She of Many Names
OUT OF CHARACTER INFORMATION
- Intent: To flesh a planet for storywise purposes.
- Image Credit: Here.
- Canon: Not Applicable.
- Permissions: Not Applicable.
- Links: Not Applicable.
- Planet Name: Udûne.
- Demonym: Due to speciesism the residential species undergo different names for each other, but as a planet of myth and legend, some refer to those that live in this place as 'udûners', or 'the free folk'.
- Region: Tingel Arm.
- System Name:
- System Features: Tantalos System.
- Astronomical Objects:
- Ixl -
- Location: Here. (Beneath Ventooine.)
- Major Imports:
- Medical Supplies
- Luxury Items
- Processed Food
- Chemicals
- Technology
- Major Exports:
- Cattle
- Textile
- Precious Metals
- Unprocessed Food
- Crystals and Gemstones
- Metals and Compounds
- Unexploited Resources:
- Red Diamond
- Shimmersilk
- Songsteel
- Hfredium
- Nykkalt
- Gold
- Gravity: Standard.
- Climate: Nessantico is a humid, windy, and cold planet. With parts of the planet always bombarded with endless heavy storms, while others are flogged by vicious gusts, even during the Nessantico summer it doesn't get to raise its temperature much and always keeps it at three freezing degrees at its maximum temperature. During the night, temperatures can drop to minus twenty degrees, but it is curious that the winters in Nessantico only come after certain conditions, they say that summers can last up to five years, while springs can go on for six years, autumns for a single year and winters can last for more than three years, each in its own time and bringing their own ills and benefits. Some tales of the Mornedhel speak of winters that lasted for a whole decade.
- Primary Terrain: Covered by rich, fertile, immense, and dense dark forests. Nessantico is an arboreal planet, with wide swamps and freezing deserts, as well as fields of tall grass and conducive to supporting life. Its oceans are deep and dark as tar, its rivers are muddy and flow furiously between its continents. Nothing on this planet indicates savannas or even tundras, its mountains resemble stone walls erected by gods, with their peaks scratching the night skies. Frozen eternal fields on the extreme south and dread volcanoes on isolated islands, Nessantico is no strange to deep mist and choking fog.
- Atmosphere: Type I.
LOCATION INFORMATION
- Capital City:
- Formerly: Alcarost
- Currently: Divided.
- Edhelond of Clan Maegyr in Tol Harad
- The Palisor of Clan Arvina in Tol Khând
- Everholt of Clan Galvus in Tol Forod
- Asdriag's Deep of Clan Durrendaire in Tol Rhûn
- Tyria of Clan Paenymion in Tol Valmar
- Caras Galadhon of Clan Scaeva in Tol Erelean
- Planetary Features: Barely lighten, Nessantico lives in the shadow of Mossovy, the largest planet on the Elenna System, and can only see its sun as if in a perpetual state of eclipse. Accustomed to the lightless life, the Mornedhel live a harsh existence in cold temperatures. Spread on the Tols of their planet, many live scattered in its regions and small settlements like villages are easily found around some areas, their cities are pale images to the galactic traveler if compared to the glory of populous areas such as Coruscant, they are enlarged for its gothic constructions and dedicated to the worship of nature. Few legacies from the golden age of the Mornedhel still remain intact, as are the ruins of their advanced cities, now covered with vegetation and taken by beasts. Their roads and bridges remain, untouched by time and untouched by flora, still used by few ships, speeders, and mounts, connecting lands and continents above the waters of the oceans. With hidden secrets hidden in the depths of caves and mountains, abandoned mines, forgotten laboratories, and locked treasuries. Each day on Nessantico has fifty hours, where thirty of them are spent in uttermost darkness, with each year having nearly four hundred and thirty-six days, and every year, for twenty days, all of Nessantico lies in absolute darkness where not a single star shining over its skies, as the planet becomes surrounded by one of the largest storms found in the Elenna System.
- Major Locations: Divided into six kingdoms called ‘Tols', each Tol is ruled by a Jarl of their own that has in his control both land and people, by appointing Thanes to serve him as their vassals, some are named after the land they occupy while others named after their capitals. The Mornedhel do not separate themselves like the Elzeri and so rarely care about bloodlines and prefixes in their names, each Thane is in charge of a "People" that calls itself by either the land they live in or by some ancestor's name, each People are ruled by one of their clans and owns fealty to their Jarls. Divided into three main continents and its Pangea-like island to the south with two massive polar capes between its lands.
- PALISOR - Also known as Arnadeneg, or the Six Kingdoms. Located in the coolest part of all Nessantico, this land houses all six main Clans of the Mornedhel, spread in its lands and island-like continents, completely surrounded by the Great Sea of Nostrosei. To its south lies the White Shores and the lands of Marennor, while to its north lies the Mineth-Nu-Vëantur, the Lands of Always Winter where few dare to live and sail.
- Tol Harad (South Kingdom) - The largest and most populated of all the kingdoms, Harad is a massive land rich in minerals and fertile land of green fields. Enriched by two large sweet water inner seas called the Twins, Kovir and Povir, where most of its people not only are dedicated to farming but also to mining, with dark forests and gloomy villages. The people of Tol Harad are said to be at war with all of their neighbors.
