. Mere mortals cannot comprehend the Power of the Conductors. Only the Nine are aware of their existence.
History of the Nines:
The history of the Nines begins with Avallach, the ancestral Tuathan homeland. Legends say that in a time lost to memory, the universe was united under a Grand Tuathan Empire. The Grand Empire reigned for millennia, and the worlds flourished. Then came the Chaos Wars.
During the course of their reign, the Tuathan discovered that a multitude of dimensions coexisted with their own reality. They were able to traverse the dimensions at will, using Dimensional Gates. In time, however, the Tuathan discovered an unfortunate fact about such gates. While active, they created bleed zones where the interconnected dimensions mingled and merged, changing the face of reality. At first, the changes were quite minor, so the Tuathan were able to control the spread of the bleed zones.
All that changed with the arrival of Seti, a Powerful being from the obscure dimension of Faroah. This servant of Chaos used his Power to draw energy from the other Dimensional Gates to feed his own. His goal was to gain supreme Power over Avallach, and to use it as a springboard to conquer the entire Multiverse.
However, something went wrong. The influx of energy caused the Gate to explode, and reality went mad. Great Storms wracked Avallach, and in their wake, reality was forever changed. Seti marshaled a great army, and challenged the Tuathan for dominion over Avallach. Thus began the Chaos Wars.
Nine individuals stepped forth to contest Seti's claim. Their names have been lost within the Mists of Time, yet their deeds live on in the memory of the Tuathan. They were the Arsaidh, or Ancient Ones, mortals who gained Immortality through valiant deeds and great wisdom. The Arsaidh united the Nine Races against the threat of Seti, and battle after battle was fought as the war raged onward. In the end, we were triumphant, but our victory was not without its cost.
The explosion of the Gate started a chain reaction, and one by one, the other gates ceased to function. Several bleed zones still remained, threatening to change the face of reality yet again. Realizing that something had to be done, the Protector and the Great Healer joined their Power together, attempting to stabilize our world. The Silver Harp of Creation was sounded, and its sweet music wove the frayed ends of the universe together once more, healing and strengthening all within its path. However, their efforts had come too late. Life as we knew it had ceased to exist.
The expenditure of Power was too much for the two Arsaidh, and they fell into an exhausted slumber. They slept for centuries, and as they slept, they dreamed. These dreams had great Power, and Avallach was transformed. Some dreams made them angry, and great mountains and depressions appeared on the surface of the planets. Some dreams caused them great sorrow, and they wept. Their tears became the oceans, lakes, and rivers. Some dreams made them happy, and their joy became the stars. Music flowed throughout the universe, creating the Pulse, the magical energy that binds all life together. They dreamed of plants, animals, and sentient beings, which sprang into existence.
However, some of their dreams were dark and terrifying, reflections of the hardships they had faced together. Discord entered into the universe, bringing with it sorrow, pain, and death. Guardians were created to travel throughout the universe, seeking to bring Harmony to all. Their task continues to this day. This newly-formed universe was christened the "Empire of the Nines".
(about 1,600 years ago) The misuse of Power brought the Desolation to Clarsach. The planet's civilizations were destroyed, and Amhlaigh, an incarnation of the Protector, sacrificed himself, using his Life Essence to repair the shattered world. The Arsaidh were bound beyond the Mists of Time, to sleep until civilization arose once more. Light and Dark slept for a time, enabling Clarsach to develop, seemingly unhindered.
(1,000 years ago) Seti, reborn on Zuros, traveled to Eldreth, appearing to the Tuathan there. He introduced the Serpent Helm into their culture, promising to make them the most Powerful race on the planet. When Queen Lirissandra called upon the artifact's Power, her people were transformed. This came to be known as the Curse. Thus was born the Ophidian race. Those Ophidians who fully embraced Seti's worship were further transformed, becoming the Setiri, a grim mockery of their former existence. The Serpent Helm has warped the fabric of reality on Eldreth, causing psionic Power to become dangerously unstable.
(300 years ago) The Teinne Bolgai crossed into Hajhimar from the Realm of Fire. They proceeded to enslave the weaker races: Daoine, Tuathan, and Mordani. Calling themselves the Overlords, the Teinne Bolgai took control of Hajhimar's rich gem resources. There is a rebellion underway to try to overthrow the control of the Overlords.
(50 years ago) The Al'Ai race from Zuros learned that their planet's diffuser array had ceased to function. It was estimated that within 200 years, the planet would no longer support the Al'Ai. The Bugs began to infiltrate and attack the nine planets, seeking a new home where their race could be perpetuated.
General Information:
There are three star systems in The Empire. Each of them contains a sun, three planets, and a number of moons. Each system has its own unique characteristics which affect the social outlook of its population. A brief description of each of the systems follows.
Ramani System. Rama is a yellow sun that belongs to the faction of Order. Its planets follow perfectly circular orbits as they travel around Rama, with no deviation whatsoever. As a result, the seasons are of equal length, and there are only minor temperature differences across each planet.
1) Eldreth. Ruling Elder: The Lord of Death. Government is a dictatorship, and heavy taxes are exacted from its inhabitants. Laws are very strict, and punishments are severe. Death rules with an iron hand, and the inhabitants follow him out of fear. Eldreth is a planet of Shadow, and its terrain is mutable by someone of great Power.
2) Navor. Ruling Elder: The Sorceress. Government is an absolute monarchy, and the Sorceress rules supreme, exacting heavy tribute from Navor's inhabitants. Order is all-important, regardless of whether the laws are good or evil. Individuality is repressed, and all are expected to conform to the expectations of their rulers. Terrain is predominantly made of Fire, with vast deserts and flaming lakes.
3) Endelor. Ruling Elder: The Great Healer. Government is by Ruling Council, and each nation is represented by an individual elected by its people. Order is necessary to promote the common good, and all are expected to contribute some of their wealth to help those less fortunate than they. Humanitarian efforts are ongoing, and they seek to spread Light to the Greater Galaxy. Laws are strict, but punishments are tempered by mercy. The goal of law enforcement is to rehabilitate. The death penalty is considered inhumane and unnecessary. Terrain is predominantly Water, with only three land masses and scattered island chains.
Dalriadan System. Dalriada is an orange sun dedicated to the principle of Balance. Its planets follow elliptical orbits as they travel around Dalriada. As a result, seasons vary in length, and temperature extremes are common. Order and Chaos hold equal sway here, for the one is necessary to Balance the other.
1) Zuros. Ruling Elder: The Queen of Night. Government is based upon rule by the fittest. The weak must move aside to make way for the strong. Light must be overcome by Dark by any means necessary. There are token laws, but punishments can be avoided for the right price. Freedom from the constraints of Order and Chaos are the key to being successful. Much of Zuros exists in the Spirit Realm. Only scattered pockets of solid matter exist, and the Al'Ai are dominant over those havens. Travel can be accomplished by thought alone.
2) E-La. Ruling Elder: The Earth Mother. Government is a theocracy, with tribal Shamans (Priests) in many positions of authority. Order and Chaos, Light and Dark are all necessary parts of life, and the Balance must be upheld at all costs. The Draseni (Druids) reign supreme, and all are expected to live in Harmony with the world around them. Wizards are forbidden to practice their arts here, for the use of Energy in psionic effects draws upon the planet's Life Essence, slowly killing it. Each tribe has its own Witch Shooter, who will hunt down and destroy anyone found to be using Wizardry. The predominant terrain is Earth, with vast forests and plains occupied by a wide variety of plant and animal life.
3) Clarsach. Ruling Elder: The Protector. A central government does not exist here, for each clan is permitted to rule its own. Laws are acceptable, as long as they promote the common good of all. Individuality is encouraged, for freedom is necessary for an individual to grow and realize his/her true potential. Those who have been given much have an obligation to share their wealth with those less fortunate ones. Everyone deserves happiness, and laws are merely a means to that end, and must be tempered by leniency and freedom to choose. The Element of Crystal dominates here. Trees and vegetation are made up of intricate crystal lattices, and the oceans, lakes, and rivers are exceptionally pure and clean.
Azerian System. Azeron is a red sun dedicated to the spread of Chaos. Its planets follow no set pattern of orbit, changing at the whim of the gods. However, they will never follow a course that will lead to a collision with another planet or the sun. Seasons do not exist, for weather patterns vary greatly, and it is impossible to determine a preexisting Order.
1) Hajhimar. Ruling Elder: The Warlord. Government is a dictatorship, and the Teinne Bolgai serve the Warlord completely. The only law is survival of the fittest. The Overlords, as the Teinne Bolgai call themselves, are able to act completely on their own whims, with nothing to keep them in check. They have taken control of the planet's vast gem resources, and seek to crush the Lesser Races beneath their heels. Life here is dangerous and difficult. Those of the Light are held in great contempt by much of the populace, and there is a concentrated effort to erase them from existence. Much of the surface of Hajhimar is made up of solid chunks of matter, and water is a rare commodity, usually found only in underground lakes and streams. It is a hot planet, and molten rock flows across the surface in great quantities. The Teinne Bolgai are within their Element, and reign supreme.
2) Talira. Ruling Elder: The Mad Emperor. There is no government, and all are free to choose how to act with no regard to consequences. Where there is no law, there is no crime, and the weak must fall before the strong. Undead creatures are a constant threat here, and life is a constant struggle for survival. While there are certainly packets of Order on Talira, the Mad Emperor's minions actively hunt them down to destroy them. Life on Talira is a cosmic free-for-all, and one had better be on their guard while visiting here. Talira is rich in Metal ore, with only about 40% of its surface covered by water. Mining is the major industry here. The sentient races wage constant wars to lay claim to bigger and better ore deposits.
3) Carthis. Ruling Elder: The Wanderer. There is no central government, for Order is seen as a hindrance to an individual's freedom to choose. The philosophy here is live and let live, and the planet's inhabitants try to live their lives without encroaching upon someone else's. There is an effort to assert Order here, but it is faced with a great deal of resistance. Those of the Dark are universally hated by most of the populace, and are actively hunted down and eliminated. Air is the predominant Element on Carthis. Most of the surface is unfit for life, so much of society lives in floating cities and treetops.