- Edhelond - The City of Scents. Built as a settlement in the days of expansion as the Mornedhel drew themselves even further into the extreme southern parts of their planet, the city grew in both importance and might become the power center of Clan Maegyr that turned Edhelond into the most important port on that side of the planet. Consisting of a massive walled stone city raised in the mouths of the Talannor River, spreading all around its coast and banks while most of the city is built above the river, supported by massive strong girders connected with the many smaller islands where constructions are kept, with the Maegyr's seat, Arminas the Noble Tower, constructed above the largest inner island in all the river.
- Tol Khând (West Kingdom) - Located on the western side of all the Tols, this is one of the most fertile lands in all Nessantico. Defended naturally from foreign invasions by the Great Sea and the Ered Thargelion, the highest mountain range in all the Six Tols, that spread around its northern coasts as both natural defense from invasion and from the cruel northern winds, while its landscape sprawls with many deep inner rivers and swamps, where villages and settlements rest, with no greater town than that which rests in front of Clan Arvina's keep.
- The Palisor - The City of Honor. Raised by Clan Arvina as both trading center and power hold, this large walled town built in the deepest part of Khând surrounding its back by the Ered Thargelion, facing Khând upfront and housing many of its most notorious families. Large enough to house twenty thousand people and shelter at least twice that number, the Aragost Keep lies in the deepest part of the Palisor, built as a magnificent castle that blends itself with the mountains on its back.
- Tol Forod (North Kingdom) - The uttermost northern occupied land in Palisor, due to its proximity to the shivering waters of the Nostrosei and Mineth-Nu-Vëantur the Lands of Always Winter, the region is sparsely occupied and is regarded as the least populated kingdom in Palisor, with vast wilderness, dark forests, wood-covered hills and snow-capped mountains, speckled with damp villages and holdfasts. Its climate is cold and harsh in winters and snowy in summers. With several lakes, limited fertile fields, and rich fishing areas, Tol Forod has only three ways in and out, the Gorgeway, bordering Tol Valmar on the southwest, and The Neck's Pass bordering Tol Erelean on the northeast, the third one is the road taken by sea as flying over the land can be quite deadly for vessels due to its heavy deadly winds.
- Everholt - Built by Clan Galvus, is now one of the oldest keeps in all of Nessantico, presumably constructed on the command of High-King Sangruvious himself. Consisting of a massive castle complex spanning several acres and circled by two enormous thick walls, is built around its own dark grove of shadowed trees and above Nessantico's natural hot springs, with dozens of courtyards, large open spaces, tall towers, and imposing figure.
- Solsticirin - Also known as the White Harbor. Standing just outside Everholt lies Forod's greatest city, despite being the smallest city in all Palisor, it is still crucial in matters of fishing and trading, being the only real market in the area. Spraying itself along the shores of the Thar-Nu-Leuca, the Bay of Fogs, and providing Tol Forod with most of its trading presence.
- Tol Rhûn (Southeast Kingdom) - Consisting of cavernous hills, bogs with harsh mountains, stony shores, and verdant forests of thick deciduous trees and evergreens like arbors. Moss covers ancient ruined strongholds throughout the region, while rain plagues the region constantly as the wind from the north sweeps through its shores. With a single passage connecting this island-like country to Harad, where a vigil is kept over what is called Butcher's Walk, for centuries the grass on the walk had been watered in blood. Medium-sized settlements are found more often in the Rhûn, while its trade is mostly focused on its ports and ships. By the south end of Rhûn frost can be found more often and snowstorms are not unusual.
- Asdriag's Deep - Constructed by the mighty Clan Durrendaire as the largest and most fortified keep in all Palisor and its Six Kingdoms, being surrounded by a massive outer curtain wall, one hundred feet high and forty feet thick on its thinnest side and nearly eighty feet thick on its seaward side. With inner yards and open areas where its small population live in the tight space, Asdriag's Deep is the least populated keep in Palisor, but heavily defended. In their entire history, Asdriag's has never fallen and was never conquered by the Durrendaire's enemies.
- Tol Valmar (Oceanic Kingdom) - Covered entirely of rocky shores, white beaches, deep caverns, and high hills, Tol Valmar is the second smallest kingdom in Palisor and by far its less-populated one. That is due to its wealth not being on its land, that has limited fertile land to plant and feed, but due to its position being faced at its seas where the kingdom made its fortune, by exporting its precious minerals extracted from its excessive mining labor, dedicating themselves into trading with all other lands from behind the safety of their triple-walled city, Tyria.
- Tyria - Referred to as Fair Tyria, and as City of Bells. Tyria is one of the most beautiful cities in all Palisor, it was built by Clan Paenymion, a city that sprawls with many waterfalls, fountains, and shrines dedicated to Lestat, where its famous bells all rang at the same time during each day. In its port, the greatest market in all Palisor goes as far as the eye can see. Its rulers keep hold of the city from Vinyamar, the Palace of Foam, built and carved and perched upon the only mountain in Tol Valmar where the city of Tyria was built around its keep, facing towards the sea, where the waves bathe the castle endlessly, very little of the mountain in which Vinyamar was raised remains intact as its castle was carved deep into many inner chambers, vaults, dungeons, storerooms, barracks, halls, stables, stairways, courtyards, balconies, and gardens and filled with luxury. Its garden of statues are famous throughout the land and kept by the Paenymion as a memento of the elder days.
- Tol Erelean (East Kingdom) - A kingdom covered entirely by dark forests, tricky hills, bogs, swamps, and deep rivers, its trees are the tallest found in all Palisor, standing as an untouched legacy of the primal arboreal elder days of Nessantico, where not only it carries greater concentration of wildlife and was also the place where Clan Scaeva lead its people to blend in a symbiotic relationship with nature itself, carving residential flats for various families to live, rooting this custom so deep in its people culture that the enhancement of one's residence becomes a duty of honor passed down its generations. Such as the particular choice of digging houses into the earth, such as beneath the roots of trees or hills, as large independent houses like holes tunneled into earth mounds and hills. Four settlements spread across its land serving as noble places of their past history.
- Caras Galadhon - Erelean's capital and most important keep in the history of Clan Scaeva. According to some, Erelean's keeps are among the most beautiful in all of Palisor, and Caras Galadhon, Fort of Tree, was the finest of its siblings. Slowly carved throughout generations inside a gargantuan example of tree found in this land, said to be the eldest of Erelean. In a white pale tree of leaves of many colors and fruits, with silver ladders wrapped for its residents to move, such as linked bridges and carved windows. Yet, Caras Galadhon is surrounded by fields of flowers and fruits, giving the city the eternal aroma of perfume and the rich stench of sugary flowers.
- Caras Morthond - Born by the whim of Jarl Caladrius Scaeva, he was one of the first to make the decision of carving a great keep inside the largest hill in Erelean. Sculpted by the Mornedhel's most capable hands by transforming the depths of the earth in elaborated halls and room large enough as to fit an entire village inside at ease, Caras Morthond meaning Tree of Blackroot, for the surface of its hill is covered with large roots and vines coming from a large white tree that its natives deemed it to be sacred.
- Caras Orthanc - Raised in the prime of the Mornedhel's Golden Age. this massive building is one of the last remnants of Nessantico's technological past, replaced for centuries of simplicity and a humbler way of living. It was left abandoned for hundreds of years before the Mornedhel decided to occupy the tower to watch their borders, inhabiting its ruined shape and soon hosting the sprawling of villages around its arboreal silence.
- Caras Arthanor - A small but prosperous village of tree-houses in Erelean, Arthanor receives this name for its giant statue of king Artorious, built to spread the tale of his wonders and also the practice of digging houses into tunnel shape places beneath the earth, this very comfortable and affordable houses were built for being covered by grass and very easy to miss. Arthanor is the least populated place in all Erelean.
- Tol Gwest (Woodland Kingdom) - Stretching over vast fields of tall dark green grass alongside deep swamps and shady groves, Gwest is also entirely covered by the large copes of its trees, Tol Gwest is an outlawed land where its neighbors can hunt, farm and feed without claiming rulership over this lands. Crawl ling with gigantic snakes, powerful veermoks with punches capable of killing a man, dragon-like beasts, packs of nightrunners, Gwest is considered very dangerous to inhabit and to hunt, missing people in these woods are no unusual thing and looking for them is rarely done, still, Gwest serves as a natural barrier for the ancient kingdom of Lossë.
- Tol Lossë (Lost Kingdom) - The former capital of not only Palisor but of all Nessantico, this green plain country is now left abandoned, filled with the ruins of the Mornedhel of old, a place still avoided by the natives for believing that the land is crawling with monsters and demo. Its most important settlement was Alcarost the Glorious Jewel of Nessantico. Legends say Gwest's inhabitants chose to come south due to the growing chaos that Arturious Fall ensued upon the capital of his dynasty, in time, Lossë was completely abandoned leaving only its ruins to tell the tale of the Nightfolk in their golden days, the landscape swallowed many of these same ruins, like a dark green ocean blanketing the land.
- Crizaegrim - The circling range of mountains that surround a hidden valley in the land of Tol Lossë, obstructing passage through its narrow stretch of land.
- Alcarost - Built deep within Crizaegrim, this was the famous magnificent castle of Dynasty King Artorious in which he ruled for most of his life and unite the lands of Nessantico under his banner bringing about a golden age without an equal for the species of the Mornedhel.
- Crizaegrim - The circling range of mountains that surround a hidden valley in the land of Tol Lossë, obstructing passage through its narrow stretch of land.
- Tol Ambar - Said to be the first land occupied by the Mornedhel as they left their search throughout the stars. This country is divided into three distinctive features the first beginning in its shores to the north, where its coastal might that of an island stretches far deep within the country, in a pale desert-dry desolation that stretches to the slopes of the pointed sharp-peaked mountain range that separates them from the inner part of its country through labyrinthine caverns leading to a vast fertile land of rivers and inner ponds. Few settlements were ever built on Ambar in its past and few ruins remain, the Mornedhel believe Tol Ambar to be the holy site of their spirits to rest into eternity.
- Barad Ezellohar - The very first keep built by the Mornedhel. Consisting of a massive tower designed by Sangruvious himself, where he kept his court for the most part of his life. Serving as not only their court but also as the Andronicus Tomb, where all the High-Kings for almost two thousand years ruled the Mornedhel in their expansion over the lands of Nessantico. Now, its location remains a secret as the tower lies abandoned and half-ruined.
- Tol Harad (South Kingdom) - The largest and most populated of all the kingdoms, Harad is a massive land rich in minerals and fertile land of green fields. Enriched by two large sweet water inner seas called the Twins, Kovir and Povir, where most of its people not only are dedicated to farming but also to mining, with dark forests and gloomy villages. The people of Tol Harad are said to be at war with all of their neighbors.