Resources:
Precious metals and gemstones abound in the Empire, particularly upon the volcanic planets. Art is highly developed in the system, including ceramics, jewelry, light sculptures, weapons, and armor. Sculptures in crystal, stone, and metal are popular, and those who create them are known as Shapers. Painting in a variety of mediums is practiced, and holography has begun to catch on in more advanced societies. The refining of pure elemental matter is highly in demand. Agriculture, animal husbandry, and the military are also important. There is relatively little poverty, for wealth and resources are shared by all. Shipbuilding, for planetside use and for space travel, is an important industry. Carthis and Endelor are the most advanced in this area. Many of the other planets have just begun to develop their resources in this area.
Ship Construction:
The first ships built for space travel were constructed of agrav crystals, which generate a natural antigravity field when an electrical current is passed through them. Great quantities of these crystals had to be mined in order to construct just one starship, so spacefaring races were quick to discover other materials for use in shipbuilding.
Recently discovered are the Crysallids, a race of living crystals that communicate through a sort of shared awareness, or group mind. They gather together in colonies that resemble graceful, crystalline insects. Crysallids have the innate ability to generate a bioelectrical field. This can be used for attack, defense, and movement. The more Crysallids in a colony, the stronger the bioelectrical field.
In theory, by using such a field for propulsion allows for speeds approaching the speed of light. In very large colonies, it should be possible to exceed the speed of light. The Drakendi (Tuathan) of Endelor have begun exploring such a possibility.
Crysallids lack sentience, acting instead upon instinct. By using different binary language combinations, it is possible to control their actions. They were discovered by the Tuathan of Carthis. It can take months, years, or decades to form a ship large enough to carry a crew and passengers. By flooding a Crysallid colony with a low-pulse electrical energy, it is possible to speed up the process.
Durability and maneuverability are the strong points of such ships. The Crysallids can use their bioelectric field to push themselves in any direction desired. It can also be used to generate a protective force field around the colony to repel attacks from outside sources, or to send out a massive electrical shock as an attack. These abilities make a Crysallid ship invaluable in combat.
The Monoliths:
Mythologically, the Monoliths are the petrified forms of the Primals, beings of great Power who will return to life in times of dire need. Their humming generates a protective shield around them, and anyone who seeks to breach this shield will be struck dead instantly. No one who has ever tried to investigate the Monoliths has returned to tell the tale.
Only the Priesthood of the Protector know the true nature of the Monoliths, great stone towers at the poles, and evenly spaced around the Equator. The Monoliths house the equipment arrays used to maintain a planetary temperature range comfortable for life. The two types of arrays in use are Diffuser Arrays and Enhancer Arrays.
Diffuser Array. Opens a one-way portal into the Realm of Energy, shunting much of the energy that reaches the planet's surface to that Realm. The portal opens and closes intermittently, keeping temperatures down to a tolerable range. They are used on planets that are close to their suns.
Enhancer Array. Opens a one-way portal from the Realm of Energy, adding to the amount of energy at a planet's surface. The portal opens and closes intermittently, boosting temperatures to a tolerable range. They are used on planets that are distant from their suns.
The amount of Energy that is shunted or added is carefully calculated and monitored by the Arsaidh, or Elders. The net effect is to keep temperatures within a certain range on all the planets in the Empire..
Needed Resources:
In opening communications with the Greater Galaxy, the Empire of the Nines hopes to gain a greater knowledge of the mysteries of the universe. The threat of the Al'Ai and other races of Chaos is growing, and more soldiers for the Armada are actively being recruited. An exchange of ideas and technology is being considered. Medical supplies and combat equipment are needed to help control the spread of Discord. The Empire hopes to eventually establish colonies in some of the other Empires.
The laws of the Empire are based upon the concept of Harmony. All matter interacts for the common good, and anything that causes Discord must be eliminated. Individuality is good, inasmuch as it contributes to a harmonious whole. Much as in a fine musical composition, each of the elements must complement one another. Music is the ultimate Power in the universe.
There are 27 known Realms of Existence, each based upon some aspect of reality. The Physical Realm is made up of a combination of 9 different Elements, each with its own unique properties: Water, Crystal, Air, Matter, Shadow, Spirit, Earth, Metal, and Fire.
The Energy Realm is made up of 9 different forces, each acting upon the Physical Realm in its own unique manner: Essence (Life), Creation, Radiance, Thought, Mana, Emotion, Darkness, Destruction, and Void (Death).
Finally, there is the Divine Realm, consisting of 9 Realms of Alignment. These designate the moral compass that guides any given creature. They are reflections of the choices made in life. The Nine draw their Power from their worshippers, so these Realms change as they gain or lose followers: Celestial (Ordered Good), Light (Balanced Good), Wanderer (Chaotic Good), Order (Balanced Order), Harmony (Balance), Chaos (Balanced Chaos), Diabolic (Ordered Evil), Dark (Balanced Evil), and Infernal (Chaotic Evil).
Realm of Mana: The magical energy that connects all things, living and dead. This Realm encompasses all other Realms, touching everywhere and everywhen within Harmonia. It can be used to affect one's surroundings, or to view past and future events. Music and dance are the keys to tapping this vast reservoir of Power. However, its use drains the user of energy, leaving him weak and fatigued for a time. That energy eventually replenishes itself, enabling the user to draw upon Mana once again.