- MARENNOR- The lands of Marennor stretch beneath Palisor, where dark and humid forests and frozen tundras stretch throughout many landscapes, filled with wildlife of all sorts and scarce small settlements. The lands of Marennor are usually referred to as 'the traitor's kingdom' since the Mornedhel has exiled others to die in their own in Marennor for centuries, and also allowing the elzeri to settle in its coastal lands as a means to increase this land's economy.
- Nan-Falasse - Translated as the White Beaches of Ice, this endless strait piece of land is entirely covered in ice and snow, where the Mornedhel has of old have used this land in the elder days for harvesting fuel and ores. After that they used this land to exile the undesirable and deserters, this land is what stands between the fertile arboreal land of Tolfalas and Palisor, separated by the immense mountain range of the Ered Nimrais through three different ways of substantial natural might, in which the Mornedhel raised three walls of impressive wonder to hold the ways back to Palisor and protect their land and people.
- Ered Nimrais - This screeching mountain range has one of the tallest peaks in all Nessantico, with its name translating to "The White Mountains" for being almost entirely covered in snow. Avalanches are quite common and ordinary in the Nimrais, which are said to be unpassable by foot and impossible to fly over due to its winds, strong enough to bring down the strongest freighter. Its three passageways were the place used by the Mornedhel to build the Triple Walls. Many caverns and tunnels are found in the Nimrais, nearly are still unexplored while a small portion holds secrets of ancient days such as mines and abandoned settlements beneath the mountains, and in some cases, life-sustainable inner valleys.
- Elderam - Or simply referred to as the Triple Walls. They were built long ago on the three passages that lead the Mornedhel deeper behind the Ered Nimrais, constructed to protect the Mornedhel from the incoming predatory monsters that dwell in the lands of the south, the Triple Walls are maintained by the Jarls and are left outside their rule as a semi-independent force. Elderam is supported by its Jarls, they provide them with food, soldiers, arms, and everything they need, for Elderam is widely known as the easiest trading route with the south lands of Marennor instead of the frivolous sea road.
- Ered Nimrais - This screeching mountain range has one of the tallest peaks in all Nessantico, with its name translating to "The White Mountains" for being almost entirely covered in snow. Avalanches are quite common and ordinary in the Nimrais, which are said to be unpassable by foot and impossible to fly over due to its winds, strong enough to bring down the strongest freighter. Its three passageways were the place used by the Mornedhel to build the Triple Walls. Many caverns and tunnels are found in the Nimrais, nearly are still unexplored while a small portion holds secrets of ancient days such as mines and abandoned settlements beneath the mountains, and in some cases, life-sustainable inner valleys.
- Tolfalas - The massive wildland of No One. This large savage place is not ruled by the Jarls, its landscape holds many rivers and deep lakes, Tolfalas is almost entirely covered by a single magnificent and massive forest of trees as tall as mountains. This land is the place where all the Six Kingdoms dump their criminals and exile traitors to live their lives as they please, forbidden from ever returning to Palisor. Tolfalas is the wildest land in all of Nessantico, where rancors are as easily found as a bantha heard in Tatooine.
- Calernadhon - A massive kingdom of its own, the land of Calernadhon is composed of green pastures in its northern stretches, fair beaches, dark groves, and snowy mountains, frozen rivers, and bogs to the south. Separated from Tolfalas by its arboreal nigh-invisible borders, and occupied by Elzeri, who were granted the right to rule over this land nearly a thousand years ago when they settled on the planet with intention of creating a trading outpost. Its cities, much like Calernadhon, is not controlled by the Jarls of Palisor, instead, Calernadhon rules itself as it is controlled by three noble branches of the elzeri nobility, the Barons of Calernadhon, of House Calkussar, House Muircetach, and House Findabair.
- Taur-Ar-Duinath - The dark and deep forest to the north of Calernadhon, home to many predatory creatures that still prey on Calernadhon and also home to the tallest trees in Nessantico. Not a single Mornedhel dares to live in this forest.
- Amon Gilead - A large, tall mountain, completely surrounded by a large and deep bog. Situated somewhere to the east of Calernadhon, rumors of its existence are mostly considered fable as its location is now lost in time. Gilead is said to be a hunted tomb of old where no one in their sane mind dares to go, for it served as the mausoleum of Sangruvious Andronicus and its household, where it is that thousands of people are buried in its dark chambers surrounded by the Andronicus Treasure, a massive fortune that could choke a purrgil.
- Barad Gelydh - One of the towers built by the Dynasty King Artorious long ago, said to have been raised on his attempt of occupying Calernadhon, the tower was raised near the Taur-Ar-Duinath. The Dynasty King abandoned this enterprise as Calernadhon was considered too close to the wild savagery of the beasts that dwell in Tolfalas. The tower is now occupied and controlled by House Calkussar.
- Dunharrow - Calernadhon's largest settlement, entirely domed to protect its citizens from the freezing temperatures of the extreme south of Nessantico, Dunharrow is located on Gelion's Bay, this large port-city is home to most of the elzeri in Calernadhon and is an infamous trading center in Nessantico, where ships and cargo from all over the planet are easily found in its filth docks. The city is ruled by House Muircetach.
- Mithrim - The domed village of the north, it is not as nearly as large as Dunharrow, but Mithrim is much more fitting to the elzeri architecture than any other town in Nessantico. With large, round towers locked inside the dome to protect it from the cold and its piercing winds, the city is ruled by House Findabair and farming is mostly their greatest weapon of trade.
- Silefadhon - Land granted by High-King Isengrim to the Vahla clans that settled in Nessantico, offering knowledge on dark arts in exchange for shelter and privacy. Thousands of years later, the Vahla remain in their land in seclusion, neither bothered nor bothering others, trading only what they deem necessary for their survival in the scorched lands of Silefadhon, for the wind gushes likes a raging knife from the east and Silefadhon is but a plain sea of dark grass, with small groves of tall trees creeping in the dark shadows of the massive natural wall of the Ered Thargelion, the Cursed Mountains of Many Rivers where Vahla society carved its deeps in search of wealth and minerals, creating massive halls with no equal. Its lands are ruled by the Vahlarrin Princes, three rulers in its three different settlements, ever at war with each other in their mock battles and bloody disputes, murdering and butchering is not illegal in Silefadhon for they do not recognize the laws of the Mornedhel and live by their own creed.
- Ered Thargelion - The tallest mountain range in Nessantico, its peaks are so tall that is said to be surrounded by dark and heavy clouds, earning this range to be called by the natives the Misty Mountains. From each mountain, a myriad of rivers sprang outside with natural freezing water, bathing the land of Silefadhon with water and life, allowing the land to prosper and thrive. The Vahla inhabit these mountains, they carved for themselves three settlements of great fame that allowed them to achieve a prosperous role in the Mornedhel's myths, their halls are named in the dark elzs tongue, suggesting they were designed or constructed with the help of the nightfolk.
- Dungortheb - Translated as "Dreadful Hall of Shadow' is the most infamous settlement ever populated by the Vahla and feared even among the Vahla. Constructed on Amon Gunzahar, the largest mountain in the Thargelion, so large that it defies all the other mountains not to touch her and live by itself in loneliness. Rooted within this mountain the Vahla built the hidden halls where shadowy idols and monstrous statues guard its entrance. Its doors, both massive in size, are said to be entirely ornamented with clean skulls. Inner rivers run deep on the mountain, waterfalls, and ponds are found everywhere inside Gunzahar, where few have dared to enter and left to tell the tale.
- Casarrondo - Translated as "Mansion of a Thousand Halls", the first settlement ever built by the Vahla. Occupying the southern end of the Misty Mountains, Its nothing but a huge array of chambers, passages, mines, halls, stores, and pits. In general, areas are either classed as mines or city, where rich veins of gold, gems, and minerals almost seem to drip from its walls. No outsider ever ran through every single hall and chamber in Casarrondo for they are said to be endless, going upwards and deep within the earth.
- Estelgroth - Translated as the "Sacred Underground Fortress On The Deep", this settlement was built last and was constructed in the northern part of the Misty Mountains. It is the friendliest city to outsiders as most of Silefadhon's trade comes from here, but even still, once every ten years, a festival is hosted on Estelgroth where all outsiders are sacrificed to their deity. Like all the Vahla in Nessantico, they worship Vahl the Mighty but they do not follow the beliefs imposed on them by the Ember of Vahl and have their own way of believing in their deity. Estelgroth is but a magnificent set of caverns and tunnels, all carved with glowing metal that shines endlessly offering no need for any other lights, as Estelgroth absorbs the light of the stars and reflects it in its depths.
- Ered Thargelion - The tallest mountain range in Nessantico, its peaks are so tall that is said to be surrounded by dark and heavy clouds, earning this range to be called by the natives the Misty Mountains. From each mountain, a myriad of rivers sprang outside with natural freezing water, bathing the land of Silefadhon with water and life, allowing the land to prosper and thrive. The Vahla inhabit these mountains, they carved for themselves three settlements of great fame that allowed them to achieve a prosperous role in the Mornedhel's myths, their halls are named in the dark elzs tongue, suggesting they were designed or constructed with the help of the nightfolk.
- Nan-Falasse - Translated as the White Beaches of Ice, this endless strait piece of land is entirely covered in ice and snow, where the Mornedhel has of old have used this land in the elder days for harvesting fuel and ores. After that they used this land to exile the undesirable and deserters, this land is what stands between the fertile arboreal land of Tolfalas and Palisor, separated by the immense mountain range of the Ered Nimrais through three different ways of substantial natural might, in which the Mornedhel raised three walls of impressive wonder to hold the ways back to Palisor and protect their land and people.
- HELCINDOR - Known as the Frozen Hell of the South. It refers to all the lands beneath those of Marennor, is permanently locked in winter like state and perpetually frozen, life there can be very harsh and almost impossible to bear as the cold in Helcindor makes the land completely avoid of settlements and journey attempts. To be banished into the Helcindor is considered the same as dying. Flying above the Helcindor is considered impossible and suicidal. Running for endless miles of ice, the Helcindor meets its end on the northern side of Nessantico marking the end of the known world.
- TALCINDOR- Or as its elegantly called 'Mineth-Nu-Vëantur', meaning the Lands of Always Winter, refer to the lands of the North of Palisor, presumably connected to Helcindor by land, for no one has ever traveled both lands and survived to tell the tale. Although known currents of water have said otherwise, the Mineth is home to horrible animals that learned how to survive in that harsh inhospitable place.