Reality is relatively stable, for the Pulse is very strong. Chaos Storms, or Nightmares, are rare in the Nines, with two notable exceptions: Clarsach, Eldreth. They can be quite Powerful, remolding reality by separating universal chords into their component notes, and recombining them in new and different ways. Those effects, however, never extend beyond a planet's borders.
Psionics in the Empire: Psionic abilities are seen as magic by the general populace. About 90% of the populace can call upon that Power for minor psionic effects, although notable Power is held by only about 25%. These exceptional individuals, in general, fall into one of four classes.
1) Priest. A Priest draws Power from one of the Nine Gods. The choice of deity affects the kind of abilities a Priest can draw upon.
2) Sorcerer. A Sorcerer draws Power from one of the Elemental Realms, and must specialize in that Element. Each Element has its own unique properties and philosophy that dictates how a Sorcerer's Power may be used.
3) Wizard. A Wizard draws Power from one of the Energy Realms, and must specialize in that Energy. Each Energy has its own unique properties and philosophy that dictates how a Wizard's Power may be used.
4) Bard. Bards are the historians and lorekeepers of the Empire. Sworn to tell the truth in all things, they are highly respected members of society. Their selection of offensive spellsongs is limited, but they can be quite Powerful. Defensive magic, divination, and spellsongs to affect the mind and the emotions are their specialty.
Each of the planets has been assigned one of the Nine as a patron. The character and terrain of a planet are directly linked to the patron deity's domains and responsibilities. That deity's Priests make up the bulk of the planet's religious leaders, with smaller followings for the other deities. Endelor and Carthis are the twin seats of the Empire. At one time, Zuros was added to their number, but a series of heinous acts brought about the planet's expulsion from the Ruling Council. The loss of Zuros weakened them somewhat, for now they must deal with piracy and threats of invasion from the ousted member.
For the most part, the Empire's planets are primitive, ranging from Stone Age nations to modern technological nations. The Nine have devised a system of cataloguing the planets using three referents to describe salient characteristics. Each is given a number from 1 - 9, with lower numbers being weaker and higher numbers being stronger.
The Physical Referent (PR) is a measure of how the laws of science work throughout the Nines. Lower numbers mean that science breaks down, becoming unpredictable. Higher numbers mean that science holds great sway over the interaction between Matter and Energy.
The Magical Referent (MR) is a measure of how Powerful psionics are throughout the Nines. Lower numbers mean that Power is almost nonexistent, and only minor psionic effects can be achieved. Higher numbers mean that psionics are very Powerful, and any number of dazzling effects can be achieved.
The Technical Referent (TR) is a measure of the technological development of a world. Lower numbers mean that only very crude technical advances have been achieved. Higher numbers mean that technology is highly developed, and travel throughout known space is common.
The Empire of the Nines is relatively small, consisting of three solar systems of three planets each. The Ruling Council is drawn from the planets of Carthis and Endelor, by virtue of their superior technological development. Only one of the other seven planets has even begun the exploration of space, and Zuros is a constant thorn in the side of the Empire.
The basic unit of society is the family, where the first loyalties of most individuals lie. The clan is an extension of the family unit. Two or more families unite within a clan for added protection and strength. Fostering is a common practice, where children are exchanged between clans to promote alliances. Individuals are expected to work together in order to maintain Harmony. Wealth and privilege are shared by all, so that there is relatively little poverty. Unfortunately, there are those who promote Discord, causing difficulties in some areas.
Population:
The Empire's population of approximately 20 billion is distributed among the nine planets. About 15% each of the population is found on Endelor and Carthis, and 10% on each of the other seven planets. There are nine major races, with a number of minor races distributed among the nine planets. A brief description of each of the major races follows.
1) Daoine (Humans). Humans average 1.85 meters in height, and are of medium build. Hair, eye, and skin color vary, making for an extremely diverse race. A male commonly has facial and body hair, while a female does not. Females are generally shorter and more slender than males. Daoine have a 10% resistance to psionic effects.
2) Tuathan (Elves). Tuathan are taller than Daoine, averaging about 2.20 meters in height. They are slender and delicately featured, and their voices have a musical quality. Their eyebrows arch gracefully, and their ears taper to a point. Hair color ranges from red to copper, and eye color is blue to green with gold flecks. Skin color is golden yellow, although some variants exist. Tuathan have a 35% resistance to psionic effects.
3) Arathan (Half-Bloods). Produced by interbreeding between Tuathan and Daoine, the Arathan combine the features of both races. They have only recently been recognized as a separate race, and must work hard to overcome the distrust of the more established races. As a rule, they are slightly taller than the average Human, and tend toward the slenderness of the Tuathan. Arathan are the most varied in appearance of all the sentient races. Arathan have a 25% resistance to psionic effects.
4) Mordani (Dwarves). Mordani average 1.25 - 1.40 meters in height. They are massively built, and quite strong. Facial and body hair are thick, and males take great pride in their beards and mustaches. Females lack facial hair, except for thick, bushy eyebrows. Hair color is red to brown, eye color is blue or green. Mordani are excellent miners, armorers, and weaponsmiths. Mordani have a 40% resistance to psionic effects.
5) Shadari (Gnomes). The Shadari are the smallest of the major races, averaging only about .65 meters in height. Their skin is leathery and deeply-tanned. Hair color tends toward earth tones, eye color ranges from sky blue to midnight blue. Most males wear mustaches, considering them a source of pride. Shadari have a 30% resistance to psionic effects.
6) Dremani (Wee Folk). The Dremani are a small race, averaging about 1 meter in height. Their heads, hands, and feet are large in proportion to the rest of their bodies, and they lack facial hair. A thin coat of peach-colored fur covers their bodies. Hair color varies. Eyes are green, blue, or gray. They are a timid race, but quick and agile. They are natural climbers, with prehensile toes that enable them to grip surfaces for added traction. Dremani have a 25% resistance to psionic effects.
7) Sauridai (Lizard Folk). The Sauridai are humanoid lizards, with thick scales and long tails. Color ranges from green to aqua, and they lack hair of any kind. Males have a frilled collar that is raised whenever they are overcome by any strong emotion. Its color changes according to the emotion: sapphire when feeling amorous, deep red when angry, yellow when feeling ill. Eye color is orange or red, and the pupils are vertical slits. A thin membrane extends over the eyes when a Saurid is submerged in water or mud. They have forked tongues and sharp teeth. Hands and feet end in sharp claws. Sauridai breathe through nose slits and gills. They make their homes in swamps and marshes. Sauridai have a 20% resistance to psionic effects.
8) Bolgai (Giants). Bolgai average 3 - 3.5 meters in height. They are heavily built and muscular, and some gifted individuals are able to tap into the Power of Mana. Males have facial and body hair, while females have only body hair. Their appearance varies according to the terrain type they frequent. Fir Bolgai have green hair and gold-flecked blue eyes; Ben Bolgai lack hair of any kind; Teinne Bolgai have flaming red hair and orange skin, with golden yellow eyes; Arra Bolgai have dark blue hair, pale blue skin, and black, pupil-less eyes. The Fomori are twisted, deformed Giants that serve Chaos. They are universally hated by all other Bolgai. Bolgai have a 20% resistance to psionic effects.
9) Ophidians (Serpent-Folk). At one time, Ophidians were Tuathan, until the Curse fell upon them. Among less enlightened societies, they are known as Setiri, identifying them with Seti, the evil Patron of Serpents. This is a grave insult to a true Ophidian, for to them, the Setiri are an evil offshoot of their race that more fully resemble serpents. The war between the two branches is bitter. Mistaking an Ophidian for a Setiri will, at the very least, result in an Honor Match. Nothing less will make amends for the insult. Many Honor Matches are duels to the death. In appearance, Ophidians appear much like Tuathan, but slightly more massive. Some aspect of their appearance is that of a serpent (eyes, fangs, fine scales covering all or part of their bodies, etc.). Ophidians have a 35% resistance to psionic effects.
For the most part, the sentient races are a peace-loving folk, although there are exceptions. War is a last resort, after all efforts toward a peaceful solution have been exhausted. A genuine cooperative effort exists between most of the races. Slow to anger, yet quick to react once that anger has been kindled.
Government:
The Protector is acknowledged by most as the Supreme Power in the Empire, although there are some who would contest this claim. For the most part, each planet is left to govern itself. The Protector prefers to concentrate his efforts upon defeating the forces of Discord, thus ensuring Harmony. Government on each of the planets takes a variety of forms.
The Military:
All Free Folk are trained in combat, and are expected to fight when called upon by their leaders. Each nation maintains a small standing army at all times. Its main purpose is to maintain Harmony, and to distribute supplies to the needy. Freewill contributions are solicited among each society. Any Discord that arises is first dealt with by a nation's army. If their efforts fail, then a nation is permitted to petition the Protector for aid in dealing with the matter.
Planetside troops are known as the Militia. Units include Infantry, Cavalry, Marine, and Air Raiders. The exact nature of these troops varies, depending upon a planet's PR, MR, and TR. Large animals are used as mounts in some areas, including dragons, horses, dolphins, and giant lizards. Machines may be used in high-tech areas.
Spaceside troops are known as the Armada. Ranks include Gunner, Pilot, Technician, Tactician, Wing Leader, Lieutenant Commander, Commander, Captain, Major, Marshall, and Admiral. These troops are the elite, hand-picked by their leaders for Armada training. Weapons range from low-tech to high-tech. They include swords, axes, bows, polearms, wands, sunblades, magnapulse weapons, drachs, and plasma weapons.
The Armada is currently 40,000 troops strong, while the Militia numbers about 100,000. They are on call, and are expected to fight whenever and wherever they are needed.
Crime ranges from petty theft to the distribution of illegal drugs to piracy and treason. Each nation has its own laws to deal with criminals. Immigrants and guests who have committed a crime are held at Skylar Station until their case can be heard by the Triune. The Triune is the supreme judicial body in the Federation. They are hand-picked by the Consulate for their wisdom and impartiality.
The death penalty is reserved only for the most heinous crimes. These include mass murder, genocide, and the rape of a child. All other criminals are imprisoned at Skylar Station and subjected to a series of mental and emotional treatments designed to rewire them into productive members of society.
Social Castes in Harmonia:
There is a caste system in effect throughout the Empire, based upon an individual's magical or military acuity. Though not strictly enforced, it does tend to color one's view of society and the universe. For the most part, males and females have equal privileges within the system, although there are some exceptions. A brief description of each caste follows, in ascending order.