- Amon Lanc - A great hill, it was once the site of a large settlement that disappeared into the darkness, leaving only its ruins behind. Now it lies forgotten and unexplored.
- Barad Tirion - The last great tower built by the Dynasty King, it was raised on top of the Amon Lanc in ways now forgotten. The tower stands tall and untouched by the ice, despite being stormed by its screeching wind and heavy blizzard. No one lives in Barad Tirion anymore and no one tries to. The tower itself is considered the last sight one would see before reaching what they can refer to as the 'end of the world'.
- Ered Limrais - Helcindor's only mountain range, the Limrais are perpetually covered in heavy snow. Covering its caverns and natural tunnels from being seen by the naked eye, the Limrais is rich in mineral and precious metals but are left unexplored due to its location. Statues of frozen people stand like a small pond surrounding its shadowy might, all in their attempt to finding shelter or fortune. The hidden, habitable, fertile valley may exist deep within the Limrais, but no one has ever found a single one of them and lived to tell the story.
- Amon Lanc - A great hill, it was once the site of a large settlement that disappeared into the darkness, leaving only its ruins behind. Now it lies forgotten and unexplored.
- NEVRASTOR - A continent shaped into an island of fable and myth. Simply referred to as Nevrast, this land was once the site where Sangruvious and Artorious won great respect among the Mornedhel as they conferred there with the god Lestat in search of wisdom and power. Its precise location remains unknown, as this place is now abandoned for years beyond count, despite its wealth in minerals, fertile soil, and wildlife, due to bloody catastrophic events that happened all three attempts of colonization. Not only with a shadowy past circling around the island other three distinct factors make the island a lost legacy of the Nightfolk; many veins of nykkalt run through Nevrastor, making it invisible to most sensors in the galaxy. The island's location on the Mad Sea where underwater volcanoes unleash heavy clouds of miasma into the very air, circling the island, while large predatory creatures roam its waters in abundance. Allegedly, no one lives on the island anymore, allegedly.
- Tol Cemenyë - The largest piece of land in Nevrast, Cemenyë is a land of dark vibrant tall grass, deep freezing rivers, where hills are said to sprout with precious gems and gold. Its settlements, much like ruins of old, were built long ago by the Mornedhel of yore, mingling technology, and architecture in its massive abandoned cities.
- Cirith Morgul - A tall beacon lying on the shores of Cemenyë, built to glow with a pale blue light as to draw ships from the raging brume seas to coast, now this construction is said to serve as a trap. Its light drawing the ships to a horrible death by slamming their hulls against its stony shore, now ornamented with hundreds of debris from its past deeds.
- Taur-Ar-Lasgalen - This is the only real arboreal site of Cemenyë. Forming a deep, unexplored, wild forest of the tallest examples of trees on the entire planet. Its forest is a place only recorded on bard's songs, speaking of walking trees, giant dragons, blind bats capable of sucking a male wookie dry in minutes, and apes larger than tanks with punches capable of breaking an elephant's neck.
- Ered Gorodrim - A wide and imposing chain of terrifying mountains that stretches in the east of Cemenyë. Rich in minerals and ores, the Gorodrim offers no passage to the east, making it nigh-impossible to cross the land on foot, as its slopes are crawling with predatory beasts and its skies are plagued by heavy storms from the Ekkaian Seas and tremendous gushes of wind.
- Arvenien - Remembered only as "The Brumes of Arvenien", this land composes of all the land in Cemenyë. Filled with bogs and swamps, fields of tall grass, what makes Arvenien dangerous is the perpetual brume of choking gray mist. The mist is so thick that makes it impossible to see anything in front of your very eyes, and even the Mornedhel are known to be blinded by its tricky ways. This land was once the site of a famous settlement of legend, its tale much like the outpost ended up in blood where all its inhabitants were brutally murdered in their sleep, causing the region to be cursed with its brumes.
- Cirith Gorgor - Built in the forgotten days of the Mornedhel by the Three Demons. The settlement was one of the few actual cities that actually thrived in Nevrastor, with large towers and a mighty dark wall circling the city. No one knows exactly what happened, but it is believed that Cirith Gorgor was cursed with some sort of plague that wiped its population to oblivion.
- Tol Acharn - A land of fertile land mixed with fields of snowy hills and freezing inner seas. Acharn is the only land on Nevrastor that is said to be completely overrun by beasts and monsters, this land serving as the home of large packs of cruel creatures that now live in perfect harmony without caring about any outside danger.
- Annon-in-Gelydh - Meaning the Gate of Demons. This is the only way to Acharn through Cemenyë as it's land lies completely surrounded by the Ered Gorodrim by land, by the Mad Sea on its stony coast and by Valimar to the south. This construction was done by carving the longest tunnel in all of Nessantico, built in the living rock by opening its way in a single straight line from the Cemenyë to the Acharn, in an area where a small inner keep was built inside the mountain, suggesting it was once heavily fortified.