1) Atonals. Those with no musical ability, and hence, no magical ability. In some societies, they are used as slaves, while in others, they are shunned completely, sealed away in their own cities or camps. The more enlightened societies see them as unfortunate brothers and sisters in need of protection by those who are strong.
2) Warriors. Atonals who are trained in the acts of war. They must be bound to a Lord, and are expected to serve loyally, even unto death. Those who serve no Lord are known as Rogues, and are considered fair game by bonded Warriors.
3) Dancers. These are individuals who are sensitive to the Pulse, and can tap into its Power without singing or musical instruments. They achieve psionic effects through a series of rhythmic body movements. Only about 5% of the populace possess such skill.
4) Instrumentals. Individuals who can use musical instruments to harness psionic Power. Drums can be used as well. Most rely upon spellsongs or spellbeats composed by others.
5) Singers. Those gifted with the ability to harness psionic Power by using their voices. They are among the most Powerful of all mortals, and are held in high esteem by others.
6) Masters. These are mortals especially favored by the Nine. They are able to use any combination of techniques to harness psionic Power. They have begun the pathway to Immortality.
7) Composers. These individuals are able to combine different musical elements together to change existing reality. They are demigods, beings who have progressed from Mortality to Immortality. Known variously as Patrons, Matrons, or Guardians.
8) Master Composers. These individuals can combine different musical elements together to create entirely new realities. These are the Nine Gods of Harmonia, the Arsaidh. Those who serve Order are known as the Triad. Those who serve Balance are known as the Unity. Those who serve Chaos are known as the Eldrin.
9) Conductors. The known gods conduct their affairs within strict guidelines set forth by the Conductors, beings of unimaginable Power. Balance is a major concern. Light is complemented by Dark (Good vs. Evil), Order by Chaos, Life by Death. Mere mortals cannot comprehend the Power of the Conductors. Only the Nine are aware of their existence.
History of the Nines:
The history of the Nines begins with Avallach, the ancestral Tuathan homeland. Legends say that in a time lost to memory, the universe was united under a Grand Tuathan Empire. The Grand Empire reigned for millennia, and the worlds flourished. Then came the Chaos Wars.
During the course of their reign, the Tuathan discovered that a multitude of dimensions coexisted with their own reality. They were able to traverse the dimensions at will, using Dimensional Gates. In time, however, the Tuathan discovered an unfortunate fact about such gates. While active, they created bleed zones where the interconnected dimensions mingled and merged, changing the face of reality. At first, the changes were quite minor, so the Tuathan were able to control the spread of the bleed zones.
All that changed with the arrival of Seti, a Powerful being from the obscure dimension of Faroah. This servant of Chaos used his Power to draw energy from the other Dimensional Gates to feed his own. His goal was to gain supreme Power over Avallach, and to use it as a springboard to conquer the entire Multiverse.
However, something went wrong. The influx of energy caused the Gate to explode, and reality went mad. Great Storms wracked Avallach, and in their wake, reality was forever changed. Seti marshaled a great army, and challenged the Tuathan for dominion over Avallach. Thus began the Chaos Wars.
Nine individuals stepped forth to contest Seti's claim. Their names have been lost within the Mists of Time, yet their deeds live on in the memory of the Tuathan. They were the Arsaidh, or Ancient Ones, mortals who gained Immortality through valiant deeds and great wisdom. The Arsaidh united the Nine Races against the threat of Seti, and battle after battle was fought as the war raged onward. In the end, we were triumphant, but our victory was not without its cost.
The explosion of the Gate started a chain reaction, and one by one, the other gates ceased to function. Several bleed zones still remained, threatening to change the face of reality yet again. Realizing that something had to be done, the Protector and the Great Healer joined their Power together, attempting to stabilize our world. The Silver Harp of Creation was sounded, and its sweet music wove the frayed ends of the universe together once more, healing and strengthening all within its path. However, their efforts had come too late. Life as we knew it had ceased to exist.
The expenditure of Power was too much for the two Arsaidh, and they fell into an exhausted slumber. They slept for centuries, and as they slept, they dreamed. These dreams had great Power, and Avallach was transformed. Some dreams made them angry, and great mountains and depressions appeared on the surface of the planets. Some dreams caused them great sorrow, and they wept. Their tears became the oceans, lakes, and rivers. Some dreams made them happy, and their joy became the stars. Music flowed throughout the universe, creating the Pulse, the magical energy that binds all life together. They dreamed of plants, animals, and sentient beings, which sprang into existence.
However, some of their dreams were dark and terrifying, reflections of the hardships they had faced together. Discord entered into the universe, bringing with it sorrow, pain, and death. Guardians were created to travel throughout the universe, seeking to bring Harmony to all. Their task continues to this day. This newly-formed universe was christened the "Empire of the Nines".
(about 1,600 years ago) The misuse of Power brought the Desolation to Clarsach. The planet's civilizations were destroyed, and Amhlaigh, an incarnation of the Protector, sacrificed himself, using his Life Essence to repair the shattered world. The Arsaidh were bound beyond the Mists of Time, to sleep until civilization arose once more. Light and Dark slept for a time, enabling Clarsach to develop, seemingly unhindered.
(1,000 years ago) Seti, reborn on Zuros, traveled to Eldreth, appearing to the Tuathan there. He introduced the Serpent Helm into their culture, promising to make them the most Powerful race on the planet. When Queen Lirissandra called upon the artifact's Power, her people were transformed. This came to be known as the Curse. Thus was born the Ophidian race. Those Ophidians who fully embraced Seti's worship were further transformed, becoming the Setiri, a grim mockery of their former existence. The Serpent Helm has warped the fabric of reality on Eldreth, causing psionic Power to become dangerously unstable.
(300 years ago) The Teinne Bolgai crossed into Hajhimar from the Realm of Fire. They proceeded to enslave the weaker races: Daoine, Tuathan, and Mordani. Calling themselves the Overlords, the Teinne Bolgai took control of Hajhimar's rich gem resources. There is a rebellion underway to try to overthrow the control of the Overlords.
(50 years ago) The Al'Ai race from Zuros learned that their planet's diffuser array had ceased to function. It was estimated that within 200 years, the planet would no longer support the Al'Ai. The Bugs began to infiltrate and attack the nine planets, seeking a new home where their race could be perpetuated.
General Information:
There are three star systems in The Empire. Each of them contains a sun, three planets, and a number of moons. Each system has its own unique characteristics which affect the social outlook of its population. A brief description of each of the systems follows.
Ramani System. Rama is a yellow sun that belongs to the faction of Order. Its planets follow perfectly circular orbits as they travel around Rama, with no deviation whatsoever. As a result, the seasons are of equal length, and there are only minor temperature differences across each planet.
1) Eldreth. Ruling Elder: The Lord of Death. Government is a dictatorship, and heavy taxes are exacted from its inhabitants. Laws are very strict, and punishments are severe. Death rules with an iron hand, and the inhabitants follow him out of fear. Eldreth is a planet of Shadow, and its terrain is mutable by someone of great Power.
2) Navor. Ruling Elder: The Sorceress. Government is an absolute monarchy, and the Sorceress rules supreme, exacting heavy tribute from Navor's inhabitants. Order is all-important, regardless of whether the laws are good or evil. Individuality is repressed, and all are expected to conform to the expectations of their rulers. Terrain is predominantly made of Fire, with vast deserts and flaming lakes.
3) Endelor. Ruling Elder: The Great Healer. Government is by Ruling Council, and each nation is represented by an individual elected by its people. Order is necessary to promote the common good, and all are expected to contribute some of their wealth to help those less fortunate than they. Humanitarian efforts are ongoing, and they seek to spread Light to the Greater Galaxy. Laws are strict, but punishments are tempered by mercy. The goal of law enforcement is to rehabilitate. The death penalty is considered inhumane and unnecessary. Terrain is predominantly Water, with only three land masses and scattered island chains.
Dalriadan System. Dalriada is an orange sun dedicated to the principle of Balance. Its planets follow elliptical orbits as they travel around Dalriada. As a result, seasons vary in length, and temperature extremes are common. Order and Chaos hold equal sway here, for the one is necessary to Balance the other.
1) Zuros. Ruling Elder: The Queen of Night. Government is based upon rule by the fittest. The weak must move aside to make way for the strong. Light must be overcome by Dark by any means necessary. There are token laws, but punishments can be avoided for the right price. Freedom from the constraints of Order and Chaos are the key to being successful. Much of Zuros exists in the Spirit Realm. Only scattered pockets of solid matter exist, and the Al'Ai are dominant over those havens. Travel can be accomplished by thought alone.
2) E-La. Ruling Elder: The Earth Mother. Government is a theocracy, with tribal Shamans (Priests) in many positions of authority. Order and Chaos, Light and Dark are all necessary parts of life, and the Balance must be upheld at all costs. The Draseni (Druids) reign supreme, and all are expected to live in Harmony with the world around them. Wizards are forbidden to practice their arts here, for the use of Energy in psionic effects draws upon the planet's Life Essence, slowly killing it. Each tribe has its own Witch Shooter, who will hunt down and destroy anyone found to be using Wizardry. The predominant terrain is Earth, with vast forests and plains occupied by a wide variety of plant and animal life.
3) Clarsach. Ruling Elder: The Protector. A central government does not exist here, for each clan is permitted to rule its own. Laws are acceptable, as long as they promote the common good of all. Individuality is encouraged, for freedom is necessary for an individual to grow and realize his/her true potential. Those who have been given much have an obligation to share their wealth with those less fortunate ones. Everyone deserves happiness, and laws are merely a means to that end, and must be tempered by leniency and freedom to choose. The Element of Crystal dominates here. Trees and vegetation are made up of intricate crystal lattices, and the oceans, lakes, and rivers are exceptionally pure and clean.
Azerian System. Azeron is a red sun dedicated to the spread of Chaos. Its planets follow no set pattern of orbit, changing at the whim of the gods. However, they will never follow a course that will lead to a collision with another planet or the sun. Seasons do not exist, for weather patterns vary greatly, and it is impossible to determine a preexisting Order.