- Valimar - The smallest land in Nevrastor, and yet, the most important one. From the north, she is guarded by the Ered Gorodrim, that block all passage from that direction, while its east and west remain untouched and unspoiled for miles, allowing it to be easily defended and attacks hardly a surprise kept from Valimar. Composing large fields of deep snow to the west, desolated plains of ash, while its northern part is occupied by dense forests and enormous hills that connect themselves to its mountains. With deep freezing rivers and boiling lakes, Valimar is considered a cursed land by the Mornedhel as the ones in attunement with the Force can feel its darkness creeping in, grasping on the throats of all poor bastards in its reach. The land can be easily identified by its three colossal volcanoes, one circling the other in some sort of vale, all still active and roaming smoke into the air.
- Emyn Ruin - The smallest of the three, her name meaning the Ruinous Mountain for its treacherous landscape making it impossible for her to being climbed. Measuring something around 30,000 ft high. It's an active volcano of massive size, churning deep dark smoke in the air. Still smoking and blazing, the Ruin is covered by diamonds that gleam with its melted heat, shining like a blanket of stars.
- Emyn Gul - The second largest mountain of its three brothers, his name meaning Mountain of Doom for Emyn Gul is the most explosive and loudest of all the three volcanoes, himself measuring something around 35,000 ft high. It's an active volcano of massive size, churning deep dark smoke in the air with rubies carved in its slopes that reflect its blazing light in a sinister tone.
- Emyn Duir - The largest of the three volcanos, her name meaning Dark Mountain for Emyn Duir is not as active as the other mountains, causing it to only erupt in certain rare occasions. Herself measuring something around 50,000 ft high. When active, its roaring volcano has enough power to shake the entirety of Nevrastor.
- Cirith Paravel - The Abhorred Fortress of Shadows. A mythic keep built by the Three Demons on the slopes of Emyn Duir on the Imladen Guldur, the Valley of the Melted, a melted desolated plain that its keep stands, not far from the borders of Taur-Nu-Raccondor, surrounded by its volcanos, deep within its valley. This ancient keep is now but a ruined sanctuary of old, where all evil is known to creep out in search of corrupting everything it can touch, influencing the darkness to grow in that area, paler than the stars ailing in some slow eclipse was the light of Cirith Paravel, wavering and blowing like a noisome exhalation of decay, a corpse-light that illuminated nothing. This keep was abandoned when the Three Demons killed themselves in their bloody feud over the Andronicus Crown.
- Taur-Nu-Raccondor - Her fabled name means the Forest Under the Abhorred. A large, tall, dark, and horrible forest not far from the Emyns, the area is overrun with beasts that feed on the dark energies of pure corruption and wretched fear that Valimar has poured on the land. The forest's terrain being filled with boiling swamps of horrible filth, poisonous flowers, and predatory monsters of dreadful hunger and unnatural size.
- PALISOR - Also known as Arnadeneg, or the Six Kingdoms. Located in the coolest part of all Nessantico, this land houses all six main Clans of the Mornedhel, spread in its lands and island-like continents, completely surrounded by the Great Sea of Nostrosei. To its south lies the White Shores and the lands of Marennor, while to its north lies the Mineth-Nu-Vëantur, the Lands of Always Winter where few dare to live and sail.
- Intent: To have a place where others can RP in mythical fantasy-like adventures exploring dark lands and awesome dungeons.
- Nexus Name: Imladris Guldur.
- Nexus Alignment: Dark.
- Size: Small.
- Strength: Weak.
- Accessibility: Deep within the land of Tol Valimar, after crossing frozen fields, poisonous bogs, feracious woods, and choking valleys of Nevrastor, an island of harsh access by itself. Due to being abandoned for hundreds of years, entering the
- Effects:
- Significant suppression of Light Side aligned Force Sensitives
- Significant strengthening of Dark Side aligned Force Sensitives
- Unintelligible voices and whispers in the dialect of the ancient Sith and High Elzaar
- Vivid Corruptive Aura for Force Users.
POPULATION
- Native Species: Not Applicable.
- Native Fauna:
- Imigrated Fauna:
- Terentatek
- Rancor
- Nuna
- Guarlara
- Blurrg
- Nexu
- Vexis
- Anakkona
- Fynock
- Vixus
- Ysalamir
- Gundark
- Webweaver
- Keelkana
- Rathtar
- Jubba
- Keon
- Blixus
- Krakana
- Devilsquid
- Happabore
- Aelid
- Panthac
- Mastmot
- Bergruutfa
- Varactyl
- Wampa
- Kod'yok
- Bantha
- Vornskr
- Dalgo
- Maalraas
- Acklay
- Fambaa
- Divto
- Fathier
- Tailring
- Krayt Dragon
- Boma
- Zakkeg
- Drexl
- Native Flora:
- Not Applicable.
- Imigrated Flora:
- Immigrated Species:
- Population: Sparse, 1 Billion Permanent Residents.
- Demographics:
- Primary Languages: Although they can easily speak most of the galaxies most spoken tongues such as galactic standard, binary and huttese, the Mornedhel of Nessantico are known for possessing two different verbal languages; Edhel and High Elzar, two written forms are also known, Edhel and the ancient runic writing of Mer. Consisting of what most people find beautiful words spoken and written that can be traced from a distorted form of the High Elzar, language spoke by the Elzeri Species, the Elzeri are said to consider Edhel a 'brutish unpleasant barbarian tongue'. They not enjoy speaking galactic basic and are known for shunning outsiders that don't speak their language. Other languages such as vahla and high elzaar are spoken in their respective lands.