1) Hajhimar. Ruling Elder: The Warlord. Government is a dictatorship, and the Teinne Bolgai serve the Warlord completely. The only law is survival of the fittest. The Overlords, as the Teinne Bolgai call themselves, are able to act completely on their own whims, with nothing to keep them in check. They have taken control of the planet's vast gem resources, and seek to crush the Lesser Races beneath their heels. Life here is dangerous and difficult. Those of the Light are held in great contempt by much of the populace, and there is a concentrated effort to erase them from existence. Much of the surface of Hajhimar is made up of solid chunks of matter, and water is a rare commodity, usually found only in underground lakes and streams. It is a hot planet, and molten rock flows across the surface in great quantities. The Teinne Bolgai are within their Element, and reign supreme.
2) Talira. Ruling Elder: The Mad Emperor. There is no government, and all are free to choose how to act with no regard to consequences. Where there is no law, there is no crime, and the weak must fall before the strong. Undead creatures are a constant threat here, and life is a constant struggle for survival. While there are certainly packets of Order on Talira, the Mad Emperor's minions actively hunt them down to destroy them. Life on Talira is a cosmic free-for-all, and one had better be on their guard while visiting here. Talira is rich in Metal ore, with only about 40% of its surface covered by water. Mining is the major industry here. The sentient races wage constant wars to lay claim to bigger and better ore deposits.
3) Carthis. Ruling Elder: The Wanderer. There is no central government, for Order is seen as a hindrance to an individual's freedom to choose. The philosophy here is live and let live, and the planet's inhabitants try to live their lives without encroaching upon someone else's. There is an effort to assert Order here, but it is faced with a great deal of resistance. Those of the Dark are universally hated by most of the populace, and are actively hunted down and eliminated. Air is the predominant Element on Carthis. Most of the surface is unfit for life, so much of society lives in floating cities and treetops.
Resources:
Precious metals and gemstones abound in the Empire, particularly upon the volcanic planets. Art is highly developed in the system, including ceramics, jewelry, light sculptures, weapons, and armor. Sculptures in crystal, stone, and metal are popular, and those who create them are known as Shapers. Painting in a variety of mediums is practiced, and holography has begun to catch on in more advanced societies. The refining of pure elemental matter is highly in demand. Agriculture, animal husbandry, and the military are also important. There is relatively little poverty, for wealth and resources are shared by all. Shipbuilding, for planetside use and for space travel, is an important industry. Carthis and Endelor are the most advanced in this area. Many of the other planets have just begun to develop their resources in this area.
Ship Construction:
The first ships built for space travel were constructed of agrav crystals, which generate a natural antigravity field when an electrical current is passed through them. Great quantities of these crystals had to be mined in order to construct just one starship, so spacefaring races were quick to discover other materials for use in shipbuilding.
Recently discovered are the Crysallids, a race of living crystals that communicate through a sort of shared awareness, or group mind. They gather together in colonies that resemble graceful, crystalline insects. Crysallids have the innate ability to generate a bioelectrical field. This can be used for attack, defense, and movement. The more Crysallids in a colony, the stronger the bioelectrical field.
In theory, by using such a field for propulsion allows for speeds approaching the speed of light. In very large colonies, it should be possible to exceed the speed of light. The Drakendi (Tuathan) of Endelor have begun exploring such a possibility.
Crysallids lack sentience, acting instead upon instinct. By using different binary language combinations, it is possible to control their actions. They were discovered by the Tuathan of Carthis. It can take months, years, or decades to form a ship large enough to carry a crew and passengers. By flooding a Crysallid colony with a low-pulse electrical energy, it is possible to speed up the process.
Durability and maneuverability are the strong points of such ships. The Crysallids can use their bioelectric field to push themselves in any direction desired. It can also be used to generate a protective force field around the colony to repel attacks from outside sources, or to send out a massive electrical shock as an attack. These abilities make a Crysallid ship invaluable in combat.
The Monoliths:
Mythologically, the Monoliths are the petrified forms of the Primals, beings of great Power who will return to life in times of dire need. Their humming generates a protective shield around them, and anyone who seeks to breach this shield will be struck dead instantly. No one who has ever tried to investigate the Monoliths has returned to tell the tale.
Only the Priesthood of the Protector know the true nature of the Monoliths, great stone towers at the poles, and evenly spaced around the Equator. The Monoliths house the equipment arrays used to maintain a planetary temperature range comfortable for life. The two types of arrays in use are Diffuser Arrays and Enhancer Arrays.
Diffuser Array. Opens a one-way portal into the Realm of Energy, shunting much of the energy that reaches the planet's surface to that Realm. The portal opens and closes intermittently, keeping temperatures down to a tolerable range. They are used on planets that are close to their suns.
Enhancer Array. Opens a one-way portal from the Realm of Energy, adding to the amount of energy at a planet's surface. The portal opens and closes intermittently, boosting temperatures to a tolerable range. They are used on planets that are distant from their suns.
The amount of Energy that is shunted or added is carefully calculated and monitored by the Arsaidh, or Elders. The net effect is to keep temperatures within a certain range on all the planets in the Empire..
Needed Resources:
In opening communications with the Greater Galaxy, the Empire of the Nines hopes to gain a greater knowledge of the mysteries of the universe. The threat of the Al'Ai and other races of Chaos is growing, and more soldiers for the Armada are actively being recruited. An exchange of ideas and technology is being considered. Medical supplies and combat equipment are needed to help control the spread of Discord. The Empire hopes to eventually establish colonies in some of the other Empires.