- Culture: The inhabitants of Nessantico all live very different lives and yet, very similar. Either fishing, hunting, trading, mining, or whatever profession one might have, they all seek to bring about further glory to themselves and their clans, for serving their peers is considered a duty imposed by them ever since they are raised by their parents as to prepare them into either living in seclusion or for its glorious society in service of their jarls. Their lives are dedicated to that, art plays a stronger role within their societal lifestyle than most think as their painters, bards, and sculptors are renowned artists that so rarely go hungry within their trade, much similar to those that live through sports, such as its infamous jousting matches and gladiatorial battling, a famous card game called octor is also a way of making a living through gambling. And although religion does not play an active role in their culture, it is most certainly something to be weighted as its Seers travel though the lands of Nessantico giving blessing and sermons of Lestat's teachings.
GOVERNMENT & ECONOMY
- Government: Currently shared between the Arnadeneg the Six Kingdoms of the Clans ruled by its Jarls.
- Affiliation: Confederacy of Independent Systems.
- Wealth: Medium. Despite not having an active role in the major galactic market, Nessantico is rich in minerals and ores, With quite an abundance in gold and precious gems.
- Stability: Medium. Currently, at least three kingdoms are at war with each other, and while the major world peace maintains itself, Nessantico always remains under the threat of war where its lands turn against the other in search of satisfying their bloodlust and greed, rarely these petty-wars result in any major outcome. Despite that, its citizens are law-abiding to its clans and principles for those that break the law are banished to the harsher parts of the planet and the shadow of this threat lingers in its citizens way of living to the point that the crime of theft is rarely found in most parts of Nessantico, but this doesn't make this planet any safe for outsiders, as alien species, in general, are forbidden of setting any foot in Nessantico under the penalty of death or worse.
- Freedom & Oppression: The Mornedhel are mostly considered a free and proud folk, for pride and honor is everything to them, and as belligerent as they are it is within their freedom of choosing their ways that they find their essence, their rulers mostly do not try controlling them in that, although it can be very rare for any citizen to abandon their lives and remake them in another kingdom as the Mornedhel are very cautious regarding their own actions. The Mornedhel is considered cruel to some scholars that went to their planet, not cruel with nature for they worship their arboreal planet, nor with the wildlife that they learn how to tame and fear, but with themselves, for they do not oblige any outsider to work for them and respect their ways as thralls, putting them to death before even considering that, the Mornedhel can whip their own neighbors as thralls if the situation demands it so. Clan Law is considered thicker than family ties, disrespecting their clan is one of the most abhorred actions any countrymen can do.
MILITARY & TECHNOLOGY
- Military: A poorly defended planet. Once the site of a growing empire, Nessantico has little to no defenses whatsoever to offer against the major invasion of ships or even to clash among the stars against invaders, since most of its militarism is focused on each clan's might and what they can and cannot muster in proper timing. Some kingdoms able enough to assemble larger forces to defend their borders than others, while some may
- Technology: Beneath the Galactic Standard. Once this was the site of an advanced civilization that has fallen into a simpler way of living where technology is only used in the most menial and delicate professions, while most of Nessantico's population try using only the most basic sorts of technology to perform their tasks, using their own hands and only what they can build or carve to enhance their societal lifestyle.
HISTORICAL INFORMATION
antiga colonial rakatan destruiu a si mesma, seis species evoluiram ali naquele sistema
elzeri apareceram, cuidaram deals, mas acharam udun muito pequeno e cairam fora
deixando a colonial para tras
tantalos ruins gleam with shining light
tantalos
verdenia
temeria can host life underground through underwater volcanoes
giant bees
udun
zimunda
Heavily entwined with the Mornedhel Species and its story, the Tale of the Nightfolk and Elenna began in tragedy. As the Great Pilgrimage of the Elzeri began during the Unholy Invasion, which leads to Nineteen Ships leaving the ancient homeworld of Valythor in search of safety among the stars, only to find the bitterness, cold, and emptiness of space to be far greater than they could ever have imagined in their entire existences. It was when the Great Strife began that one of the nineteen floatillas decided to risk a different path of their lives and resented to be ruled by the Thirteen Crowns, to feed and house most ships with valuable resources and steady incomes. Some say that it was the Mornedhel that began the Great Strife that broke apart the fleet and caused the floatillas to scatter across the galaxy, others claim that Sangruvios Andronicus, remembered as "The Voyager" and as "The Rebel", was but a lesser son from a lesser branch of the extinct House Ingilious. He led his people to rebel, by murdering the leaders in charge of his floatilla and taking over the navigation system, taking his ship far from the broken fleet, for he was said to be gifted with the visions of far-sight, a rare gift that allowed him to see what others could not and he so famously said.
"Why, O my people,’ he cried, ‘why should we longer serve these jealous gods, who cannot keep us, nor their own realm even, secure from their Enemy? Valythor lies behind of us and what I leave behind I do not count it as losses! Vengeance calls me hence, shall we mourn here deedless forever, a shadow-folk, mist-haunting, dropping vain tears in the salt thankless Void of Space? Or shall we go home? In the galaxy, sweet ran the stars under unclouded skies, and wide planet lay about where a free folk might walk. There they lie still and await us who in our folly forsook them. Come away! Let the cowards keep this fruitless journey. But by the blood of Old Gods! unless I dote, if the cowards only remain, then the grass will grow in the streets. Nay, rot, mildew, and toadstool."
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